GameLit's funny cause it lays out the rules so clearly, right? Like that first fight against a slime. The hero literally gets a notification: 'New skill unlocked: Basic Evasion.' But the real struggle isn't the monster; it's the crushing mundanity. You've got a protagonist who, back on Earth, might've been an office worker, suddenly grinding for three days to afford a slightly better pair of leather boots that only gives +1 Defense. The emotional whack comes from that juxtaposition—the system is clear, but the world is indifferent. You see this in stuff like 'He Who Fights With Monsters' where Jason starts out getting poisoned by a frog in a ditch. The challenge is resource starvation and information deficit. No map, no guide, just the terrifying trial-and-error of a world that treats you like another mob. It makes that first real party-up feel like a lifeline, not just a plot point.
The biggest hurdle, though, is internal. They have to rapidly accept the reality of the game-logic while shedding Earth-bound morality. That first kill-or-be-killed moment, where they hesitate because it 'feels wrong' to stab a goblin that looks kinda sentient, is a huge character-defining wall. The system might reward XP, but it doesn't absolve the trauma. The level-up chime sounds hollow when your hands are shaking.