When I'm finished Walpurgisnacht, this will be the next story I'll be working on. As with several others, I already have a basic idea for the story as well as a small outline. Expected word count: 90,000 to 100,000. I'll likely start work on it in September or even late August if I can light the fire under my ass. General gist: The MC is employed by a magickal mafia group and a drug deal goes seriously wrong; they are locked up and then threatened by their old bosses, so they have to hunt down the traitorous smugglers. Then they decide to take over the city itself (which is where this book ends). It's basically GTA: Vice City, but even more ridiculously over the top. There's a lot of Kung Fury in there, for example, and the original vision came from some old ideas on how to make Just Cause 2 even better. Eventually, I decided to combine elements of my original fiction work, Enekai of Kollidor (name still pending) by including the Saiyan expies, the Yabansaru. It'd be a good debut for them. The whole retrowave/outrun aesthetic is also a part of it since it's deliberately meant to be a theme park 80s fest of wretched nostalgia I personally don't even have. And there's also vaporwave in there as wannabe-90s fake nostalgia clashes with wannabe-80s fake nostalgia. Who wouldn't want a Miami Vice-styled litRPG story? Actually, a lot of people don't. But I'm still gonna write it. I just like that aesthetic. Also: I'm conflicted on calling it a 'litRPG' because it's essentially a lot like GTA Online in a lot of ways. I haven't played many MMOs in my life— indeed, outside of a brief stint of trial vanilla WoW once long ago, it's only been since I got into litRPG in late 2017 that I did any of this sort of gaming— I've always been a straight RPG guy. My roots are in the likes of Deus Ex, Secrets of Mana, Earthbound, Final Fantasy, The World Ends With You, Knights of the Old Republic, Skyrim, Arcanum, Dragon Quest, Chrono Trigger, Suikoden, etc. But I do understand how MMORPGs work mechanically and how they differ from RPGs and why GTA Online isn't an MMO or RPG. I can still get away with RPG elements in it, but there are some mechanics in this game's world that definitely aren't very "MMO". I'm conflicted on whether or not the MC's mafioso group could theoretically count as a "guild", but that's not what I'm talking about. When I mentioned the Saiyans/Yabansaru and Just Cause 2, I was getting at something else. Something a little more... explosive. Explosive on a level that you simply can't do in an MMORPG for balance reasons. On that note: I never really got a lot of that sense in most LitRPG/LitMMORPG. Many of them feel like taking a typical high fantasy story and transplanting them into a game world, and the only out-of-experience players & resources are from those couple of jokers, trolls, and maybe the main character. And I'm not knocking it— I'm doing the same thing. But for MMORPGs set in a future of full-dive VR written by those who ought to have a very close relationship with the internet and internet culture, there's surprisingly few cases of such randomness. The game worlds are pseudomedieval fantasies, so all the players fit aesthetically with a pseudomedieval fantasy; the game world is a post-apocalyptic Mad Max dystopia, so everyone's in leather and has a lesbo-punk haircut; the game world is the real world and it's suddenly reverting to that of a Tolkienesque or DnD-esqe fantasy; or something of that order. Maybe I'm thinking too deeply into litRPG because I'm thinking of future games that I want to play myself and seem feasible for the mid-21st century (the "YourWorld" game from Pyramids: Big Brother Online and the world in this story literally do come from daydreaming I had a decade ago involving a future super-game) and it seems odd that the best-selling MMOs of the future are consistently an even more restricted version of WoW (to the point you sometimes can't even speak out-of-setting) but with photorealistic graphics.