LitRPG

How to Write LitRPG That Readers Can't Put Down

Kia Orion | | 4 min read

In 1975, a programmer named Will Crowther was going through a divorce. To stay close to his daughters, he wrote a simple text adventure called Colossal Cave Adventure. You typed commands. The game responded. If you died, you started over.

He kept working on it even after the girls went to bed. There's something about building a world with rules and progression that's comforting when everything else in your life has stopped making sense. I don't think he was thinking about game design. I think he was trying to create a place where the inputs led to predictable outputs because his actual life had stopped doing that.

Five decades later, that same instinct is what fills LitRPG readers' Kindles at 2am. Progress. Numbers ticking up. The feeling of earned power in a world with clear rules.

But most first-time LitRPG writers misread what's actually happening.

The readers aren't there for the numbers. They're there for what the numbers mean. A character hitting Level 47 is not interesting. A character hitting Level 47 after everyone told them they'd never make it past 10 is a completely different story. The progression system is a mirror. It shows the reader, in concrete terms, how far this person has come and what it took out of them.

Make the stat sheet personal

In Will Wight's Cradle series, Lindon doesn't just gain power. He gains it against a world that told him at birth he was broken. His foundation is damaged. His sect considers him a waste of resources. Every advancement he earns isn't mechanical growth. It's a rebuttal.

Before you assign your character their abilities, it's worth asking what they would naturally build toward. What they'd resist. What power would feel wrong in their hands. The skills should feel chosen, not dropped.

Build the world through the interface, not around it

One of the fastest ways to lose a LitRPG reader is to write a normal fantasy world and bolt a game system on top. The stat screens appear out of nowhere. The skill descriptions read like patch notes. Nothing about the system tells you anything about the world it exists in.

Jason Cheyne figured this out in He Who Fights With Monsters. His cultivation system isn't decoration. It's how that society organizes power, who gets access, and why the protagonist's particular path threatens the people above him. You can't separate the magic system from the politics because they're the same thing.

That's the question worth sitting with when you're building your world. Who benefits from the way this system works, and what happens to someone who breaks it.

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Let the character be bad at things

Progression systems create a specific trap. Once your character starts winning, it's tempting to keep them winning.

But readers don't bond with characters who are already good. They bond with characters who are trying. The tension that keeps someone reading at 1am is whether the character will figure out why they keep failing, and whether they'll have the honesty to look at the answer when they find it.

Some of the best LitRPG uses the system against the protagonist. A character who gains the wrong skills for their goals. A class everyone else finds worthless. I'm not sure why this works as well as it does, but there's something about watching someone build something real out of tools that weren't meant for them, something about the stubbornness of it, that makes you root harder than you would for someone who got dealt the right hand from the start.

Write the internal cost

Power should cost something human.

A fighter who becomes unbeatable also becomes someone his old friends don't recognize anymore. That's the version of this story people recommend to strangers on Reddit at midnight. The one where the numbers go up and something else quietly goes down.


The writers who make LitRPG work are doing what every great novelist does. Using the genre's specific machinery to tell a story about a person changing under pressure. The game system is just the vocabulary.

I think about this a lot when it comes to writing practice in general. The question that's actually hard isn't what will I write today. It's whether I have the nerve to say the thing I've been circling around all week.

That's what we send writers every morning. One reflection to sit with before you open the draft.

That's what we send writers every morning. One reflection to sit with before you open the draft.

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K

Kia Orion

Author of The Writer's Daily Practice, the #1 Bestselling book in Journal Writing and Writing Skills. He writes a free daily reflection for writers.

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