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This question is mostly for people who've read both stories, but anyone can weigh in.

If you've read both WotR and Apocalypse: Generic system, you would know that they've got a bit of a different approach to how magic and leveling works.

Wake of the Ravager: The magic and levels were a way of taking a toxic substance leaking from another eldritch dimension and  normalizing it by  turning it into physical effects so our reality could process it.

Levels and the system were your body building up a tolerance for the reality altering effects of the Warp, improving your body and mind in the process.

There were two primary stats, with three sub-stats each. The sub-stat's caps were dictate by the primary stat, and skill's caps were dictated by the secondary trait they were associated with.

Every five levels of a skill, there was a stat boost and a perk that gave the MC a thematic boon.

There were no classes, instead you accumulate a number of skills to create a build.


Generic System:

XP was the result of the System capturing Impact from dying things (Impact is a representation of the ability to affect the future.) The Impact was then stitched onto the user in such a way that they gained supernatural strength, intelligence, and magic.

There were only three stats that gave bonuses to broad swaths of body functions, Body increasing the body's strength, speed, and resillience, while Nerve increase nerves firing rate and stabilized the chemicals in the brain making you more stable emotionally as well as quicker, and more intelligent.

Then Myst, which allowed you to interact with Myst

magic, or Myst, was a strange substance that permeated everything that was only perceivable to those with a high Myst score. It has three states of matter, Myst, String and Ray, and can be focused and tinted via lenses, and follows many of the rules of light when it's in Ray form.

Unlike Ravager, there were Classes, based on the user's achievements and life experience, offered to them when they hit level 20. These classes came with one or more powerful abilities that gave the class it's flavor.

So which system/magic was more engaging, and why? If you've only read one or the other, rather than vote, let me know how you feel in the comments.


I may one day steal large facets of these Systems for other books, and wanna know how they sparked your imagination!

Comments

vetro 26

I liked wake of the ravenger because it was more informative then system Apocalypse, but both of them are really good

Macronomicon

Yeah, I was thinking as i wrote it, that just on the surface, WotR's system has a lot more depth.

SirReality

Having read all of both, I felt Generic's was better because it led to more varied builds. Many many combinations of class and core, and then every thing from there felt like fun creative experimentation. I would play Ravager's system in a TTRPG, but I liked READING about Generic's much more.

Toknightly

The way the system functions in Generic system was explained much better then Wotr. The system in Wotr was more amusing some times (especially when Calvin picked up talking to girls accidentally lol) but generally seemed much less consistent.

Gerald Monroe

Macronomicon both had good parts. But the critical thing that makes you story good is that there exists a way to CHEAT. Some exploit our MC can use to get an unfair advantage.

Anonymous

My favorite part of both stories were the magic systems so I really like both, but I do thing WotR is a bit better simply because of how much more each level means, the effect on the world building, IMO the skills were a bit cooler, and the mad schemes for levels it inspired (no grinding, you want a level, you're gonna have to bury yourself under a battlefield)

Enzo Elacqua

I liked the way the energies in apocalypse worked, because it added a new approach I hadn’t seen before. But I feel like WoTR had better skills and system.

Joe ?

I like them both in their own way. I like that in both stories we know that the system is a construct with a purpose. I like how the spells in WotR were creative combinations and applications of different abilities that do one thing (e.g. replicating a vacuum to create a boom). I think impact makes more sense as a source for stats than pretty much any other litrpg I've read.

Anonymous

I liked ravager because it felt better defined, more “connected”. Thinking about it, that impression might just be that Jeb’s kit was so open ended that the system seemed less defined. Loved both but if asked a preference….

Macronomicon

I'm getting a fair amount of comments that seemed to like the stat/skill system of WotR, and the Impact driving force of Generic. I don't see why i couldn't combine the best parts of both.

Macronomicon

It was pretty weird the way it diverged from typical xp gain. that kinda happened naturally as i understood the MC didn't actually need to kill, just be present at a slaughter.

Anonymous

I really liked the forming day aspect of WOTR. I liked the idea of characters potentially having to plan out the rest of the their build based on some nonsensical skill(s) they accidentally acquired when they were young. I also really liked the skill evolution aspect.

Macronomicon

If i ever do those perks again, I think I'll dial them back a bit, because they Got OUT OF HAND! Fun , though.

Daniel Sanchez

Can I take the third option and say the magic from the necromancer story is the cool one? Anyway GSA had a better explanation for it's meaningless numbers, at least imo.

Macronomicon

lol, okay! yeah, the numbers are hard to maintain the meaning of unless you're the guy who writes Delve.

Arctruth

The fifth dimensional aspect of the second system I dig - the moment with the cultural weight of a revolver hitting the sindio has stuck with me. I really like both though; the mutations and upgrades of wotr are very fun to read.

John Anastacio

I liked Generic System's magic more, mostly because I grew up with D&D and I really appreciate a system that explains why killing things = experience points and leveling up. Very satisfying. The alternatives to the System, like wizardry and faerie dealing, make it even better. Wake of the Ravager was good but it had so much history and reincarnation that I didn't understand that I get confused a lot. There is plenty I don't understand about Generic System, especially godhood, but at least I can look forward to it being explained, rather than having to reread so many chapters of WotR to figure stuff out.

Bobby B.

I like the WotR system more, from a thematic perspective, but I like how G:SA was implemented alot better

SunderGoldmane

I chose appcalypse mainly because I like how experience is represented. The concept of impact and your ability to effect the future quantified is what was most interesting.

Arnon Parenti

I like WotR system better because it has a huge room for growth, and it was a lot more interwined in the plot and the story. In SA it feels more like a tool that could be anything else, including plain old scifi plot ships, it feels detached from the down and gritty story.

Exrotes

Honestly the looser and more esoteric the better. The ultimate system for me would just say you are a Wizard now wizard harder to increase wizard power and then all powers and techniques come from actually creating something like what Jeb was doing while classless.

Anonymous

I love both systems and actually prefer Jebs story slightly. But I had to choose WotR magic system because the skills are just way too good .

A disgruntled nondescript squirrel

how about a fame based exp system next/ that would be fun, you gain fame to get more fame powers to get more fame.

Macronomicon

It could be a sub-system, but I don't think imma make a whole system based on that.

Kyle Walker

Wake of the Ravager has a more intricate, in-depth magic system, which gives it a lot of flexibility and unpredictability. Both stories are fun to read, but WotR feels like it has more "opportunity" because the rules aren't as set in stone. Apocalypse Generic System is great because of the focus on a few main characters and their interactions. Both stories are great for their own reasons. I think AGS is going to be easier to write because the fluidity of WotR takes a lot of time I imagine. And I will admit I'll skim some of the skill descriptions in WotR because I know he can't take all of them so let's skip forward to see what he does take.

Kyle Walker

I began reading your works with WotR, and I love that story. But I can see how complex it was becoming. GSA is also amazing and I'm beginning to think it's the better story because of the tighter focus. It still has a great magic system. Maybe better than WotR as I don't think I've ever glanced over a word of GSA.

Anonymous

I prefer the magic system of GSA to WoTR just because its more grounded. There were so many hax in the WoTR system that just seemed kind of unfair whereas the GSA magic system while having some tricks, is based off of a logical process (MC isn't developing broken abilities on the fly). While both magic systems are well developed and provide a lot of room for exploration, the GSA seems more grounded even though a large portion is yet unexplored.

Anonymous

The magic system in GSA is easier to understand and cheats have to be earned plus the fairies/wizard approach is great too WoTR had too many cheats give to protagonist

Anonymous

Litrpg stat options http://morgancolebooks.com/gamelit-litrpg-problem-with-numbers-and-solving-it/

Gavriel

Generic system was cooler because it's part of something bigger, that's part of something bigger, etc; instead of being THE system, it's A system 😂, it's the dimensional Myst shenanigans that make it so cool, not the interface, nor the regulations, nor even the abilities. Pro's; the limits are implicit or individually added The admins are somewhat divided like normal individuals There are other paths to become just as powerful that work alongside the system The system is consistent, and based upon something that can contain more mysteries Cons; Missing other planets (how is Mab and the deities on a single planet; this makes little sense considering the fairies moved, it shouldn't be that hard to move further) Jeb doesn't seem to realize that he can now allocate all points to body since he has the system again, and keep the bomb until he has an absolutely ridiculously amount of Myst (3/1 permanent conversion OP); Nuclear Bombs are designed to never go off by accident; please go kill some monsters for exp. Please stop censoring all sexual relationships! We see all the buildup, but none of the details! Either have sex, or don't have sex; this alude to sex, have it drive decisions, and skipping the climax is unsatisfying! Wotr was not your best system other than Jeb, that was Garth's system, Garth's system>>>Wotr System

Stephen E Wilson Jr.

I loved Wake of the Ravager's system more because it wasn't just another cookie cutter stats system. Warp was a much more visceral than xp that work just because it's xp. I'm old and originality just for the sake of originality doesn't cut it. A well thought out framework highly increases my enjoyment. Generic system kinda threw me for a pleasant loop from the first book to the second. But in all your works the character relationships are what pulls me in over systems of power. Less fade to black and show more payoff for Wake of the ravager makes sense for the work in my opinion. He literally collect princesses. A small percentage of smut in the work is unlikely to harm the work.

Patrick Short

Just curious if we will ever see more of WoTR? I enjoyed that system since from the onset you really had to be careful of your choices/mistakes as far as skills go because you knew for a fact that there is a set limit on the skills that you will be stuck with for the rest of your life. That's not to say I don't absolutely love GSA. You have no idea how happy it made me to see a MC not just choose the highest rarity class and not think about their situation and what they would enjoy. I can't think of another story in which the MC makes that kinda choice