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Chapter 5 by dawnwitch dawnwitch

The list is here

List of major overreaching types of survival

here is a list of the major survival types and the general settings that go with those types of survival(note i will not go into things like blueprints here im just listing the types as for deep details other topics cover those better):

Mist/Fog: this survival type means you will generally have a house style base that can be upgraded outside of the house generally the whole world will be shrouded in mist 24/7 most of the time it is suggested only to explore in the daytime at least at the start the overall atmosphere is the mysterious world, extraordinary or potion system this applies to both the power system, traps, props and monsters encountered a common item for starter packages is a lantern to dispel the mist often can be upgraded in various ways resulting in a larger range, less fuel used, and limited monster repellent effects to name the common ones another somewhat common mechanic is limited safe exploration/total exploration range a day in the case of limited safe exploration range after using it up you generally have a limited amount of unsafe but more likely to find good things range but with a high chance of encountering dangers of various sorts such as monsters, traps, or curses to name a few if this mechanic is used often the house will relocate every so often note this mechanic is generally used half the time its not mandatory a few examples of common monsters found in these types of stories are: ghosts, zombies and other undead, stitch monsters, as well as various stronger then normal monster variants such as wolves, crows, or dogs to name a few examples

Navigation/sea: this survival type generally starts you with a raft that can be upgraded like the house however generally at a certain point in the upgrade sequence the raft will be upgraded to a boat then the boat can be upgraded in various ways according to the author ideas besides rafts any survival that involves the sea technically falls under this since most are very similar some example are: submarine or island(sometimes falls under sea other times is in a category of its own that i will go into next) to name two examples some common themes are fishing rods of various types, throwable claw ropes to fetch supplies of various types, floating supply barrels and treasure maps that reveal treasure locations to name a few challenges in this survival type revolve around both the sea itself things such as waves and storms are some examples, food and drinkable water are also very hard to obtain in particular this setting while water is everywhere sea water isn't drinkable till its been treated water purifiers are the common solution here as for food it can be difficult especially at the start on a raft its hard to use fire without burning your raft and even the fish from the sea need to be gutted and cooked before eating another major peril is monsters and sharks sharks can damage a raft very easily and monster such as kraken, swordfish or fantasy creatures are also a major threat goals depending on the author may include finding islands for various reasons some stories may shift to a more lords style survival after doing so based on again the authors choice a somewhat unique mechanic is that sometimes you can find ship parts such as special sails, figureheads and engines to modify your ship and gain special effects also at some point you may need to find or make some parts so your ship can function such as means of propulsion or rudders

Land based vehicle survival: a somewhat broad group that deals with all survival centered on land vehicles a major feature of such stories is that instead of a house base your base will be a vehicle of some sort some examples are: cars and trains as for gameplay generally the goal is to modify and upgrade you vehicle in the case of cars this generally starts from an ordinary car and eventually evolves to an rv or base vehicle sometime both at some point(base vehicle is technically more advanced)for trains it centers around finding fuel which is generally coal at the start, upgrading the engine to be stronger and more efficient as well as use better fuel sources at some point and build various types of train cars you may also make better wheels and stronger train cars or armored train cars both cars and trains can also add weapon systems as for story gameplay both trains and cars generally rely on travel cars on roads and trains on tracks in general there is some differences though with cars generally you have more freedom of moment to a certain extent and can encounter explorable instances such as abandoned buildings, treasure chests in animal dens and things like abandoned vehicles while with trains some common gameplay is every set amount of distance you encounter a train platform which generally has fuel for the next trek, water for cooling and in generally if you explore the station a reward of some kind usually a treasure chest as a trade off though its hard to impossible to stop at other times like the car can and most exploration relies on events of some sort on the plus side stories of this type generally have less disaster events and more play vs player events

Horror/Weird: in these types of stories there is less emphasis in general on a fixed base at the start instead there is some lord god atmosphere at the start about half the time in addition ownership over buildings is a popular theme in many ways the setting is the most civilized among survival settings in a twisted way the main enemies or allies depending on the scene setting are various types of ghosts, youki and supernatural creatures of the same vain such as vampires, werewolves and fairies to name a few the weird refer to entities such as cursed scarecrows, aware buildings like hunted houses or cursed wells often they can create a realm of thier own extending their range greatly even some rumors once accumulating enough energy can create realms of thier own out of nothing that has no physical anchor point in the physical world at all and can only be entered using special methods often found in the rumor or myth that birthed it in the first place(main reference is the video game Ghostwire: Tokyo and its story and basic enemies are a perfect example of the weird concept note the youkai are not included in the weird category just the enemies also note the demon parade is mispresented in the game a normal one is made of youkai of intelligence lead by several general level youkai and a youkai king or queen) as well as the Cthulhu god system and its various creatures also fall under the weird(also known as the mysterious in some cases)

Terrain style: this type of survival focuses on the terrain generally sending all lords to a specific type of terrain such as: desert, forest, constant winter, and mist to name a few generally the story will revolve around the terrain type in that the items, props and other things tend to lean very heavily in the direction of dealing with the terrain even the ruins discovered are generally related disasters also relate to the terrain as well as how the lords deal with it power systems can very with this type since most terrains dont encourage a specific system skills however can be very effected by the type chosen as fire is generally more powerful in the the desert but less useful then say a water mage which may be weakened greatly but can still help with the water issue deserts usually have

Exploration style: exploration style survival usual puts survivors in an extrema type of environment such as underground and gives a certain amount of exploration chances a day usually you cant back track either the exploration directions generally are the four cardinal directions and up and down exploration is generally done by something like a shovel or choosing a door to go in popular with this survival type is portable bases usually stored in something like the storage capsules from dragon ball z made by bulma

End

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