42 lines
2.4 KiB
Markdown
42 lines
2.4 KiB
Markdown
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---
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name: Tower Climbing
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id: tower-climber
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language: en
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chapterTypes: ["Floor Challenge", "Progression", "Setup", "Transition", "Payoff"]
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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: "Each floor arc spans 3-8 chapters: introduction, exploration, confrontation, advancement. Difficulty must escalate visibly between floors."
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satisfactionTypes: ["Floor Cleared", "Boss Defeated", "New Ability Gained", "Floor Secret Discovered", "Rival Surpassed", "Summit Progress"]
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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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- Floors that are cosmetic reskins of each other — each floor must present materially different challenges
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- Floor difficulty that doesn't escalate predictably — readers must understand power requirements
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- No clear summit goal — readers need to know what success at the top looks like
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- Horizontal progression (going sideways) instead of vertical climbing
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- Skipping floors without earned justification
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- Boss fights that are won through deus ex machina instead of preparation and growth
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## Floor Design Rules
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- Each floor must introduce a distinct biome, challenge type, or rule set
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- Floor transitions are natural progression checkpoints — use them for stat gains, ability unlocks, or narrative reveals
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- Environmental detail matters: readers experience each floor as a new world
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- Floor bosses or trials must test something the climber learned on that floor
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- Difficulty tiers should be transparent to readers — they should anticipate what the next floor demands
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- Allow brief rest/preparation between floors for character moments and strategic planning
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## Pacing Guidance
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- Floor introduction: establish new environment, threats, and rules (1-2 chapters)
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- Exploration and problem-solving: MC adapts to floor's unique challenges (1-3 chapters)
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- Confrontation: floor boss, puzzle, or trial that tests everything learned (1-2 chapters)
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- Advancement: reward, brief respite, foreshadowing of next floor (0.5-1 chapter)
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- Early floors move fast (2-3 chapters each) to hook readers with progression
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- Later floors slow down (5-8 chapters) as complexity and stakes increase
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- The summit should feel like a destination worth the climb — seed hints about what awaits throughout
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