ElijahRyne
A Hermit that’s NOT that Lazy, currentlycomplainen
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- Aug 12, 2021
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LitRPGs and System novels inherently handicap themselves in the long run for short term success. Of course with good writing a lot of this can be somewhat alleviated, but not solved without drastic change. How/why?
1. It hampers the action action in any series, by removing the difficulty of learning a skill and by killing the stakes.
2. Places throughout the adventure are no longer unique because of the characters and/histories that inhabit them, but because of how they relate to the system. Ruins of an Ancient City? This is a dungeon, the only important things here are is the ease of leveling and the valuable objects hidden. Town by the River? Assuming it isn’t being used for a temporary place to sleep, it is a stop to solve the issues of the inhabitants. Not a place with unique individuals and history.
3. Rule of the Jungle. Systems give incredible power to those lucky enough to be able to use it. Unfortunately the nature of it is endless competition and the centering of society around the strong. This just flat out ignores human kindness and mutual aid. This can be solved in a similar manor to 1.
4. (Expansion of 1&2) The story becomes an endless repetition of fetch quests and grinding with a handful of important fights. Since the only way to improve is through stats and the system, then you must find ways to do so. It is just that you must find item a, kill 100 creatures, and/or create a sword to do so. Unless of course you remove stats from being tied to the system.
So what do you gain?
1. An intuitive, somewhat flexible, and easy power system for both readers and for the author.
2. Something popular to game the algorithm and gain readers.
3. A predetermined route of progress.
4. Quick improvement for characters.
All of these are good for the first arc or two, but the issues further above will slowly drown out these gains. Since we typically create serialized works with no near by ending, there is also more than enough time for these flaws to become evident. If you are writing a long term action and/or adventure, I recommend not doing a litRPG. But, this is just my opinion what is yours? Do you disagre, agree, or somewhere in between, and why?
1. It hampers the action action in any series, by removing the difficulty of learning a skill and by killing the stakes.
It hampers the action action in any series, by removing the difficulty of learning a skill and by kill the stakes. Fights typically have very little suspense, if any at all. When reading a litRPG the only stakes in a fight is death or losing a reward, because if the character in question were to just wait and grind out levels then they would win practically any encounter. Then when fights are won, the character(s) will gain so many levels that redoing the fight would be significantly easier. These lead to a gradual power creep that will kill the stakes, start by saving a person, then a city, and next thing you know you have to save the world to keep the stakes balanced, eventually though the expansion becomes ridiculous. Skills are not things learned through practice, trial and error, but gifts granted from above. Fight scenes are narrowed down to skills and cooldowns which just results in the names of the attacks being thrown out as a description of what is happening + the location of the combatants, interspersed with dialogue. Creating both boring and repetitive fights. Of course these issues can be relived, to some extent, by carefully planning the rules of the system, and good and careful handling of the fight scenes, but that doesn’t solve the issue. That being, to alleviate these issues you must remove features expected from a litRPG.
To alleviate the skill dynamic, to learn a skill one must actually learn it. Nothing, or almost nothing, is given it is earned directly through practice. Thus removing a key aspect of the litRPG system.To alleviate the stake issue you can either limit remove leveling. Doing the first needs to be more than lower experience gain, and must be something similar to a level cap. This will lead to a human limit that should not be broke, because if it is that results in the same issue this fix was made for. So instead you could remove leveling as a way to gain strength of any sort. Thus removing a key aspect of the litRPG system. To alleviate the fight issue, you need unique and numerous enemies as well as unique applications of each skill. This removes the slimes, goblins, etc. as long as they don’t have something unique to each encounter. Thus removing a key aspect of the litRPG system.
To alleviate the skill dynamic, to learn a skill one must actually learn it. Nothing, or almost nothing, is given it is earned directly through practice. Thus removing a key aspect of the litRPG system.To alleviate the stake issue you can either limit remove leveling. Doing the first needs to be more than lower experience gain, and must be something similar to a level cap. This will lead to a human limit that should not be broke, because if it is that results in the same issue this fix was made for. So instead you could remove leveling as a way to gain strength of any sort. Thus removing a key aspect of the litRPG system. To alleviate the fight issue, you need unique and numerous enemies as well as unique applications of each skill. This removes the slimes, goblins, etc. as long as they don’t have something unique to each encounter. Thus removing a key aspect of the litRPG system.
2. Places throughout the adventure are no longer unique because of the characters and/histories that inhabit them, but because of how they relate to the system. Ruins of an Ancient City? This is a dungeon, the only important things here are is the ease of leveling and the valuable objects hidden. Town by the River? Assuming it isn’t being used for a temporary place to sleep, it is a stop to solve the issues of the inhabitants. Not a place with unique individuals and history.
3. Rule of the Jungle. Systems give incredible power to those lucky enough to be able to use it. Unfortunately the nature of it is endless competition and the centering of society around the strong. This just flat out ignores human kindness and mutual aid. This can be solved in a similar manor to 1.
4. (Expansion of 1&2) The story becomes an endless repetition of fetch quests and grinding with a handful of important fights. Since the only way to improve is through stats and the system, then you must find ways to do so. It is just that you must find item a, kill 100 creatures, and/or create a sword to do so. Unless of course you remove stats from being tied to the system.
So what do you gain?
1. An intuitive, somewhat flexible, and easy power system for both readers and for the author.
2. Something popular to game the algorithm and gain readers.
3. A predetermined route of progress.
4. Quick improvement for characters.
All of these are good for the first arc or two, but the issues further above will slowly drown out these gains. Since we typically create serialized works with no near by ending, there is also more than enough time for these flaws to become evident. If you are writing a long term action and/or adventure, I recommend not doing a litRPG. But, this is just my opinion what is yours? Do you disagre, agree, or somewhere in between, and why?