ConansWitchBaby
Da Scalie Whisperer
- Joined
- Dec 23, 2020
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I've wondered for a long time how to give certain elements, prompts, formulas, tropes, etc. in stories a fresh spin. Especially after going into different writing forums/websites/groups and seeing the same argument that everything is over-used and unoriginal. Without putting in the effort of explaining what they even want.
The one that got me thinking was a conversation yesterday about the economics in worlds that have spawning loot. Usually in gamelit/litrpg type of stories with regular fantasy dungeon stories. The simple problem with this is the over-saturation of what we on Earth would call valuables.
There can be over complicated fix-arounds by establishing mining vs farming practicality with cost revenues for heavy kingdom-building type stories. Explaining how waste product is handled if it's a novel that gives raw resources like uncut gems as rewards. Or if they dissipate and for how long before that process is done. How items are smelted for the far too common rusted version of items. The industrial complex of breaking down unwanted junk rewards into bulk goods. How even regular people that don't go and farm for the spawning rewards have a plethora of simple everyday items for their use.
For more monster-based stories or action-focused with the limited time or unwanted bogging down of world-building there can be easier alternatives. Non-dimensional spawn points can be subject to attacks from subterranean creatures in enclosed spaces. A bigger threat than usual dungeon mobs as they are outside the governing forces that come from within those areas. Creating the scarcity of the spawned loot. Sporadic dungeons that can't be farmed effectively as they spawn randomly. Items and treasures can be bound to the original winner. An ethereal or fourth-dimensional system put in place that regulates the items.
How about magic v warriors?
We can look at how all magic iterations tend to have a limit. Simple solution is to not forget about it. Then apply it in a way similar to gun combat. Run out and run away. Different way is to make warriors easier to gain resistances as part of a feedback of having superior bodies. Take a look at history and see how throwing bodies at something tends to work out eventually.
I'll probably update this randomly.
No. I'm not procrastinating. I'm gathering inspiration...yeah.
The one that got me thinking was a conversation yesterday about the economics in worlds that have spawning loot. Usually in gamelit/litrpg type of stories with regular fantasy dungeon stories. The simple problem with this is the over-saturation of what we on Earth would call valuables.
There can be over complicated fix-arounds by establishing mining vs farming practicality with cost revenues for heavy kingdom-building type stories. Explaining how waste product is handled if it's a novel that gives raw resources like uncut gems as rewards. Or if they dissipate and for how long before that process is done. How items are smelted for the far too common rusted version of items. The industrial complex of breaking down unwanted junk rewards into bulk goods. How even regular people that don't go and farm for the spawning rewards have a plethora of simple everyday items for their use.
For more monster-based stories or action-focused with the limited time or unwanted bogging down of world-building there can be easier alternatives. Non-dimensional spawn points can be subject to attacks from subterranean creatures in enclosed spaces. A bigger threat than usual dungeon mobs as they are outside the governing forces that come from within those areas. Creating the scarcity of the spawned loot. Sporadic dungeons that can't be farmed effectively as they spawn randomly. Items and treasures can be bound to the original winner. An ethereal or fourth-dimensional system put in place that regulates the items.
How about magic v warriors?
We can look at how all magic iterations tend to have a limit. Simple solution is to not forget about it. Then apply it in a way similar to gun combat. Run out and run away. Different way is to make warriors easier to gain resistances as part of a feedback of having superior bodies. Take a look at history and see how throwing bodies at something tends to work out eventually.
I'll probably update this randomly.
No. I'm not procrastinating. I'm gathering inspiration...yeah.