1 ยท What is Realm Realistic Flow?
You are not the protagonist. You are a person who existed somewhere that was already existing before you, and will exist after you. A world that breathes and lives on it's own with it's own logic.
That is the whole design. Everything else falls out of it.
The world had a calendar before you existed in it. People had debts, and grudges, and somewhere to be tonight. Walk out of a room and the room does not pause. Sleep, and the week happens without you โ you will hear about it or you will not, depending entirely on whether anybody thought it worth mentioning.
HOW TO READ THIS ยท Chapters 1โ2 get you playing. 3โ7 are the
game/system itself and are worth reading in order. 8โ12 are the informal chapters explaining the nerd stuff. 13 is great for those quick references, and
**14 is where to look up a word. Nothing here is required reading before
you start.
1.1 ยท If you have played these, you already get it
Caves of Qud does not care that you showed up. RimWorld makes its stories out of systems colliding rather than a script somebody wrote. Elin simulates the boring parts on purpose. Tales of Maj'Eyal lets consequences stay.
This is that, run by a Game Master mimicking a human instead of a tile grid. Same promise, different control.
1.2 ยท What it actually changes
Most AI games are built so the world attends to you. Someone is always available. Doors open on approach. A conversation waits, frozen, until you decide to have it.
Here the world is indifferent by default. Not hostile โ indifferent, which is both worse and much better. You will feel the difference inside ten minutes.
The butler is mid-argument when you arrive and finishes it whether or not you are interesting. The person you need is asleep, because it is the middle of the night in their life too. Something you set moving four sessions ago lands while you are two towns over, and you find out from a stranger who has the details slightly wrong. What makes this more that meets the eyes is that it's backed by 1s an 0s that make the GM tell a story beyond itself without spoiling itself for you guys.
1.3 ยท What is asked of you
Say what you do. That is genuinely it. There are no commands, no syntax, no menu to learn, and nothing here is waiting for you to phrase it correctly.
What comes back is a world that was not holding still for you to speak. Sometimes that means the thing you wanted is simply not available tonight. Sometimes it means the small thing you did three weeks ago is why a door is locked now, and nobody is going to connect those dots out loud.
You are not owed a plot. You are owed a world that behaves the same whether or not you are looking at it.
AT THE TABLE ยท You say "I ask the smith about the debt." The horse smith is
halfway through shoeing a horse, they seem to be in mid-conversation with a
much younger looking lad with an undercut under their eye and does not stop working.
It seems to be very important.
1.4 ยท What to do first
Turn the page. The next chapter is the ten-minute version, and there is no wrong door โ you can start playing immediately and deepen the world later, over the top of what you already made.