I am only saying they exist. Once I read a GM criticizing realism when making a scenario in a sci-fi game, and the players used gravity to defeat the plan, except that fantasy worlds have gravity too. It was the plan that was at fault, not realism, eg poor planning means poor performance, whatever else is going on. Today on the trav discord, someone was saying that utopias don't work for adventures, yet the example of star trek would refute that, it is its writing that makes it good.I think we're getting into a 'define many' situation (also, if we are making a list, there's a Traveller port called Mercator). I would put the big names (some more recently than others) as CoC and the White Wolf Storyteller games -- and each of them have a very solid explanation as to why the police/other IRL powers that be don't step in and solve the problems the PCs are instead to solve -- no one believes the Miskatonic University crew team just turned into shark people, the Camarilla have all the police detectives on payroll, magical forces keep the locals from seeing the magical firefight on 4th and Main, etc.