Dear Readers; How much "RPG" do you like in your LitRPG's?

MFontana

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I've seen a wide array of different approaches to writing in the LitRPG genre, especially with the explosion of the Isekai/LitRPG pairing, and I'm curious to know how much "RPG" you, as readers, enjoy being included, and how much breaks your immersion with the story?

Personally, I'm a firm believer in the premise "Less is More" when it comes to including the game-based elements.

Some is good; but when the game stuff starts becoming the sole focus, I tend to lose interest pretty quick; especially when the story's pacing and progress suffer as a result.

I guess what I'm asking here, is "How much is 'Too Much' for you?"
 

PancakesWitch

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-Stats and Skills are a must
-Levels not so much
-Total amount of HP and MP should be avoided
-Unique power system to go with the LitRPG is almost always necessary to make it fun
-Cultivation Elements can be incorporated
-Classes are fun but not a must either
That's how I usually do it.
There are some people that want the LitRPG audience but dont want to bother with the whole mechanics so they make the system without stats or even levels, where progression becomes tied to skills and how they grow instead... that's fine, but to me that's not really LitRPG anymore. Might as well just do Cultivation if you hate numbers, its literally the same but without them.
 

eternalparticle

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I believe if the world is a game world then it should have as much RPG mechanics as possible. Of course only when the game itself is the main focus. Example, like the story focuses on a protagonist that finds loopholes in the game system, in which case you'd naturally explain the game system.

And in case if the main focus is isekai or just the character or anything else, and the world happens to have a system which is very much like a game, then it should be minimal. So, any scenes that feel like are directly focused on the world system should not exist. The only system focused scene should be the MC's analysis of how the system works when he first reincarnates or whatever.

Also, if the story has a profile window (Protagonist's obviously), then yes, I want to look at it, but no, I don't want a profile pop-up mid chapter. So if a profile exists, it should be at the end of the chapter. That way it becomes extra lore. It also looks fancy. :blob_sir:
 

Nekyo

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I honestly would have loved for a real approach heavy on the rpg where all the numbers mattered and math always checked out, but after reading my fair share I realized that there isn't one that goes as far as keep track of everything as an rpg game how I originally hoped for.

But now that I see what to expect I mainly like it when it's for setting expectations and to estimate power levels without revealing everything to expect or to keep progress. For example an HP bar from time to time.

And even the levels' importance can be said that it varies between the race of the creature itself.

In my one Litrpg I make it that the numbers are mainly just a way for the mc to understand the world rather than an exact perfect code of that runs on numbers and he has to "waste a turn/action" performing it.
 

ConansWitchBaby

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Bruh, you want a fantasy story not a litrpg one. Number go brr and the mechanics are literally the genre. Don't bring the isekai is trash debate to other genres. Same argument of not wanting what makes the genre the genre.

I honestly would have loved for a real approach heavy on the rpg where all the numbers mattered and math always checked out, but after reading my fair share I realized that there isn't one that goes as far as keep track of everything as an rpg game how I originally hoped for.

But now that I see what to expect I mainly like it when it's for setting expectations and to estimate power levels without revealing everything to expect or to keep progress. For example an HP bar from time to time.

And even the levels' importance can be said that it varies between the race of the creature itself.

In my one Litrpg I make it that the numbers are mainly just a way for the mc to understand the world rather than an exact perfect code of that runs on numbers and he has to "waste a turn/action" performing it.
Try Dungeon of Knowledge Dungeon of Knowledge | Scribble Hub
All the mechanics are heavily numbers dependent. The only thing is that damage numbers are ignored and that makes people in the comments who don't bring out their calculators believe that the numbers don't matter. When it's the most numbery numbers litrpg book in a while.

Which. Brings me about to how the numbers don't matter, ultimately. The average and even dedicated readers won't bother to check the authors math at the end of the day.
 

Author_Riceball

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I've seen a wide array of different approaches to writing in the LitRPG genre, especially with the explosion of the Isekai/LitRPG pairing, and I'm curious to know how much "RPG" you, as readers, enjoy being included, and how much breaks your immersion with the story?

Personally, I'm a firm believer in the premise "Less is More" when it comes to including the game-based elements.

Some is good; but when the game stuff starts becoming the sole focus, I tend to lose interest pretty quick; especially when the story's pacing and progress suffer as a result.

I guess what I'm asking here, is "How much is 'Too Much' for you?"
Too much doesn’t exist
 

MFontana

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Thank you to everyone who took the time to weigh in so far.
I'm seeing a fair number of differing opinions here and can't say that wasn't expected.

I'm going to stick with my less-is-more approach to my stories as far as in-line stats go, due to the nature of the setting itself; and will focus more on the "Lit" or Literary aspect of the genre.

The hard stats (which do exist) will be provided outside in a companion lore-document for those who want to peruse it, while being minimally intrusive within the prose itself.
 

Eldoria

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I've always believed in social justice, even in fiction. In general, it's not that I dislike LiRPG genre, but I dislike the MC being the only one with a system. If you want to integrate a game system into your story, that's fine, but make it universal, accessible and enjoyable for all world inhabitants. Often, this simple thing is overlooked by authors, where only MC has a system. The question is, why only MC? Clearly, the author only wants to create a wish-fulfillment fantasy, not an immersive LiRPG. Make an OP MC with a system is the last, most ridiculous thing I'd think of to develop the MC's strength.

Another thing that makes me frown is that in the LiRPG genre, authors often ignore the lore of the system. Why does the world (or just MC) have a system? What is the origin of the system? Authors are often lazy about explaining the lore. Don't be lazy about providing lore just because you're busy writing about the MC's leveling.

In short, the LiRPG genre can actually be a fun genre to read as long as it's well-written and coherent, not simplified to just wish fulfillment fantasy.
 
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JayMark

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Personally, I'm a firm believer in the premise "Less is More" when it comes to including the game-based elements.
Yeah, nobody wants to read nothing but game stat tables.
Some is good; but when the game stuff starts becoming the sole focus, I tend to lose interest pretty quick; especially when the story's pacing and progress suffer as a result.

I guess what I'm asking here, is "How much is 'Too Much' for you?"
Agreed, whatever breaks the pacing of a fight scene won't be mentioned. Use the stats like skippable exposition dumps. I pretty much expect readers to skip most of my stat tables with some going back to reference them later if they want.

If I dont wanna see stats and co, I will read Prog Fantasy.
I think an rpg fiction can be done with stats and skills completely in the background.
-Stats and Skills are a must
I think an rpg fiction can be done with stats and skills completely in the background.
-Levels not so much
They have to be grounded to something specific.
-Total amount of HP and MP should be avoided
I agree. Everyone in my litrpg has a hundred mana and hit points. The rate at which they are drained and recover changes depending on skills.

-Unique power system to go with the LitRPG is almost always necessary to make it fun
Well, that would be the entire reason I would read or write one.

-Cultivation Elements can be incorporated
I don't know what this is. I think I do some of these themes, but only by accident.
-Classes are fun but not a must either
Can be approached in multiple ways.

There are some people that want the LitRPG audience but dont want to bother with the whole mechanics so they make the system without stats or even levels, where progression becomes tied to skills and how they grow instead... that's fine, but to me that's not really LitRPG anymore. Might as well just do Cultivation if you hate numbers, its literally the same but without them.
Thank you for defining cultivation. I want to add that in Litrpg authors rarely use the system as limiter.

And in case if the main focus is isekai or just the character or anything else, and the world happens to have a system which is very much like a game, then it should be minimal. So, any scenes that feel like are directly focused on the world system should not exist. The only system focused scene should be the MC's analysis of how the system works when he first reincarnates or whatever.
I think there is more than one acceptable way to do this, provided the reader isn't being confused. It also depends on the nature of the system.

Also, if the story has a profile window (Protagonist's obviously), then yes, I want to look at it, but no, I don't want a profile pop-up mid chapter. So if a profile exists, it should be at the end of the chapter. That way it becomes extra lore. It also looks fancy. :blob_sir:
I think if characters are researching other characters then the reader should get a chance to see if the information is relevant, interesting, or foreshadowing.



I honestly would have loved for a real approach heavy on the rpg where all the numbers mattered and math always checked out, but after reading my fair share I realized that there isn't one that goes as far as keep track of everything as an rpg game how I originally hoped for.
Even if it did, the author would keep the information in the background. Only hard core fans would want to do a math analysis anyway.

But now that I see what to expect I mainly like it when it's for setting expectations and to estimate power levels without revealing everything to expect or to keep progress. For example an HP bar from time to time.
:blob_okay:

And even the levels' importance can be said that it varies between the race of the creature itself.

In my one Litrpg I make it that the numbers are mainly just a way for the mc to understand the world rather than an exact perfect code of that runs on numbers and he has to "waste a turn/action" performing it.
In my experiment the mobs don't have levels or numbers and there is a good reason for it. The characters with the system don't have an announced overall level either.
Whatever fits the needs of the story best. Not whatever fills page count - if the stat sheets fit the story, they should be there, if not, just mention changes and be done with.
:blob_okay:
Try Dungeon of Knowledge Dungeon of Knowledge | Scribble Hub
All the mechanics are heavily numbers dependent. The only thing is that damage numbers are ignored and that makes people in the comments who don't bring out their calculators believe that the numbers don't matter. When it's the most numbery numbers litrpg book in a while.
?


Which. Brings me about to how the numbers don't matter, ultimately. The average and even dedicated readers won't bother to check the authors math at the end of the day.
True. And who would be insane enough to bother with exact calculations when estimations are good eough. One single strength point is like adding a grain of sand to the scale, at least in what I'm going for.

Too much doesn’t exist
Yes it does. Too much does exist. ?
I'm going to stick with my less-is-more approach to my stories as far as in-line stats go, due to the nature of the setting itself; and will focus more on the "Lit" or Literary aspect of the genre.

The hard stats (which do exist) will be provided outside in a companion lore-document for those who want to peruse it, while being minimally intrusive within the prose itself.
:blobthumbsup:
In short, the LiRPG genre can actually be a fun genre to read as long as it's well-written and coherent, not simplified to just wish fulfillment fantasy.
:blobreading:
I lean more on the humanity/emotion of characters instead of math tables.
I think that's way more important, even in a litrpg. I don't care how much of a math genius the author is.
 

Author_Riceball

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Yeah, nobody wants to read nothing but game stat tables.

Agreed, whatever breaks the pacing of a fight scene won't be mentioned. Use the stats like skippable exposition dumps. I pretty much expect readers to skip most of my stat tables with some going back to reference them later if they want.


I think an rpg fiction can be done with stats and skills completely in the background.

I think an rpg fiction can be done with stats and skills completely in the background.

They have to be grounded to something specific.

I agree. Everyone in my litrpg has a hundred mana and hit points. The rate at which they are drained and recover changes depending on skills.


Well, that would be the entire reason I would read or write one.


I don't know what this is. I think I do some of these themes, but only by accident.

Can be approached in multiple ways.


Thank you for defining cultivation. I want to add that in Litrpg authors rarely use the system as limiter.


I think there is more than one acceptable way to do this, provided the reader isn't being confused. It also depends on the nature of the system.


I think if characters are researching other characters then the reader should get a chance to see if the information is relevant, interesting, or foreshadowing.




Even if it did, the author would keep the information in the background. Only hard core fans would want to do a math analysis anyway.


:blob_okay:


In my experiment the mobs don't have levels or numbers and there is a good reason for it. The characters with the system don't have an announced overall level either.

:blob_okay:

?



True. And who would be insane enough to bother with exact calculations when estimations are good eough. One single strength point is like adding a grain of sand to the scale, at least in what I'm going for.


Yes it does. Too much does exist. ?

:blobthumbsup:

:blobreading:

I think that's way more important, even in a litrpg. I don't care how much of a math genius the author is.
bro seriously replied to everyone crying laughing emoji
 

JayMark

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bro seriously replied to everyone crying laughing emoji
300px-I'll_Fuckin_Do_It_Again.jpg
 

Juia_Darkcrest

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bro seriously replied to everyone crying laughing emoji
He is the Boss Bull like that... and soon to be in my freezer... winter is coming ?

I wanted to make the stats matter in one of my works, but as I got further into it, they seemed to be taking over the writing itself, so I backed off a bit on the numbers and pushed more for a narrative.

If I make another liRPG again, I might try to make it more technical as part of the story, just for the challenge of trying to make its numbers interesting.
 
D

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I dun even know what "too much RPG" means.

Enough with this cooked amongus skibiddi lingo!
 

PancakesWitch

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Yeah, nobody wants to read nothing but game stat tables.

Agreed, whatever breaks the pacing of a fight scene won't be mentioned. Use the stats like skippable exposition dumps. I pretty much expect readers to skip most of my stat tables with some going back to reference them later if they want.


I think an rpg fiction can be done with stats and skills completely in the background.

I think an rpg fiction can be done with stats and skills completely in the background.

They have to be grounded to something specific.

I agree. Everyone in my litrpg has a hundred mana and hit points. The rate at which they are drained and recover changes depending on skills.


Well, that would be the entire reason I would read or write one.


I don't know what this is. I think I do some of these themes, but only by accident.

Can be approached in multiple ways.


Thank you for defining cultivation. I want to add that in Litrpg authors rarely use the system as limiter.


I think there is more than one acceptable way to do this, provided the reader isn't being confused. It also depends on the nature of the system.


I think if characters are researching other characters then the reader should get a chance to see if the information is relevant, interesting, or foreshadowing.




Even if it did, the author would keep the information in the background. Only hard core fans would want to do a math analysis anyway.


:blob_okay:


In my experiment the mobs don't have levels or numbers and there is a good reason for it. The characters with the system don't have an announced overall level either.

:blob_okay:

?



True. And who would be insane enough to bother with exact calculations when estimations are good eough. One single strength point is like adding a grain of sand to the scale, at least in what I'm going for.


Yes it does. Too much does exist. ?

:blobthumbsup:

:blobreading:

I think that's way more important, even in a litrpg. I don't care how much of a math genius the author is.
Cultivation is not just "LITRPG without system, stats, or skills", its a combination of settings, mythology, writing style, and progression systems that are ingrained in Chinese literature, especially Chinese Fantasy Web Novels.
Here's a summary made by Copilot:
The Cultivation genre in web novels—especially in Chinese fiction—centers on characters who pursue spiritual and physical transcendence through mystical training, often inspired by Taoist philosophy and Chinese mythology.
Set in worlds where mortals strive to become immortals or godlike beings, cultivation stories feature layered realms (mortal, celestial, demonic), ancient sects, and magical artifacts. Progression systems are based on internal alchemy, qi manipulation, and tiered breakthroughs (e.g., Foundation, Core, Nascent Soul), often achieved through meditation, combat, and consuming rare resources. Mythological roots trace back to xianxia and wuxia traditions, blending heroic ideals with cosmic ambition, where the protagonist's journey reflects both personal growth and metaphysical mastery.
However, they are not really completely tied to Chinese myth and can be adapted to pretty much any sort of setting, medieval and futuristic. A lot of Korean web novels do Medieval Fantasy Cultivation Stories where Knights Cultivate Aura and Sword Energy and Magicians Cultivate Magic Circles to grow stronger (up to Ninth Circle).
 

JayMark

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- Very Chinese - Taoism - Realm Caste System - Haki - Spiritual Power - drinking mercury - quest for immortality - martial arts - peeing destroys universe - Chinese mythology - meditation - immortality - much long life - asscension to godhood - syndicates - ancient conspiracy groups -

So I have a few characters that have aspects of cultivation here and there, Kunchen comes to mind, probably because of exposure to cultivation concepts and some Chinese culture despite not having read a cultivation novel.

Most of what I know about cultivation novels comes from Notanuffian.
 

RealRomanLord

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If I dont wanna see stats and co, I will read Prog Fantasy.
Exactly.
I've seen a wide array of different approaches to writing in the LitRPG genre, especially with the explosion of the Isekai/LitRPG pairing, and I'm curious to know how much "RPG" you, as readers, enjoy being included, and how much breaks your immersion with the story?

Personally, I'm a firm believer in the premise "Less is More" when it comes to including the game-based elements.

Some is good; but when the game stuff starts becoming the sole focus, I tend to lose interest pretty quick; especially when the story's pacing and progress suffer as a result.

I guess what I'm asking here, is "How much is 'Too Much' for you?"
Personal opinion.
Brother, you're writing a litrpg. Stats and statutes are everything.
Show them as much as possible.
Fights should involve skill names, their timings, and how much the damage they will cause.
 
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Zagaroth

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My preferred style/level has two aspects:

A) It is clear that there is a reason that this System exists, even if we do not know what the system is. Generally, this means that the true powers that be created the system, whether as an aid to the mortal races or as a shackle. Bonus: this generally means that you can *also* learn how to do magic and stuff outside of the box the system puts you in, it's just harder, slower, and more dangerous, because you are working without the safety wheels of the system.

B) Numbers should be for countable things or for very general categorization of tiers, and there should not be too many tiers. I don't care about +5 to strength. I do care that the protagonist has unlocked 4 of the 12 possible elemental types or whatever. You can give a rough idea of how strong an affinity is too: Weak, moderate, strong, mastered, perfect.
List of special abilities and spells? Sure. Giving them all numerical values? please don't.

-----------------------------------

Here's how I would like to see tiers go, *roughly* speaking (your own world building will vary this of course):

Going from Tier 0 (you got nothing yet) to Tier 1 (you have powers) is an important step.
Tier 2 should be a step of at least as large a relative value, such as meaning that your actions are visibly shaping the history of the world, though maybe not in a major way.
Tier 3 means you are now one of the greater powers of mortal kind.
Tier 4 means you have achieved basic immortality, and your actions may affect more than the world you are on.
Tier 5 means you have achieved full immortality, and it takes more than killing you to keep you dead. Also, you are probably beginning to expand outside the limits of the system.
Tier 6 means you have started on the path toward divine ascension. Also, advancing from here is a matter of building faith of others in you, you can not progress by just becoming stronger. Note: Protag-kun may aschew tier 6+, and focus on expanding their skill set in the tier 5 category, because becoming a real god involves responsibilities for supporting your worshipers and spending effort regulating some aspect of reality that is associated with your divinity.
Tier 7 means you are now, technically, a god, though not by much, and you still have just the one body (or limited multiples, if that is part of your power).
Tier 8 is for full gods with divine realms where the souls of their followers gather after their death, and with avatars spread across millions of worlds, seeing to taking care of the needs of mortals, though carefully. 99.99999% of the time, the avatars are just looking for things to nudge, mostly by empowering specific mortals to enable them to take action. Also, the system no longer means anything to you, being tier 8 is just for helping to label you for those who still are bound by the system.
Tier 9 is unachievable inside the life span of a universe, because only the gods who helped create this universe are at tier 9. If you want to be tier 9, get to the point where gods of other universes might like your style and invite you to join in a universe making venture, shaping the raw chaos of creation. After helping with a few universes, you might be ready to be the central deity of a universe, if you want that much responsibility, but the power difference is still small enough to leave you in tier 9.

Alright, I went further into the divine side of the equation that I meant to when I started, but you can see that for most stories, the scope generally leaves MCs at no higher than Tier 5, because tier 6+ has people doing stuff that is boring to read about. Also note that I am listing the requirement to enter each tier, there is a lot of room inside of a given tier, because they are broad in scope.

And maybe in your world, you don't number tiers. There is no reason that these tiers couldn't simply be labelled with words instead of numbers.
 
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