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