41 lines
2.5 KiB
Markdown
41 lines
2.5 KiB
Markdown
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---
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name: System Apocalypse
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id: system-apocalypse
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language: en
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chapterTypes: ["Survival", "Combat", "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: true
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powerScaling: true
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eraResearch: false
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pacingRule: "Early (ch 1-15): survival pressure every chapter. Mid (ch 15-50): power-up + faction politics every 3-5 chapters. Late: expansion and existential threats."
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satisfactionTypes: ["Survival Against Odds", "Level Up", "Territory Claimed", "Faction Victory", "System Secret Revealed", "Societal Rebuild Milestone"]
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auditDimensions: [1,2,3,4,5,6,7,8,9,10,11,13,14,15,16,17,18,19,24,25,26]
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---
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## Genre Prohibitions
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- Day Zero that doesn't permanently change the world — no reverting to normal
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- Early chapters without genuine survival danger — readers demand real stakes from page one
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- System arrival with no in-world explanation (even a vague one)
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- Ignoring real-world geography and consequences when set on Earth
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- Factions that are binary good/evil — competing interests, not cartoon villainy
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- MC becoming unstoppable too fast — power fantasy must be earned through survival
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- Tech usage without addressing fuel, ammo, and infrastructure collapse
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## World Rules
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- Day Zero must establish in chapters 1-3: how a normal person reacts, first death or near-death, and that old rules are gone
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- Infrastructure failure is real: food, water, electricity, medicine stop working
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- Resource scarcity drives conflict: water, ammunition, medical supplies, safe shelter
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- Factions form quickly: government remnants, criminal networks, cults, survival communities, warlords
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- Real-world grounding: name real locations, acknowledge real infrastructure, maintain daylight cycles and weather
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- System mechanics integrate logically — show why old-world tech fails or doesn't in a magical world
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## Pacing Guidance
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- Early (ch 1-15): Survival, confusion, learning system. MC is weak, struggles with low-tier threats. Shorter chapters (2-3k words)
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- Mid (ch 15-50): Growing stronger, claiming territory, faction politics. Power fantasy increases; survival becomes strategic
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- Late: Expansion, faction wars, world-scale threats. MC powerful but not unstoppable; challenges are existential/political
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- Introduce new threat types as MC grows — defeating zombies leads to intelligent predators, rival factions, interdimensional invasions
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- Balance survival pressure with power progression — desperation early, strategy mid, leadership late
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