I'm not a simulationist. And I have never played any D100 game from a simulationist perspective. But the inherent logic to the D100 system makes it very easy to game master.
For me an rpg is a game with rules that lets a group of people under the guidance of a game master tell a story together. I want a game system that promotes story. And I'm very okey with rules, like fate points, that doesn't corresponds to something in the real world, as long as the rule promotes the kind of game I want.
As I see it people often forget the role of personal commitment to a task. When I write computer programs my commitment plays a large role in how the end result will be (how buggy etc.). My skill is always 75% in programming, but if I'm committed to the end result *will' be better. How can we take this commitment into account in a rpg? I think that having a fate point system that allows for re-rolls is a good way to do that. For instance if a person has a 50% skill and is allowed one re-roll due to spending a fate point the chance goes up to 75%. Not an earth shattering difference. But gives the player a chance to express the characters commitment to the task at hand.
I want a game where characters have flaws and relations that helps promote story. Mechanically it can be done that the character gets fate points for playing out the flaws and relations, but nothing forces them to do so. The fate points can then be used to get some small mechanically benefits, like re-rolling.
(Sorry if I'm rambling, but I'm a bit unfocused today)