A Simple Guide to Game-inspired Fiction Genres (LitRPG vs. GameLit vs. Gamebook vs. Solo RPG)

I didn’t grow up thinking about genres like LitRPG or GameLit.  I just knew I liked books where choices mattered, rules existed, and progress felt earned.

As a kid, I loved Choose Your Own Adventure books.

They felt different from normal novels.
The story talked to me.

If you open the door, turn to page 42.
If you run away, turn to page 87.

Sometimes I survived. Most of the time, I didn’t.

But that didn’t matter — because I made the choice.
That was my first exposure to what we now call Interactive Fiction: stories that branch depending on the reader’s decisions.

Later, I discovered something more structured: Advanced Dungeons & Dragons Adventure Gamebooks, particularly "Nightmare Realm of Baba Yaga."


These books didn’t just ask me to choose. They asked me to roll dice, track hit points, and manage items. Just like playing Dungeons & Dragons, but solo. Perfect for introverts or those who don't have many friends who play D&D.

This was my introduction to gamebooks and solo RPG-style reading. Choices still mattered. But now the rules decide success or failure. 

What thrills me the most is that luck and stats could kill you just as fast as bad decisions.

Looking back, these books were the bridge between storytelling and role-playing games.

Discovering Solo RPGs

Years later, I realized there was a name for that feeling of playing alone.

It’s called Solo RPGs.

A Solo RPG isn’t a novel, it’s a game designed to be played by one person. There’s no Game Master.

Instead, you use:

  • rules

  • dice or cards

  • prompts or random tables

The story isn’t prewritten. You create it as you play.

Games like Thousand Year Old Vampire (by Tim  Hutchings) showed me something new: a story that emerges from choices, rules, and reflection, not pages written in advance.


If Interactive Fiction lets you choose a storySolo RPGs let you generate one.

Discovering modern game-inspired fiction

Years later, I discovered and explored newer genres that felt familiar but more polished.

LitRPG

LitRPG books feel like reading a game from the inside.

You see:

  • stats

  • levels

  • skills

  • achievements

  • system messages

The character lives inside a world that runs on game mechanics, and the reader sees those mechanics clearly.

If the story shows numbers and rules on the page, it’s probably LitRPG.

GameLit

GameLit feels similar — but quieter.

The world still behaves like a game:

  • clear progression

  • challenges

  • power growth

But the numbers stay hidden.

There are no stat screens or level-up popups. You just feel the character getting stronger.

If LitRPG is reading the HUD,
GameLit is playing with the HUD turned off.

Progression Fantasy

Then there’s progression fantasy, which overlaps with both.

This genre focuses on one core idea: The main character starts weak and becomes stronger through effort, failure, and time.

Progression fantasy doesn’t need game systems. No stats are required. What matters is visible growth.

Many LitRPG and GameLit stories are also progression fantasy — but not all progression fantasy is game-based.


How all these genres connect 

Here’s the easiest way I’ve found to think about them:

  • Interactive Fiction → the reader makes choices

  • Gamebooks / Solo RPGs → choices + rules + randomness

  • LitRPG → characters live inside visible game systems

  • GameLit → game-like worlds without visible stats

  • Progression Fantasy → growth is the main reward

They aren’t competing genres.


Why this still matters to me

Looking back, it makes sense why I gravitate toward:

  • systems

  • hidden rules

  • false choices

  • structured worlds

  • stories where progress has a cost

From flipping pages in Choose Your Own Adventure to tracking hit points in AD&D gamebooks to enjoying modern LitRPG and GameLit novels — I was never just reading stories, I was learning how systems shape the narrative.

And honestly? That’s still the kind of story I want to read — and create.