The system and its world-building implications
The game system in GameLit is not merely a narrative mechanic but a world-building element: its existence raises questions about where it came from, who or what created it, how long it has existed, and how society has adapted to it. A world in which everyone has always had a visible stat interface has developed differently from a world in which the system appeared recently. The crafting system, the monster loot drops, the class selection, all have social and economic implications that GameLit world-building should work through. The merchant who knows exactly what level of Negotiation a customer has. The guild that specializes in builds optimized for their specific dungeon. The legal system that has adapted to the existence of skills that can compel or deceive. These implications generate the world's texture.