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
2.8 KiB
2.8 KiB
| name | id | language | chapterTypes | fatigueWords | numericalSystem | powerScaling | eraResearch | pacingRule | satisfactionTypes | auditDimensions | ||||||||||||||||||||||||||||||||||||||||||||
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| Isekai / Portal Fantasy | isekai | en |
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false | true | false | 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. |
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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