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