novel-doomsday-resurgence/skills/inkos/packages/core/genres/system-apocalypse.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

2.5 KiB

name id language chapterTypes fatigueWords numericalSystem powerScaling eraResearch pacingRule satisfactionTypes auditDimensions
System Apocalypse system-apocalypse en
Survival
Combat
Setup
Transition
Payoff
delve
tapestry
testament
intricate
pivotal
vibrant
comprehensive
nuanced
embark
foster
underscore
bolstered
crucial
true true false 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.
Survival Against Odds
Level Up
Territory Claimed
Faction Victory
System Secret Revealed
Societal Rebuild Milestone
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