Just keep it simple.How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
I'm not a hundred percent sure what you're asking. If it's what I think you're asking, then:How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
I did the same... It needs expanding to add skills and other things, but I am too lazy to do that!I wrote my own game code for calculating the stats automatically.
IMO, just winging it is fine. Novel writing isn't game design. If your system doesn't have hit points and damage numbers tied to certain action it is really just a way to track progress. If damage numbers / hit points / stats / saving throws etc are someone's passion would game development be a better field to pour that into?How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
This is a refreshingly in-depth answer, Thank you.I use a weird one that focuses on the extremes of human psychology. It works as a centralized mechanic for the entire story/plot as well as a companion in a way. It's sort of loosely based on the Third Man Factor where people close to death will hear a voice urge them to live/persevere (lots of reports IRL with rock climbers, etc).
It's good to base it on something you like/interesting. Mine takes a lot of inspiration from Abrahamic religions. Making something from scratch isn't easy. I think a lot of authors wing it especially if it's not something to be taken too seriously. But if it's a serious story then I think planning it at least a little bit will go a long way.
Personally I have one big, mysterious spire that grants the 'Blessing of the Nexus' (ability to perceive stats) to a handful of thousands in a world of millions, with a localized one used by the MC that's in a way an upgraded form of it (very relevant to the plot).
It's perceived as an illusion that does not obstruct one's view and has a very ridged approach to 'levelling' (getting stronger) that's a limitation in of itself compared to normal people. Basically, a big rock (Nexus) grants it, and these people are invited into its elusive pearly gates away from the rest of the world, also allowing them to get stronger (hence why they're called the 'Blessed').
It's also intrinsic to the technology they use, like teleportation, access to dimensional rifts, and long range communications, whilst normal people use much slower methods, like horse and carriage mail, birds, etc.
In short - the System can't be slapped on like some Skyrim Mod.
I personally have roughly 13 documents dedicated to the System alone. 5 before the story started. It's way more fun than you think!
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I definitely want to factor experience and stat spread when it comes to punching up levels.Most authors just wing their system. Which is fine. Usually copied from some variation of D&D or its clones (which includes many fantasy video games). Ultimately, stats and skills are just ways of making numbers go up. And numbers going up is nice because they're a visual, instant way to see progress in a progression fantasy. Assuming this is a progression fantasy - I haven't seen any LitRPGs that aren't, but you never know.
The more complicated your System, the more you as an author need to keep track of. Keeping it simple is often good.
Here's a few thoughts on Systems to consider. In the end, you really only need two things with a System. Skills and numbers of some kind. Numbers are important to help show progress in progression fantasy. Skills are, well, they're the magic in a fantasy/scifi/superhero world. Everything else - stats, equipment, classes, organizations - you can do without. The Wandering Inn, for instance, just gives everyone a class, a level, and skills. That's it. TWI is very rules lite, but it has the basics. Levels go up. You get skills for magic powers, which is a measure of your abilities and what you can do, influenced by your class.
Here's a kicker - numbers generally don't actually have to mean anything. One guy has a strength stat of 100 and a level of 10. Another guy has one of 250 and is level 33. Who's stronger? Half the time it turns out its the first guy. Maybe its justified by having a better quality class, or your actual physical strength is determined by your muscles and overall body while stats are just multipliers. But its extremely common to see characters wipe the floor with beings with levels or stats several times larger. What is important is having numbers that go up, and sometimes the number that's going up is the level of the oponent you defeat.
Limited skill slots - they have benefits and drawbacks, but keeping track of giant stat sheets can be a pain. I'm heavily biased towards having limited skill slots, as I have found that having potentilly infinite skills on the sheet eventually leads to just clutter and forgetting what your MC can do at times.
If that's what you're worried about, I suggest making it NOT a progression fantasy. Unfortunately, one of the main appeals of LitRPG is the progression part, so you'll be nerfing yourself. But it'll allow you to keep writing for as long as you want without having to worry about what god-tier threat you'll have to introduce next to keep things tense.story doesn't run away from me due to hyper-scaling