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Flip or Twist A D&D Cliche
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<blockquote data-quote="EzekielRaiden" data-source="post: 9083510" data-attributes="member: 6790260"><p>The cliche: Dragons are evil creatures that hoard vast wealth and demand sacrifices, especially of noble blood.</p><p>The twist: The dragon is actually good, and the "sacrifices" it demands have always been its effort to rehabilitate members of a community with rather twisted values; the dragon does not <em>kill</em> its sacrifices, it trains them, gives them new skills, and sets them up with a job and a place to live. The beautiful princess is actually an evil sorceress exploiting the dragon with magic, the party must rescued it from her evil clutches.</p><p></p><p>The cliche: You fight sewer rats at level 1 and planar beings at level 20.</p><p>The twist: You play spellcasters just starting off at magic college. Initially, you fight imps (planar beings) that have broken loose in the college undercroft. By the end, you're dealing with mutant creatures released by your former classmates who got expelled for their unwise experiments, including gigantic, Tarrasque-sized rats.</p><p></p><p>The cliche: Fighters are "easy" and weak. Wizards are "hard" and powerful.</p><p>The twist: Tweaks to casting make Wizards easier to play but much weaker than normal. Conversely, improved features and, especially, a major improvement to the equipment rules means that Fighters have far more depth and are much more powerful now.</p><p></p><p>The cliche: Parties have their first meeting in a tavern, where the characters have never met one another before that moment.</p><p>The twist: The <em>original</em> goal of the group was to have their first drink all together. Wacky hijinks ensued. It is only after they have saved the universe and become practically demigods that they can finally, <em>finally</em> get to the damned tavern and have that first drink together.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9083510, member: 6790260"] The cliche: Dragons are evil creatures that hoard vast wealth and demand sacrifices, especially of noble blood. The twist: The dragon is actually good, and the "sacrifices" it demands have always been its effort to rehabilitate members of a community with rather twisted values; the dragon does not [I]kill[/I] its sacrifices, it trains them, gives them new skills, and sets them up with a job and a place to live. The beautiful princess is actually an evil sorceress exploiting the dragon with magic, the party must rescued it from her evil clutches. The cliche: You fight sewer rats at level 1 and planar beings at level 20. The twist: You play spellcasters just starting off at magic college. Initially, you fight imps (planar beings) that have broken loose in the college undercroft. By the end, you're dealing with mutant creatures released by your former classmates who got expelled for their unwise experiments, including gigantic, Tarrasque-sized rats. The cliche: Fighters are "easy" and weak. Wizards are "hard" and powerful. The twist: Tweaks to casting make Wizards easier to play but much weaker than normal. Conversely, improved features and, especially, a major improvement to the equipment rules means that Fighters have far more depth and are much more powerful now. The cliche: Parties have their first meeting in a tavern, where the characters have never met one another before that moment. The twist: The [I]original[/I] goal of the group was to have their first drink all together. Wacky hijinks ensued. It is only after they have saved the universe and become practically demigods that they can finally, [I]finally[/I] get to the damned tavern and have that first drink together. [/QUOTE]
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