Better way of showing LitRPG stats

GrotesqueHeaven

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Hello, I have small question. Which type of showing stats is better?

The one I have now (The numbers are same color as the ones in the table):

-----------------------------
level: 15

Stats -

  • Physical -
    • Strength: 242
    • Dexterity: 160
    • Vitality: 225
  • Mental -
    • Intelligence: 170
    • Willpower: 238
    • Magical strength: 153
  • Lesser stats -
    • Luck: 15
    • Perception: 10


Classes and Titles -

  • Classes -
    • Great Knight
  • Titles -
    • Lesser General
    • Prince


Abilities -

  • Passive -
    • Royal Blood - You are part of the ruling family, chances of appearing of the rarer system options +10%. (Each next rarity level this effect decreases for 50% of the previous boost.)
  • Active -
    • Mystic Mask - Create a mask to change your physical appearance.
    • Steel Muscules - Your muscles are 5 times stronger for 10 seconds.
--------------------------

Or an actual table (That's how it looks in the story preview):

Zrzut ekranu (243).png


The question is, which one looks better and less confusing? Also I could probably paint some of the table's cells too, but i am not sure if it will create a chaos and mess.

Also, off-topic question - how do i set up this little message under my messages? The one that is mostly used as an ad of author's story.
 

melchi

What is a custom title?
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I use google assistant to narrate webnovels, and it'll skip the tables. So, I would say tabbed text is better. But only if accessibility is a concern.
 

CharlesEBrown

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So far, the stats are only presented to Travelers (Player Characters) via direct message by their VICC (Virtual Interface Command Console) and are in a "conversational" tone only using "Greater Than" and "Less Than" sings instead of Open Quote/Close Quote. Have never presented a full stat sheet to the reader.
MC's initial Character Sheet, does exist though (just is never presented as such in the text):
No Life Path
Skills:
  • Brawling Expert Two
  • Long Gun Expert Five
  • Handgun Expert One
  • Riding Novice Two
  • Athletics Novice Five
  • Languages Expert One - granting Native English, Fluent Spanish and literacy with English.

Talents:
  • Marksman
  • Marksman Special: Sniper
  • Endurance
  • Ear For Languages
  • Scrapper.
Strength 18.
Dexterity 20.
Agility 12.
Endurance 18.
Willpower 15.

(The story has not been posted anywhere, yet, though; keep waffling about where to put it)
 

Tempokai

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The best way of showing LitRPG stats is by not showing it at all. If a reader needs for stats to be shown then there's a problem on how you write down the context. Both options of showing are fine, but if you shove that giant table each time something happens, it wil be bad for you as a reader has incentive to scroll down the story itself.
 

JayMark

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The best way of showing LitRPG stats is by not showing it at all. If a reader needs for stats to be shown then there's a problem on how you write down the context. Both options of showing are fine, but if you shove that giant table each time something happens, it wil be bad for you as a reader has incentive to scroll down the story itself.
I'm more and more seeing this and being increasingly sparing about when and how stats are shown even if every character has them.
 

Clo

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The best way of showing LitRPG stats is by not showing it at all. If a reader needs for stats to be shown then there's a problem on how you write down the context. Both options of showing are fine, but if you shove that giant table each time something happens, it wil be bad for you as a reader has incentive to scroll down the story itself.
I agree with the sentiment of not showing the numbers

As a professional game designer, however, I encourage you to run the math, and to test if what you're writing makes sense. A lot of LitRPG numbers make no sense.

And if you can't make the numbers make sense, then I doubly encourage you to not show them.
 

NotaNuffian

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As a reader, I think the table adds immersion. I do mostly without the table these days because CN is a cheap bitch, but when KR like Suicide Hunter does it with fancy graphics, it is cool as hell and nice to think that the author would go the extra mile.

As an author, I want to kill myself every time I have to use the table.

Side note as a reader: I care not of the numbers, names of stats and skills etc. I just need to know it goes up/ becomes better.
 

Anonjohn20

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The best way to show LitRPG is to not show it at all. Have you ever considered a fantasy novel where talent, effort, and luck are rewarded as time passes? No need to implement levels, numbers, and charts that your readers will skim through (assuming they don't skip the chart entirely).
 

MasterY001

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The best way to show LitRPG is to not show it at all. Have you ever considered a fantasy novel where talent, effort, and luck are rewarded as time passes? No need to implement levels, numbers, and charts that your readers will skim through (assuming they don't skip the chart entirely).
I have to disagree, a LitRPG requires some numerical inclusion to truly feel like an RPG. Even if the readers skip it, it can help you as a writer with scaling.

As for formatting your stat boxes, I suggest you cook up something like this:


Pretty good, huh?
 

TheAmaraine

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I think showing stats is part of LitRPG. It's okay not to like LitRPG! But if that's the genre you're working in, you're going to show them sometimes, or many readers will be wondering why you chose that label.

I think the fact that readers can scroll past them is a feature, not a bug. Those who want to look at them, can. Those who don't, can get on with the story.

And if the point of showing the stats is really to show *one* stat, which went up or went down or is somehow important, then you don't have to give the entire info dump every time.
 
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