44 lines
2.8 KiB
Markdown
44 lines
2.8 KiB
Markdown
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---
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name: Isekai / Portal Fantasy
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id: isekai
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language: en
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chapterTypes: ["Exploration", "Adaptation", "Setup", "Transition", "Payoff", "Combat"]
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fatigueWords: ["delve", "tapestry", "testament", "intricate", "pivotal", "vibrant", "comprehensive", "nuanced", "embark", "foster", "underscore", "bolstered", "crucial"]
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numericalSystem: false
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powerScaling: true
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eraResearch: false
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pacingRule: "Establish new world rules by chapter 3. Cultural adaptation and fish-out-of-water moments every 2-3 chapters early. Skip tutorial-town syndrome — no 50 pages hitting rats."
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satisfactionTypes: ["World Rule Discovered", "Cultural Clash Resolved", "Real-World Skill Applied", "New Ability Gained", "Relationship Formed", "Identity Established in New World"]
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auditDimensions: [1,2,3,4,6,7,8,9,10,13,14,15,16,17,18,19,24,25,26]
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---
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## Genre Prohibitions
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- "Tutorial town" syndrome — 50+ pages of killing rats or low-stakes grinding before the real story starts
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- New world that feels identical to Earth with a fantasy skin
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- MC treating new world's culture as quaint or inferior without narrative consequence
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- No real consequences for cultural misunderstandings — fish-out-of-water must have stakes
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- Pacing too slow in the "culture learning" phase — drip-feed rules through action, not lectures
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- MC's origin world becoming irrelevant after chapter 3 — the contrast is the genre's engine
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- Isekai truck or summoning ritual with zero personality — make the transportation event matter
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## World Transition Rules
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- Transportation event (summoning, reincarnation, portal) must be distinct and memorable
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- Brief real-world grounding: who was MC before? What skills, knowledge, relationships do they carry?
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- Arrival scene: disorientation is real — sensory overload, language barriers, physical discomfort
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- First guide/NPC explains world basics through interaction, not monologue
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- By chapter 3, readers must understand the new world's basic operating system
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- MC's real-world knowledge creates both advantages and dangerous blind spots
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- New world must feel real: consistent geography, politics, cultures, economics — not a game lobby
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## Pacing Guidance
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- Opening: transportation event -> brief real-world grounding -> arrival and disorientation -> first guide -> first concrete goal
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- Early chapters: cultural fish-out-of-water drives comedy and drama (every 2-3 chapters)
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- MC bringing real-world skills that apply in surprising ways is a core satisfaction — seed these early
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- Learning the new world's magic/power system should feel like genuine discovery, not tutorial text
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- Relationship building with new world characters grounds the MC emotionally
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- Clash between home culture and new world values creates natural conflict without needing a villain
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- Mid-to-late story: MC's identity shifts from "outsider" to "participant" — track this arc explicitly
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