The Gamer Discussion, Fic Ideas, and Recommendation Thread

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Anyone can post anything that is related to The Gamer so long as its in the rules.

From regular stories to crossovers to Recommending fics.

And a question to anyone that reads this. Why does almost no story/quests use the Abyss system of buying random stuff from the internet like weapons to books to furniture like in canon?

Edited: Re:Monster or similar can be posted here. Just specify which.


Edit 2: If anyone wants their posts threadmarked just contact me through PM. :whistle2:
 
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I had tried to write it once in the past but it didn't work out. But I think that a The Gamer system in something like a mecha setting or a mon setting or an inner city would be so great. On space battles there's a story called A Bad Name where the mc is a black man who was once that sick homeless guy you see on the corner. It's beautiful and I relate to it heavily. I really hope more stuff to it's quality comes out soon.
 
I found a RWBY fic called This is the Run which is one of, like, two fics I've ever heard of that did the Gamer well, rather than devolving into powerwanking and escalation. It's crack, and focuses on a White Rose pairing, but manages to be okay regardless.
 
I really liked The Gamer, and I really like the idea of crossovers or using similar mechanics in other fictional worlds. But it seems hard to do well. I've only read a couple that I would call good, with the rest being 'meh' or 'crap'.

There's The Games We Play of course. Very good in my opinion, it hooked me instantly, I think the pacing is pretty good, and the original RWBY worldbuilding is super interesting. Mainly I think it works because it's more then "here's a character with The Gamer, watch them grow more powerful!" and actually works the ability into the lore and the plot actually goes somewhere.

The Worm fic Co-op Mode and the quest Bugs in the Game were both okay, though the second one didn't get very far before dying. They're both well written, and I enjoyed reading them all the way through, but that's really all I can say about them.

I've read a few more, but I don't remember them because I tend to drop them quickly if they don't leave a good first impression. I feel like Gamer fics get too bogged down in the Gamer power itself, wanting to explore it and do cool stuff with it. And that's boring at times. Don't get me wrong, it's a super cool power, but it's not enough to hold my interest. You need to do something with it, use it as a tool for your plot rather than making it the plot.
 
That one isn't actually fanfiction; it's original fiction that Ryuugi slapped the RWBY label on to get views. It has nothing to do with RWBY aside from a handful of names and should not be considered fanfiction.
Well , technically it falls under au but yes that is what he did

Also no clue how to link to words but here
Re:Gamer (Re:Gamer Chapter 1, a Naruto + Re:Monster/リ・モンスター Crossover fanfic | FanFiction) it's a naruto / fate stay night / re monster story
 
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Gamer list 1
The Awakeners is a short fanfic, coming in at just over 8k words, but I think it has more bang for its buck than any other Gamer!fic I can recall. In a multiverse where every sapient race can utilize a unique form of magic, humankind is awakened to its power as a species of Gamers, and the aliens who observe the process must decide how to move forward.

That one isn't actually fanfiction; it's original fiction that Ryuugi slapped the RWBY label on to get views. It has nothing to do with RWBY aside from a handful of names and should not be considered fanfiction.

How is it not RWBY fanfiction? It's a very transformative work, to be sure, but that doesn't mean that it's not grounded in RWBY.

Lots of other RWBY fanfics have been written before the release of later volumes, filling in then-details about the origins of the Grimm, about Dust and Semblances, about the world of Remnant beyond Beacon. These fanfics are now non-canon and AU at best, but are they not fanfiction at all, just because they add original details where the authors saw gaps to be filled?
 
That one isn't actually fanfiction; it's original fiction that Ryuugi slapped the RWBY label on to get views. It has nothing to do with RWBY aside from a handful of names and should not be considered fanfiction.
In Ryuugi's defense, it started out very much a RWBY fanfic, but it also started mere days after Volume 2 started, and it went fast. Even by the time Volume 2 was finished, RWBY seriously lacked any sort of meaningful world-building besides the broad strokes. Even now, there's only been a bit more. So when his scope quickly outgrew what was shown in the show, he did the thing anyone would do, and started expanding on his own.

Hell, I've seen way bigger divergences from canon. It just gets "AU" slapped on it and no one is trying to take away it's fanfiction label. So I'm going to have to disagree, it's definitely RWBY fanfic.
 
Anyone can post anything that is related to The Gamer so long as its in the rules.

From regular stories to crossovers to Recommending fics.

And a question to anyone that reads this. Why does almost no story/quests use the Abyss system of buying random stuff from the internet like weapons to books to furniture like in canon?
There is one actually! It's on Twisting the Hellmouth, and although I don't think there is any direct lewds in it, there is some definite hints so I am cautious to link it, but go to Twisting the Hellmouth and search gamer. It will be the longest one. (It's 100,000+ words) It has them purchase a few things through the Abyss auction.
 
And a question to anyone that reads this. Why does almost no story/quests use the Abyss system of buying random stuff from the internet like weapons to books to furniture like in canon?
Well, in a lot of crossover cases, it's because the worlds don't have the magic needed for buying stuff. Though a lot of them that do have it don't. Probably author laziness and not thinking about it. It's a good point, though. (Considers own Gamer-ish idea. It might work there. Probably not.)
 
I actually have an idea for an original-ish gamer story, but I'm nowhere expert enough to write it alone.

Gamer fic needs to have a certain touch to it, if they need to remain interesting.
 

I remember this one. I didn't get too far, but my main problem with it, aside from a general disatisfaction towards mechanical details, was having a quirk for years before the start of canon somehow had no impact on Deku's characterization or interactions with others, despite how being quirk-less was basically almost the most defining factor in that regard. I saw what the fic did as a significant wasted opportunity. If anything, how a power derails the plot and affects characterization should be the point of a Gamer/Alt power fic.

Anyway, thanks for the recs. I'll be checking them out.
 
Even if it's just a thought exercise, I'm quite curious about what other game mechanics people would suggest for a Gamer-style fic.

Special shoutout to @Fulcon for pickup up on the SPECIAL rules, although I have a slight personal preference for Fallout 4's rules rather than Fallout 3's; I think Perks are easier to swap out for setting-specific abilities than Skills are and the level requirements make them easier to pace.

Skyrim is an interesting one. It's easy to grind, but you can't actually grind the skills that will keep you alive until you need them. You can get yourself to a fairly high level and still completely suck in a fight, so there are a lot of levers to play with.

Persona is another one I've been thinking about lately. Levels act as a soft cap since you won't be able to use high-end abilities if you don't have the SP to fuel them, but they don't matter much beyond that. If you retain the financial cost of requesting old Persona from the compendium as well as the cost of fusing a Persona of a higher level than the main character's -- I can't remember if that was a thing before Persona 5, but it fits here so I'm inclined to keep it -- you'd end up with a character whose powers are primarily fueled by money and friendship, which is very different from the way Gamerfics usually go.
 
I like The Gamer as a concept, but the manhwa isn't really any good. ID Create is itself a trap for fictions, because it can be arbitrary and used only for the author to write in bullet-points. ID Create isn't even part of regular game mechanics. It is more along the lines of console commands, which is more for debugging.

And Game design matters. The Gamer is basing its system on some outdated games, a grind-fest. Mountain of stats stops having meaning quickly, and only serve to obstruct the story. Percentile improvements over abilities are not as engaging as a change in the mechanics of said abilities. Too many gamer stories are too eager to emulate the original.

That being said, there are so many interesting directions a gamer fic can go. I am sure each of us have our own catalog of nostalgic games.
 
And a question to anyone that reads this. Why does almost no story/quests use the Abyss system of buying random stuff from the internet like weapons to books to furniture like in canon?
I think some people consider it cheating. There was one mildly nsfw fic over on Twisting the Hellmouth that used it though. One of my favorites uses the gamer system but the Overlord premise. Here.
 
I like The Gamer as a concept, but the manhwa isn't really any good. ID Create is itself a trap for fictions, because it can be arbitrary and used only for the author to write in bullet-points. ID Create isn't even part of regular game mechanics. It is more along the lines of console commands, which is more for debugging.

And Game design matters. The Gamer is basing its system on some outdated games, a grind-fest. Mountain of stats stops having meaning quickly, and only serve to obstruct the story. Percentile improvements over abilities are not as engaging as a change in the mechanics of said abilities. Too many gamer stories are too eager to emulate the original.

That being said, there are so many interesting directions a gamer fic can go. I am sure each of us have our own catalog of nostalgic games.

Huh. My thoughts:

ID Create makes some sense in the Manhwa. From the standpoint of the Gamer Manhwa, it's related to instances and grinding places that occur in RPGs, and it provides mooks to kill, as an RPG character progresses by killing stuff, but anything that isn't an RPG game, including the manhwa, normally doesn't have an endless field of faceless mooks for a player to slaughter. Next, it works from a setting standpoint, as this is one of those stories where there's entire societies which use magic, but the rest of the setting is somehow mundane. And ID barriers work because everyone else has access to them.

Though, yes, ID barriers are part of the setting, not part of the Gamer ability, and most of the time bringing them into a fanfiction doesn't work. I mean, I've had ideas involving instances which provide an RPG-like environment without breaking the setting, but there's so many bad fanfic writers who don't seem to get the concept of putting thought into their fics.

And I totally agree with the one about game design. I mean, part of the Gamer should probably be how the character adapts to the Gamer ability and how its systems affect him, but in pretty much every Gamer fic I've read, I end up dissatisfied with how the fic handles it. And most of the time it has at least something to do with the stat system, the same one that every fic copies from the manhwa.
 
I have strong opinions about The Gamer as a system because I really like it but it has sections that just ruin a story so very often. Biggest offender? ID Create. In The Gamer manhwa, ID Create was a skill that basically everyone bar baseline humans had access to. Jee-Han had a few advantages in that his monsters dropped loot and it was easier to make places that spawned monsters for him, but it was at its heart a very common ability that I would personally ascribe to Gaia rather than The Gamer power. It's a neat way to have massive fights and destroy buildings without having to deal with fallout or mundanes.

Put it in a world where not everyone has it, and it ruins stories. In multiple ways. Instead of being put in the interesting situation of needing to do things with real life weight for XP, suddenly the optimal path for the main character to take is to grind against dumbass AI-puppeted zombies, or hogs, or whatever enemy that is significantly less interesting than real humans. Yay, now the protagonist can spend chapters and chapters grinding to beat enemies with the brains of a particularly dumb... I'm struggling to find an animal as dumb as these fuckers. Dogs and cats know strategy, rats are cleverer. What's that? Grinding is less interesting than those same fight scenes against people who matter whilst actually advancing the plot instead of just incrementing numbers? Who'd a thunk it!

Then there's the way it gets used as a teleport, get out of jail free card and recon tool all grouped into one. Let's just kill all the suspense of a close-run fight by letting the protagonist teleport out the instant things get hairy. That'll lead to on the edge of your seat action, oh wait no it trivialises the whole damn thing. Darn it.

A Bad Name didn't give the protagonist ID Create, and so far it's working really well for that story.

Other biggest offender? Luck. Giving a character a luck stat without some very specific caveats is like shooting yourself in the foot with an infected arrow. Sooner or later, it's going to start to smell, and rot, and you're probably going to have to either ignore it as it gets worse and worse, or amputate. Because a character with low luck looks exactly like a character whom the world conspires to hurt in cartoonish and badly written ways. All the authority figures are unrealistic assholes and everything goes wrong for no good reason. A character with high luck looks like a mary sue who can do no wrong, everything works out just fine and dandy for no good reason. It reduces the answer to every interesting question about the world to essentially "luck did it". There's a reason Contessa isn't a PoV character, and that's because that is a terrible way to set up a story. Third option, protagonist notices they have a luck stat and ignores it, they look like an idiot. It's a no-win.

Gah, rant over. I do actually really like The Gamer system and what it can allow, but there are some really common problems caused by including these two parts of it.
 
I'm currently focusing on a Crafting Gamer, using an alternate ruleset (which I have currently implemented in my One Piece Gamer Fic). The MC in this case focuses on Wis and Luk and gets the skills Craft, Artifice, and Alchemy early on, as well as a bunch of low cost spells that are easily maintained once you have them going. The final result is actually someone that doesn't need a lot of mana but has a ton of mana regeneration, allowing for long periods of focused enchanting for their equipment, a trait that makes things so much easier for the MC to make synergistic gear and a reason to dive into IDs besides, you know, grinding. It becomes a case of The Grind and Item Farming. A constant search for materials, gear, and the like.

Still looking into some IDs, materials, and recipes they could get, but it's looking to be a fun setup. Just need to decide what setting it's in. Bleach, the base setting, Re:Monster, Worm, RWBY, and a custom Xianxia setting all seem like they'd all be the best options for this, because I won't need to use IDs in most of them, or can set them up as "Naturally Occurring Pocket Dimensions" or something. Of those, I know Bleach and RWBY the best, with a Xianxia setting being third on the list because I actually have one in the works that's pretty easy to adapt.

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Other biggest offender? Luck. Giving a character a luck stat without some very specific caveats is like shooting yourself in the foot with an infected arrow. Sooner or later, it's going to start to smell, and rot, and you're probably going to have to either ignore it as it gets worse and worse, or amputate. Because a character with low luck looks exactly like a character whom the world conspires to hurt in cartoonish and badly written ways. All the authority figures are unrealistic assholes and everything goes wrong for no good reason. A character with high luck looks like a mary sue who can do no wrong, everything works out just fine and dandy for no good reason. It reduces the answer to every interesting question about the world to essentially "luck did it". There's a reason Contessa isn't a PoV character, and that's because that is a terrible way to set up a story. Third option, protagonist notices they have a luck stat and ignores it, they look like an idiot. It's a no-win
On Luck, I don't see it as a big thing here. I see it as a slight improvement to parameters, an easier time collecting materials, a slight rise in crit chances, and a minor miss chance all rolled into one. It doesn't do much to each effect, even at really high numbers, but altogether it makes a decent stat. You just have to define what luck does early on in the story. My preferred method is as described plus something I call Chance Points, which are essentially a one time use "Luck did it!" thing that you get every so many points of Luck (5 or 10 depending on the system you're going for) and can spend in emergencies, but only ever get so many unless you specifically play into Luck. It's a high risk high reward stat when I make use of it with a lower risk lower reward aspect as a passive.

Essentially, I use luck as a Loot Modifier, mostly, because a Gamer would have an adaptive system that would give you more of what you want/need than in a more static game, ex: "I want the common drop from this enemy but keep getting the rare drop instead!" wouldn't happen, you need the common drop? You're more likely to get it, you need the rare drop? You're more likely to get it. Based on your Luck, of course. If you have low luck, you'll either not get drops at all, or get the common ones when you need the rare ones. It's when you get to high luck that the right materials start coming easier.

Everything else? It's a minor modifier at best. And only at 0 or negative luck (debuffs and the lick) will you have issues with bad luck happening more often. At least, that's my way of going about it.
 
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Essentially, I use luck as a Loot Modifier,

Most writers aren't that smart or insightful.

Since every other stat seems to flow organically (raising my Strength means I'm stronger, raising my Intelligence means I can do my homework in five minutes, and I'm sure leaving Wisdom low won't bite me in the ass), the easiest, laziest way to set up things is to have Luck as a holistic force that conspires to force a winning lottery ticket in your hand if you have it high enough.

Ignoring that in every game, it mostly influences loot tables, sometimes games of chance, and little else; and that normally, it's perfectly fine to have it as a dump stat.
 
So, a couple questions for help from the thread:
First, I'm having trouble with plot ideas with my idea. First is that she can only learn new spells through playing video games as the character. This leads to trauma, sometimes horrible identity confusion, and pain. So why try playing another game when that happens? Secondly, she doesn't trust the person she needs to follow for the plot (even though said person is actually trying to act in their best interest) and would probably just try to leave at the first possible moment.

Onto the actual system, stats like INT and WIS that affect the character's behavior are something I'm growing uncertain about. So does anyone else have any ideas about what the stats regarding magic should do, and what they should be called?
 
So, a couple questions for help from the thread:
First, I'm having trouble with plot ideas with my idea. First is that she can only learn new spells through playing video games as the character. This leads to trauma, sometimes horrible identity confusion, and pain. So why try playing another game when that happens? Secondly, she doesn't trust the person she needs to follow for the plot (even though said person is actually trying to act in their best interest) and would probably just try to leave at the first possible moment.

Onto the actual system, stats like INT and WIS that affect the character's behavior are something I'm growing uncertain about. So does anyone else have any ideas about what the stats regarding magic should do, and what they should be called?

First, I don't know that much of the plot, but possibilities for the person to use her ability would be that the spells provided by the ability are seen as either useful or necessary enough to try to go through the downsides. I don't have enough details to suggest anything about the not trusting the person, but maybe find some other ways for the protagonist to get information about the plot and such?

As for Intelligence and Wisdom. First, stats should have a reason to help magic. In other words, it would make sense for Intelligence to help magic in MGLN, where magic happens by some sort of math, but not in a setting like RWBY or Dresden Files. Also, if in the settings magic potential is a different thing from intelligence, like MGLN, then have a different stat for MP pool or have it determined by another stat or Level.

As for Intelligence/Wisdom. Yes, don't let stats affect the character's behavior. Intelligence is simpler than Wisdom, as it can mean that the character can solve complex math problems and memorize stuff, and is going to be pretty important where science would be involved, but doesn't mean the person makes better decisions. As for Wisdom, maybe you could make it a more abstract form of Intelligence or something while not replacing character growth and development, but otherwise you might as well remove it?
 
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