novel-doomsday-resurgence/skills/inkos/packages/core/genres/litrpg.md
唐天洛 cb9b16e5a8 初始提交:番茄小说创作工作区
包含:
- 核心配置文件(AGENTS.md, SOUL.md, USER.md等)
- 记忆系统(memory/文件夹)
- 技能库(skills/文件夹)
- 小说内容(novel/文件夹)
- .gitignore配置
2026-03-30 15:46:26 +08:00

2.3 KiB

name id language chapterTypes fatigueWords numericalSystem powerScaling eraResearch pacingRule satisfactionTypes auditDimensions
LitRPG litrpg en
Progression
Setup
Transition
Payoff
Combat
delve
tapestry
testament
intricate
pivotal
vibrant
comprehensive
nuanced
embark
foster
underscore
bolstered
crucial
true true false Every 1-3 chapters early: level-up or stat gain. Mid-story every 5-10 chapters. Late story: tier transitions spaced far apart.
Level Up
Skill Unlock
Loot Drop
Boss Kill
Tier Breakthrough
System Secret Revealed
1
2
3
4
5
6
7
8
9
10
13
14
15
16
17
18
19
24
25
26

Genre Prohibitions

  • System rules changing arbitrarily after being established — readers track every number
  • Unexplained power jumps — growth must follow established system logic
  • "Blue Box Madness" — stat dumps every chapter or pages-long stat sheets
  • Instant mastery — acquiring a skill and immediately excelling at it
  • Overpowered MC from the start — removes all tension
  • System message overload interrupting action scenes
  • Female characters reduced to "perfect girlfriend" or "sickly daughter" tropes

System Design Rules

  • Once stats, skills, and system rules are established, they cannot be contradicted
  • Stat blocks punctuate achievement moments, not routine actions
  • Derivative stats (HP, Mana) must depend logically on primary stats
  • Skill unlocks must feel earned — tied to risk, sacrifice, or problem-solving
  • Same-type resource absorption must show diminishing returns, not flat gains
  • System UI (blue boxes) appears after action/revelation, never mid-combat
  • Give the system a consistent voice/personality — formal, archaic, playful, or clinical

Pacing Guidance

  • Chapter length sweet spot: 2.8k-3.5k words depending on stat density
  • Chapter structure: Hook/recap -> Action/exploration -> System interaction/stat gain -> Cliffhanger
  • Early chapters: frequent level-ups to hook readers (every 1-3 chapters)
  • Mid-story: harder gains, every 5-10 chapters; narrative tension rises
  • Late story: tier/rank transitions are rare and climactic
  • Test pacing: Book 3 MC decisively defeats Book 1 version, but challenges never feel trivial
  • Describe stats in narration first (audiobook-friendly), then include stat sheet for detail readers