Difference of [LitRPG]'s System & CN Webnovel's System

ACertainPassingUser

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I've been reading lots of [LitRPG] and CN Webnovels with various system.

From what I've seen, the [LitRPG] take the system more seriously with more functional features, while CN Webnovels system feels more like some kind of cheap screen status + living waifu system

Of course there's many other stroy like JP Webnovel that have status screen, which were basically FF/DQ based.

That's all I could surmise

What do you think about it ? Any noticable difference you want to share ?
 

BearlyAlive

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[LitRPG] is, well, literally an RPG, so there's that.

The biggest difference between those two afaik is that where in litRPGs it's part of the setting, in CH novels it's just a plot device. In Chinese novels the system is just there to aid the protagonist by going "System says: Do this or that" while in most litRPGs it's part of their world that exists for everyone to work (around) with.
 

aattss

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Systems are a cheat power, while LitRPGs are an excuse for adding extra numbers to otherwise generic things.

It depends on the author to make the story good.
 

NotaNuffian

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System is a cheat.

LitRPG is just a cheap way for authors to show growth in prowess without actually putting much effort.
 

Cortavar

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I like LitRPGs. They're satisfying that urge to put a value on (power) growth. I know it can be used as a cheap trick, but at the same time it is also a plot device that can enrich a story.

Tropes are tools, they have no inherent value, it all depends on how you use them. And a LitRPG setting is definitely a trope.

I don't really know what CN means (Chaotic Neutral? Chinese Novel?) so I can't really tell if I've encountered them.

What I can tell is that a well-defined system is a powerful narrative tool, especially if it is not the main focus of the story. I don't care much about wether a protagonist raises stats/skills/stuff or not, but I do appreciate seeing the results of their actions translated into numbers.

System quests as a plot device? I'm not a huge fan, but if they're used once in a while for important stuff, yeah, go ahead. A story driven by system quests would feel weird, like a tabletop RPG where the GM insists on railroading the players.
 
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