So am curious about the different type of game and level up systems that are used in webnovels sometimes. Mostly cause I am playing around with a budding novel idea and want to use a game like system and statues, but don't want to directly copy some of the novels I read.

    My gaming/level up system is primarily inspired from a few works, that it's a weird amalgmation of them.

    But first of all, is the Gaming or Level Up System exclusively for your Protagonist or do the entire world function the same way?

    I believe that it shouldn't be that hard to develop a System for a sole user of it, the most common aspects I see of such thing is:

    1. System functions like an AI or it doesn't
      • is your System capable of responding to questions of the User or do they have certain words that they respond to? (Ex: System will respond to word 'Character Status' menu but cannot make quirk remarks)
    2. The Mission Quest
      •The System often gives missions that the User needs to accomplish to:
      a) avoid a penalty (Do this or die)
      b) gain benefits (Get a gift box)
    3. Store Function
      • if the System allows the User to earn points, currency, then most often than not, they can purchase exclusive items not available elsewhere
    4. Speeds Up Levelling
      • If the protagonist lives in a cultivation world, he might gain a System that allows him to cultivate at faster speeds than his comrade

      RachelRuth

      Oh this a very good start point for common aspects used in the system.

      It is not for a sole user, but others as well currently planing isekai were people are being summoned from Earth by gods to save the world cliche. So it is not the system itself that would make the MC special.

      1. Yes thinking of having an AI that manages the data, but also kind its own person normally it would not answer questions, but I plan to develop its character as it interacts through the MC.
      2. Mission and quest debating
        4 . penalty and reward most likely not, but am considering it now.
      3. Store function again not considering it, will see how it looks once it starts to take shape.
      4. Yes the user can earn points, but I am thinking somthing like growth points which can be used learn skills and improve new ones as well as unlock abilities if possible. Also considering that they can be used to improves stats, but but haven't decided on how the stats will done yet.
      5. Speed of levelling up varies, since they are trying to save I want to set multiple requirements like, exp, having made contributions to the world, strength and other factors.

      I will post what I got so far later I kind of had an inspiration as I posted the question so kind of need to go back and rework what I already have and your question has given me many other ideas. What I can be sure of is that that I want the system/statues window to be in tabs like general information/ health/ personality/ traits and stats/ skills/ growth. I want the system to give quite a bit of relevant info, but to separate it into a clear format.

        DarkShadowBlaze That sounds great! It reminds me of the RPG mechanics in old ones like Final Fantasy 6, character statuses, EXP and points :D I wish you goodluck!

        In my own book, it's a combination of fighting and kingdom building aspect so mine looks like this:

        He started hovering his finger around and buttons began to display itself on the edges of the screen and had the following text:

        Character Menu
        Kingdom Building Menu
        World Map Menu
        Configuration Menu
        Main Menu

        Han Jing opted for the Character Menu first and the entire phone displayed the new screen in front of him. It depicted his avatar’s portrait, a dark haired young man with green eyes along with his name and class:

        Han ( Multi-Classer )
        Lvl 3 [ Peasant ]
        Lvl 1 [ Student ]
        Lvl 6 [ Rogue ]
        Lvl 4 [ Psion ]

        Han Jing glanced at the right portion of the Character Menu and found sub menus for him:
        Skills Menu
        Inventory Menu
        Alliance Menu
        Companion Menu

          My novel goes the route where the characters have stats in the world, but they are more used as mechanics that drive the plot, rather than seeing stats displayed all the time.

          It has summoned heroes who specialize greatly in certain stats which puts them in high regard compared to normal people. So in a way, it lightly goes into a game-like world, while mostly being grounded in a typical fantasy. In some sense, I've built upon strategies that actually serve as loopholes around stats that the characters sometimes take advantage of.

            RachelRuth
            Sounds good.
            Here is what my system looks so far.

            Levels consist from 1-99 with a rank up every 10 levels. A level up will give 1 growth point up, but Rank ups give growth points equal to one’s rank and a new class. More growth points can be earned in other ways, but are not ease to get.

            To level up requires experience points
            Ranking up requires experience points and contribution points you also need to meet the requirements for the next class.

            EXP can be gained through battle and training
            Contribution points are gained by through actions that contribute to the world.

            Also the characters will a hidden state that determines the limit of their growth. While it is possible to breakthrough and increase this limit, it is incredibly difficulty. So someone with poor potential will cap at like rank 1 while those with high potential can reach ranks like 8 or so.

            The statues window will be broken into tabs
            General information: Enough said
            Health: Monitors Physical, Psychological, emotional and Social well-being.
            Personality: Alignment (Using the D&D alignment system), Temperaments (Personality traits) and Disposition (Inherent personality)
            Traits: Aptitude(ones talents, learning ability and improvement in physical ability) and Attributes/Stats
            Skills & Abilities: Innate (abilities that come from the character), Class (Abilities and skills that from classes.), Rank (Skills and abilities that are locked behind rank), Miscellaneous (Skills and abilities that obtained through other methods not of the previous categories)
            Growth: Growth trees that are split in the same way as skills and abilities, though also have a tree for stats.

            That is more or less what I have the only thing that I am unsure about is how to do the stats I don't want to do the same numerical version that you see often, I thought about using a word base one like in SCOG where it used a front and back stat like Low(Low) and for the front stat to increase you need to increase the back stat from low to high. I really liked that way of doing things and was unique and you could get a clear picture of the scales between each stat, but I don't want to just copy how that was done.

            Also having trouble deciding what stats to use- Strength, Endurance, Stamina, Agility, Mana, Spirit/Mind, Luck this more or less keeps within the the six stat system. Though I am also thinking of adding other stats like perception and integrating it with my growth system where the characters can improve and get bonuses for certain aspects of a stat, for example agility can be broken up into speed, Dexterity and flexibility, stat will still improve in general but can add bonuses to areas that come under that stat.

            Finally is determining the level cap I was thinking using 0-99 cause I wanted to have 100 be like divine/god level, but am keeping an open mind for how it can go.

              kazesenken
              I think that is similar to what I want. I want to show stats and the characters growth, but having high stats won't drive the story. For example actual fighting ability and strategy are more important when it comes down to battle. I want to use stats for my characters to grow stronger, but I want to apply them as if they were affect a real person and not as if they are just numbers in a game that would calculate stuff. Mechanics are meant to be supplementary rather then all powerful.

              DarkShadowBlaze Woah, those are quite detailed levelling system. I can see what you're aiming for and it looks terrific! Excited how this system will act as a good supplement to character development. As you will be transmigrating/isekai-ng multiple characters, it would definitely be a lot of fun!

              I have tried to keep my system simple. For monsters, there are no classes and attributes, but they can have unlimited Skills. For humans, they have classes and attributes but a very limited number of Skills. I use a simple outline and make changes according to the race.

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