The litrpgest litrpg?

ThisAdamGuy

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I've mentioned a couple times that I'm thinking about writing a litrpg, but I have very little experience with the genre. I'm listening to the Dungeon Crawler Carl audiobook, and it's really fun, but from what I hear that's more of a deconstruction of the litrpg genre than a "real" litrpg. So if I were to ask for a single book that would help me get a good grasp on the litrpg genre overall, what would be your recommendation?

Note: please don't use this to promote yourself or your own book.
 
D

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There has only been a few litrpg I liked. One of them is Momo the Ripper, but I guess it got an Amazon contract. Also, it's GL.
 

CharlesEBrown

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Sadly he passed halfway through writing the series, but the late James M. Ward was working on a LitRPG series that wandered through various mythologies - I believe the third book had been sent to the publisher and he was well into the fourth at the time of his death (the series was supposed to have seven volumes at the end). Since he was part of the "second generation" at TSR (and the author of the original Deities and Demigods) I would probably look to his work for guidance in LitRPGs if I was to look for any.
 

CodeCrisis

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Well, that wholly depends on which part of the litrpg genre. But I guess a good example to read through would either be "Solo Leveling" and "Omniscient Reader's Viewpoint", as it seems the system mechanic is what gets people confused on the most.
 

Corty

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Don't.

Honestly, ask yourself the question... would your story work without the numbers? If you could write it without them, then no, it's just a useless addon to the story that later on will cause more trouble than anything else.

If your story is about getting dragged into an MMO or something like that... then that is the only reason I would say RPG stuff is a valid option.

My suggestion would be to just go with the Sword Art Online or Log Horizon route if you want to follow an example.

Or, one of the countless xinaxia translations to see how to use litrpg stuff ,but don't give a shit about consistency and rules.
 

ThisAdamGuy

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If your story is about getting dragged into an MMO or something like that... then that is the only reason I would say RPG stuff is a valid option.
Its a story about the world being remade with an RPG system, and 99% of the population is turned into mindless NPCs. The few "players" that are left have to continually do quests to earn XP to keep their minds from fading. They've found a way to share that XP with others, so they have a small community of their friends and families that they're struggling to keep alive and sentient. The main character is an NPC who was brought back to sentience, and he decides to become an adventurer to help earn XP for the rest of the village.
 

Tyranomaster

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LitRPG is a very big genre that many types of stories fall into.

LitRPG can encompass:
MMORPGs - Sword Art Online (or any other trapped in a video game for that matter where there is a semblance of a stat block)

TTRPGs - These have a wide range of options from minimal to a lot of rpg stats (Goblin Slayer/Konosuba), most in this genre take place in medieval settings, since they're based on things like D&D and Pathfinder. (Some blend between genres, as Overlord 'takes place in a video game world', but the author explicitly has said they essentially weaved together all their abandoned D&D campaigns that he was a dungeon master for, but from the perspective of the BBEG).

CRPGs - These are quite rare, but in essence, anything that is like the older single player JRPG games fits in this category, where a few people have powers and everyone else is just an NPC, but there are stat blocks.

The Rest - Anything else that decides to use stat blocks, but doesn't explicitly follow the formulaic setting of RPG games fall in here.

The main thing to keep in mind is that stat blocks and number go up are important to readers. Especially early. "Is it wrong to pick up girls in a dungeon?" starts out heavy on the LitRPG and divulges from it for the most part later on, it's still there, just an undercurrent.

I've had very few people complain about the fact that I went from status block updates every chapter to the fact we only get them about every 20-30 chapters now. It all depends on how you set up the RPG system behind the scenes to explain it. In practice, readers of LitRPG want a system they can grasp the basics of. It should follow obvious rules, even if the meaning behind those rules are obscured from them.

As a fair warning from someone who writes in the genre, any time you buck any trend in LitRPG, you will get vocal readers who will write comments, sometimes reviews, about how awful the story is with their reason boiling down to "The main character isn't OP enough". Many of the readers of the genre want to, as far as I can tell, read a more fantastical version of critical role. They want it to be bound by the rules of the system you impose, but also have the system bucked by overpowered abilities or items that are the reason the main character is succeeding. In essence, they want you to first develop the illusion of an entire system with complexity rivaling D&D, and then create a fantastical narrative above it.

Note that I said, "the illusion of an entire system". You don't need to actually create the hard and fast rule books 100+ pages long, you just need to develop a set of principals yourself, such that you can create the rulings on the fly that continue to make sense with the rest of the system. A lot of LitRPG authors drop their stories because they fail on this front, and they end up overwhelmed by the rules they made for themselves, or trapped narratively as a result of it. I started from the fundamentals of how and why the system existed, this is not revealed to the readers, but it lets me intuit what rules it follows, such that if I had to make the rule up again in the future, I'd likely come to the same conclusion, or something close to it.

As an example: If your rule system was put in place by an errant god who wanted entertainment via the fighting of humanoid races with monsters, then you should understand that any rules your system would follow would create interesting, flashy fights, and that abilities are focused around that entertainment, and less around boring every day factors. You just put yourself in that god's shoes every time you grant abilities or items to people. That drastically helps keep the system self-consistent.
 

RepresentingWrath

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LitRPG is a very big genre that many types of stories fall into.

LitRPG can encompass:
MMORPGs - Sword Art Online (or any other trapped in a video game for that matter where there is a semblance of a stat block)

TTRPGs - These have a wide range of options from minimal to a lot of rpg stats (Goblin Slayer/Konosuba), most in this genre take place in medieval settings, since they're based on things like D&D and Pathfinder. (Some blend between genres, as Overlord 'takes place in a video game world', but the author explicitly has said they essentially weaved together all their abandoned D&D campaigns that he was a dungeon master for, but from the perspective of the BBEG).

CRPGs - These are quite rare, but in essence, anything that is like the older single player JRPG games fits in this category, where a few people have powers and everyone else is just an NPC, but there are stat blocks.

The Rest - Anything else that decides to use stat blocks, but doesn't explicitly follow the formulaic setting of RPG games fall in here.

The main thing to keep in mind is that stat blocks and number go up are important to readers. Especially early. "Is it wrong to pick up girls in a dungeon?" starts out heavy on the LitRPG and divulges from it for the most part later on, it's still there, just an undercurrent.

I've had very few people complain about the fact that I went from status block updates every chapter to the fact we only get them about every 20-30 chapters now. It all depends on how you set up the RPG system behind the scenes to explain it. In practice, readers of LitRPG want a system they can grasp the basics of. It should follow obvious rules, even if the meaning behind those rules are obscured from them.

As a fair warning from someone who writes in the genre, any time you buck any trend in LitRPG, you will get vocal readers who will write comments, sometimes reviews, about how awful the story is with their reason boiling down to "The main character isn't OP enough". Many of the readers of the genre want to, as far as I can tell, read a more fantastical version of critical role. They want it to be bound by the rules of the system you impose, but also have the system bucked by overpowered abilities or items that are the reason the main character is succeeding. In essence, they want you to first develop the illusion of an entire system with complexity rivaling D&D, and then create a fantastical narrative above it.

Note that I said, "the illusion of an entire system". You don't need to actually create the hard and fast rule books 100+ pages long, you just need to develop a set of principals yourself, such that you can create the rulings on the fly that continue to make sense with the rest of the system. A lot of LitRPG authors drop their stories because they fail on this front, and they end up overwhelmed by the rules they made for themselves, or trapped narratively as a result of it. I started from the fundamentals of how and why the system existed, this is not revealed to the readers, but it lets me intuit what rules it follows, such that if I had to make the rule up again in the future, I'd likely come to the same conclusion, or something close to it.

As an example: If your rule system was put in place by an errant god who wanted entertainment via the fighting of humanoid races with monsters, then you should understand that any rules your system would follow would create interesting, flashy fights, and that abilities are focused around that entertainment, and less around boring every day factors. You just put yourself in that god's shoes every time you grant abilities or items to people. That drastically helps keep the system self-consistent.
Nerd. ?
 

Corty

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Its a story about the world being remade with an RPG system, and 99% of the population is turned into mindless NPCs. The few "players" that are left have to continually do quests to earn XP to keep their minds from fading. They've found a way to share that XP with others, so they have a small community of their friends and families that they're struggling to keep alive and sentient. The main character is an NPC who was brought back to sentience, and he decides to become an adventurer to help earn XP for the rest of the village.
Then, yeah, it makes sense with that background. My only advice, instead of trying to look up other stories and how they do it, is to prepare your Excel powers and keep track of everything you introduce. Every skill, every xp, every talent, etc. Use chat GPT to keep it organized if you need a crutch; most readers won't really go into the details anyway, only those who like to nitpick numbers so you could get away with some inconsistencies. Mostly, masking those inconsistencies as bugs and glitches.
 

RepresentingPride

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You can try "The second coming of gluttony" or "Reincarnator", they're light on the litrpg. The legendary Mechanic can be a good one too, and with what you said about your story, it may help a bit since the MC is reincarnated into a npc body.
 

BigBadBoi

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LitRPGs follow three paths:
ignore the system entirely and just use it to bait RoyalRoad NPCs to read your novel(I swear to god there's almost no novels in the Rising Srars section that ISN'T litRPG slop).
Go all in on numbers autism and create a detailed spreadsheet and go insane and get burnt out.
Use it as a glorified status window to show how strong and cool and OP the MC is while giving crumbs to litRPG slop lovers.
 

Akaichi

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Try Solo Leveling. The nice thing about it that it will show you that status is only a narrative tool, and is not that important like others make it to be.
Sure the readers like status and such, but in fact it is a big scam to make the illusion that your novel have a hard Magic system (it can be anything though since you can add skills at will and even invent them.)
 

ThisAdamGuy

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[THIS POST HAS BEEN CONSUMED BY THE VOID]
 
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Spacerunner357

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I've mentioned a couple times that I'm thinking about writing a litrpg, but I have very little experience with the genre. I'm listening to the Dungeon Crawler Carl audiobook, and it's really fun, but from what I hear that's more of a deconstruction of the litrpg genre than a "real" litrpg. So if I were to ask for a single book that would help me get a good grasp on the litrpg genre overall, what would be your recommendation?

Note: please don't use this to promote yourself or your own book.
Hio and I will say On Royal Road something by the Name of Trailblazars and Lunitics a Cultivation Lit or Lite RPG Storry.:)
 

Paul__Michaels

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Yeah there are few exceptions where I like a story with litrpg elements. One of the stories that I used to love reading was, "So I'm a Spider, So What?"

It was one of the more unique uses of a system story where the system was the issue in the world.

Anyways, what usually happens with most authors that start out a system story ends up ditching it when a MC becomes a walking god. At the point, the stats are meaningless.

It happens all the time.
 

Fox-Trot-9

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Besides the litRPG manga, manhwa, and manhua on MangaDex and MangaMirror, the only actual litRPG novel I have is Ready Player One by Ernest Cline. I haven't read it yet, so I don't know how good or bad it is, but that's the only real recommendation I have.
 

Tyranomaster

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That's what I did the first time I tried to write XNPC, and that's exactly what happened. I tried to keep constant track of HP and MP ("A fireball shot from his hand, hitting the monster right in the face. -15 appeared over its head in red numbers, leaving it with 35 points of life, while -7 appeared over his own head in blue numbers, reducing his magic points to 13. Then it hit him with its claws for 12 damage, lowering his life points to 68. Then he...") and it was freaking exhausting. I made it through maybe three major fight scenes like that before giving up. The points never behaved the way I wanted them to. In a regular book, I could just write "He got hit but didn't die," but if I'm using life points I have to explain why it didn't kill him, even though he only has 5HP and earlier in the book that attack dealt 20 damage. After giving up, I asked some other authors how they did it (I was still on RR at the time) and most of them said they didn't bother with HP, or if they did they never actually brought it up during fights for exactly that reason.

Yeah there are few exceptions where I like a story with litrpg elements. One of the stories that I used to love reading was, "So I'm a Spider, So What?"

It was one of the more unique uses of a system story where the system was the issue in the world.

Anyways, what usually happens with most authors that start out a system story ends up ditching it when a MC becomes a walking god. At the point, the stats are meaningless.

It happens all the time.
You should treat any system you make as a hybrid between world building and a character present in the story. It's more active in the story than things like gravity, but less personal than a mentor.

If you suddenly saw an apple fall up, you'd be confused... unless someone threw it. If you want the apple to go up, then you need a mover. That's probably the best applicable reason to write a litrpg. As an author it lets you integrate magic into the world in a tangible way while remaining flexible enough to be a mover.

Biggest advice I give to anyone writing litrpg is to know your limits and the story end. You need to know your power scale. If you sat down to play D&D, but you didn't know whether each level was the end of the game or if there were hundreds more, it wouldn't be fun, it'd be frustrating.
 

Tempokai

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I'd say the most litrpgest litrpg is the dungeon crawl stone soup. It is made from letters, has the decent LitRPG aspect, the only minus that you need keyboard to actually read the story by pressing buttons at the correct time. The story is generic, but aspect is great. Late gam–, I mean late plot is actually interesting to see how MC will survive onslaught of leveled monsters. Again, you need keyboard to read it.
 

BigBadBoi

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I'd say the most litrpgest litrpg is the dungeon crawl stone soup. It is made from letters, has the decent LitRPG aspect, the only minus that you need keyboard to actually read the story by pressing buttons at the correct time. The story is generic, but aspect is great. Late gam–, I mean late plot is actually interesting to see how MC will survive onslaught of leveled monsters. Again, you need keyboard to read it.
Ahh yes excel spreadsheet gaming like dwarf fortress and CCDA
 
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