AbdulAlhazred
Legend
Yeah, this is essentially what we did when I ran core 1977 CT. I generated the Home World and the PCs followed the core book trading, patron, and encounter rules, etc verbatim as they wandered the subsectors. Up to a point it does work, but of course the setting gains details over time, and we had to make rules tweaks and add stuff to make new things happen. That and we ran into stuff like the lack of any system for on-planet stuff.All RPGing, except perhaps Toon, does this. So either simulationism becomes a trivial category (because all RPGing exemplifies it) or else this is not the way to do it.
Given that I've done a lot of simulationist RPGing, I know which one of those options I think is correct.
B I have no stong view on - to the best of my understanding, it is mostly GM decides and so may be an instance of my second category of simulationism. But that's working from a reasonably thin knowledge base.
A I do have a view on. Unless you count the Traveller PC build rules as contradicting no myth (because they have professions, nobility, equipment, etc), then Classic Traveller can be played no myth and can be played as a type of purist-for-system simulationism. In my view it will be rather boring played that way, but not everyone would agree.
What Traveller lacks mostly though is some way to really drive a story aside from needing money.