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Uranium Phoenix's Projects
Uranium Phoenix's Projects

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10/20 Weekly Roundup Post

Here are easy links to the chapters published this week:

[Clever wordplay about the $10 tier]

Chapter 139

Chapter 140

Chapter 141

[Equally clever wordplay about the $6.25 tier]

Chapter 129

Chapter 130

Chapter 131

Also, I have a new poll question! As I continue working on this project, I've started ruminating on ideas for the series that I'll do next (writer brain; can't help it). I've been reading quite a bit of progression fantasy lately, and almost all of it is LitRPG, so many of the ideas I have involve numbers going up. That got me wondering about you all and what elements you enjoy/don't enjoy. I'm curious as to what people think about the sub-genres.

Do you like progression fantasy better when it has numbers? Or do you like it without LitRPG? Or are you more here for the time loop, whatever the flavor? (I've probably missed some important distinct options, so there's also 'other'.)

Comments

LitRPG, when done as the point of the story, works very well. The only thing I can think of that really fits this is Delve, though LitRPG that's just boxes for boxes sake is generally meh

orinatic

I 100% agree. You could probably get creative with lateral applications of abilities. But I like when the focus isn't just combat. Maybe a level 100 farmer could increase crop yield by 300%. Maybe they create an ever shifting hedge maze that's impossible to escape. Maybe a level 100 blacksmith can create weapons with consciousness or personality. Maybe they have metaullargy skill that allows them to manipulate and soften metal, and they can bring down a whole building by compromising it's foundation and reinforcement. They sound plausible and powerful, but take set up, time and preparation to accomplish. It's all about plausibility. It's more creative than stab, hack, slash, kill, fireball. I love when magical realism is consistent with a functional society.

Emma Mass

Great comments

Michael Neal

The thing you said about only gaining power through fighting and killing, man I forgot how much that has started annoying me in Litrpgs. It feels like the focus on only combat power cuts the depth of discovery with the system to pieces, what's a level 100 blacksmith good at? fighting, level 100 farmer? fighting. No matter the profession or how little it has to do with fighting every high level person in some stories seems to be a powerhouse. And I don't know sometimes I would like to see a litrpg story with a more realistic take, where the main character just doesn't fight people on a daily basis or kill. One where they have a class like farmer or blacksmith (and where their non-combat class doesn't become a cheat skill that makes them better at fighting than the fighters.) I think some authors get way too caught up in big cinematic action scenes like it's a marvel movie when all I really want in a story is an interesting plot and engaging characters, something that this story does fantastically.

RainbowCatTopHat

I've noticed a lot of people say that your story has "light LitRPG" elements which I entirely disagree with. You have created standardised methods of measurement which was presumably done through trial and error and average population samples to qauntify important aspects of a person's power with machinery. That's like saying voltmeters, Geiger counters or step-up transformers are "light LitRPG". Ridiculous. It's just the natural way humans tend to classify and quantity things to have a better understanding and allow us to communicate information in a way we can all understand. It's like taxonomy or maths. I really like what you've done with the classification system though. Very well thought out and considerable. I like how you fleshed out different facets of magic into measurable quantities that actually make logical sense. A testament to great writing. Nice solid hard magic system. I love for those

Emma Mass

Honestly I find most litRPG to be lazy. What is a system? Where did it come from? Is it a fundament of the universe? How and why? And if it is, that's worse because it removes mystery and discovery from the story. Which your series has delightful plenty off. Further, systems that have specific age requirements to use. Like you have to turn 18 to access it. That's so stupid and arbitrary. Adulthood is assigned at arbitrary stages of life according to human sensibilities. The age of majority also changes depending on a societies level of technologic advancement. The U.S has it's drinking age at 21 with military enlistment at 16 and voting at 18. All arbitrary numbers. Further, a 8 yr old can play the violin as well as a 30yr old, so why create the delineation for classes and skill based on age. Also, what do the numbers mean? Especially stories that have everyone start with the same base stats. You can't tell me that a power lifter has the same base stats as a paraplegic when they first access the system because then the numbers mean nothing. Nevermind stories that only allow you to grow stats through stat points. Are you telling me if I do dedicated endurance training for a year it won't have any affect? Worse are systems that's only level of gaining power is fighting or killing stuff. That eliminates like 80% of the population from participating in growth. Most people aren't inclined to violence nevermind elderly, sick or injured people or children. What of the economy or workforce? What of society? Then usually, the system just becomes a goal for its own sake without giving characters any intrinsic motivation. I also think system generated rewards are stupid. And strict power parameters don't make sensee. I.e +5 damage from fireball. That fireball is going to damage a rhino differently than a giraffe. They're both large but one has fur which more flammable and like to cause compounding problems . Don't get me started on HP. I usually avoid LitRPG. I always filter out the tag when I search stories and there are only a handful that I actually enjoy because they're really well executed, unique, well thought out or properly explained. Most people don't do that tho, and I'm sure there's plenty of other good stories I might enjoy in the genre that are just hidden behind a wall of mediocrity and lazy world building.

Emma Mass

I didn't realize this poll existed, my take is that the more numbers you have the less any of them mean. I'm not a fan of numbers for Strength Speed etc because as a reader the absolute value is irrelevant all that matters is how it affects the story. As an example I find Strength going from 23,890 -> 38,224 to be clunky to read and difficult to fully internalize the effect of, while simply saying that their Strength increased by 60% means the same thing and is much clearer. The only stats I really dislike are ones for HP, since no matter how you slice it I cannot visualize a person's physical health as a single numerical value. How much does a broken arm or the common cold drop your HP by, what does reaching 1 HP or 0 HP even mean? So I guess in general I like it when the specifics are kept vague, only going into as much detail as the story needs in that moment instead of ending every chapter with a massive stat block which you end up skipping 90% because it's the same as last time.

RainbowCatTopHat

I don’t mind having the numbers but I often find I skip over them when reading (I do read when new skills are listed or something or there was a big challenge that affected stats). Like said here already it’s also good to not include them in audio form. - But generally I really like how you have a soft version of rpg things in this fic at least! Would prefer that for any new one

Lynn H

I completely agree with what you said. Numbers can make keeping track of progression and rewards easier. This current story has done a great job of displaying her growth and 'rewards' for said growth.

Cameron Haider

I love litrpg but I'm finding much of it to be lower quality than what you're currently writing and definitely don't feel like it fits this story.

Daniel

Other: I like progression fantasy with “lite lit rpg elements”, which you’ve been doing very well with using the vyr meters, but adding something for soul strength would be nice too. Just please for the love of god don’t include status pages if you decide to release as an audiobook later. Those are fine visually, but terrible to listen to.

Travis Beck

I’m NOT saying it can’t be done well and but Literpgs by and large are a sort of crutch. The best takes l’ve seen is Azerinth healer or the wandering inn. Where they system is just a sort of reward for things you’ve done rather than a end all be all for how powerful you are.

Matthew Lester

I like stories where the character growth is aligned with the plot or the magic system. I just want to watch characters I care about grow as people and over come challenges and set backs. That being said you are a wonderful author what ever you come up with will be great. The premise should be what makes the most sense to you.

Ike5421

Yup. Almost every LitRPG story I've liked, I finished it thinking, "What did this gain by being LitRPG?" It really feels like a narrative crutch for beginner authors that they grow out of as a story progresses.

chumponimys

Oh yeah, to be clear: I was thinking about possible LitRPG for my next series. "The Years of Apocalypse" will remain rpg-element free.

UraniumPhoenix

I think it’s telling that off the top of my head I can think of a couple popular LitRPG stories that find a different mode of progression outside of the numbers go up. Randidly Ghosthound does images, Defiance of the Fall does cultivation and rarely gives stat updates anymore, Dungeon Crawler Carl cares much more about the characters and plot and only mentions the numbers sporadically when it feels like it, and there’s probably more I’m forgetting or haven’t read

DrSubterfuge

I think of LitRPG as a tool in the toolbox. You got lots of other tools you can use, such as knowing tropes and using them well, literary devices, knowing the composure of a story (like the traditional hero's journey). But none of those individually make a good story. It is a good application of the tools, rather than the tools themselves that make a good story. That said... I don't think I'd want this story to become LitRPG after 150 chapters of it not being LitRPG.

Draddock

I like time loops for sure. I read both progressive fantasy with and without numbers. My preference is for light numbers. Things go up but it’s not the focus. No strength of 15,798 or something.

Mark Cuthbert

Litrpg elements are often fine, and can even be pretty awesome, but I often find I only enjoy them when they are grounded in something deeper, that is not gamified. Like a system, but it is actually a giant machine set up by powerful wizards. Often though, litrpg elements bother me because they are nonsensical or make the story feel less real, and earned. Some of the most common litrpg elements that I hate are critical hits, loot drops, and being able to allocate stats to power up. Each of these things parallels something seen often in fantasy, yet removes depth from it, and makes the story generally harder to believe. In my opinion, almost anything litrpg can do is better done without it. The one exception this is an information age society setting that is already flooded with machines. PS imo worst litrpg mechanic of all time is achievements for doing something first.

Tetrasimplex

Personally, what I like the most about litRPG is the consistent feeling of progress. Progression Fantasy series that don't include tracking the progress kind of doesn't feel like Progression, lol. That's just my personal opinion on it, though. It's easier to quantify and track Progress with a progress report, after all, lol. (that being said, you've done an excellent job of showing Mirian's progress in this story. LitRPG elements aren't REQUIRED, as you've demonstrated, but I like them, lol.) I also like the reward aspect of litRPGs. Accomplishing the ultimate goal of an adventure is obviously important, but seeing little reward milestones along the way is also nice. As for hard stats and theory-crafting type litRPG, it has it's place and time, but that's not what I find important so I don't really care if a litRPG gets that into the weeds or not. Like some others have mentioned, the biggest detriment of litRPG's is Power Creep and keeping the numbers relevant.

Kyfe

If i could pick both 'without litrpg number' and 'specifically for timeloop' i would, i have a strong strong dislike for the prevalence and overreliance on systems, statuses, and numbers, i actually hate it. Progression fantasies without systems and statuses are the absolute best. But im also an absolute sucker for timeloops, i love a timeloop so so much, and this one is done so well 🙏

Alex Almond

I definitely prefer with numbers and i'm often frustrated by stories that don't have them as it's difficult to really gauge the relative strength of the characters and subsequently whether the resultant conflicts even make sense or if they're asspulls/plot armor from the author.

Andrei

Whenever I'm writing, the ending is generally the first thing I come up with, so I definitely know how this series ends. We're well through what I've thought of as "book 2." I can't see getting through all the stuff I have planned in less than 4 books, but I can't see myself going beyond 5 books either. So overall, we're like... 1/3 of the way through the series, give or take.

UraniumPhoenix

I'm here specifically for the lack of LitRPG stuff.

Oakenbear

I enjoy softrpgs as much as I do non litrpgs. hard litrpgs with stats and tons of numbers and theorizing make me gag.

Luna

I'm not against numbers as such, the issue I see most series having is keeping them both consistent, logical AND relevant. Most seem to eventually go with one or 2 and cover up/trivialize the others. Of the stories I have seen doing it right, they all tend to have stats link more with the skill/magic system then with physical aspects of the character if that makes sense.

Enthernal

I do like the numbers going up in LitRPG, but I think once stats hit the thousands they start losing their meaning. Ultimately I could take or leave them. What tends to be most important imo is whatever thematic through-line a character has, which is often reflected in whatever their skills are and their associated imagery. This particular story got on my radar because I was looking for a time loop story, but I stuck around because of the stellar characterization, the multilayered nature of the problems/mysteries in the loop, and the interesting magic system.

DrSubterfuge

Also, out of curiosity, do you have an ending in mind for Years of the Apocolypse? And if so, what percentage of the way through are we right now? (You talking about future projects has piqued my curiosity)

chumponimys

I'm hard against numbers in my fantasy these days. I commented on what I like about progression fantasy in general on the last poll (TL;DR: getting to see the difference more power makes in interactions that were previously hard/impossible and watching others in-universe react to it). LitRPG with numbers these days seems to be authors that consider "[Swordplay] lvl up to 56!" as a valid dopamine hit substitute for all the things I actually want to see in a progression fantasy. The advent of a "system" with an algorithm also ruins the magic of a magic system imo. It's burned me out on the genre. Please don't listen to the evil whispers of LitRPG numbers that will turn you into a lazy writer.

chumponimys

I don't really mind the litRPG trope itself, but I feel that many stories use it as a crutch by centering the entire story around the power system. In my experience it is very common for such progression fantasies to rely on the progression element to carry them to the detriment of the characters, plot, and themes.

Ian Chin


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