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Common fantasy genre assumptions

Magic/sorcery/arcane energy is real and can be controlled/works!

The gods/divinity/celestial creatures are real and their power is unquestionable...and/or able to be questioned since you (or at least certain PCs/NPCs) can actually talk to them and their representatives/emissaries.

Dragons? Sure, we got dragons. There's one right over that hill there.
 

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Good and Evil exist and are clear and distinct. Even more sophisticated settings merely have a Black and Grey morality.

The Dark Lord

Elves are enlightened and close to nature. Dwarves are avaricious and bad-tempered.

Disparate groups such as humans, elves, and dwarves must join forces to defeat the Dark Lord and his army of Evil.

The MacGuffin of Many Parts

PCs start in an area that resembles medieval England.

Meeting in an inn.
 


A lot of people seem to be playing around with race assumptions. I once ran a campaign in which I flipped at least one expectation and often several for every race. So:
  • The elves had a ruthless, well-organized empire, maintained by powerful magic and full of intrigue and assassination.
  • The gnomes also had a large and rather belligerent realm. It bore a vague resemblance to the Roman Republic, with armies of golems filling in for the legions. The elves and the gnomes had divided most of the continent between them, and there was an ongoing Cold War between the two races.
  • The dwarves lived in small, freedom-loving bands with no kings and few laws.
  • The orcs had a traditional "good kingdom," ruled by an honorable king and protected by paladins. The orcs regarded themselves as innately sinful and in need of redemption, so they tended to be very noble and self-sacrificing.
  • The halflings were malevolent schemers. They had no kingdom of their own, but instead lived in other races' societies, usually as leaders of organized crime networks. Don't cheese off the halfling Mafia.
  • The humans were practically nonexistent. They had been all but eradicated centuries ago, and the few survivors were known as keepers of ancient wisdom and mystery.
 

I was thinking of changing up the race assumptions too, but am currently unsure how. For example, taking humans out of the primary picture...or removing them altogether. Elves might be a bit more warlike - think Hellboy 2. Dwarves were either gonna be tribal...or wanderers and sailors. I have to continue to play with these.

The other thing I am mainly interested in is the worldly tropes...so that I might analyze and play with them to create something unique...and see how the rest of my creation plays off of that.
 


In working on my own campaign setting, and I am trying to come up with some unique twists.

Out of curiosity, do you wish to use unique twists upon the races, the general setting, the attitude toward adventurers, or what exactly? And how far do you wish to twist things?

For example, do you want elves to be a rarely seen legendary race - perhaps using steam punk but living beyond the mountains and maintaining a cultural Prime Directive to avoid contact with 'less advanced' races? Or perhaps halflings are the primary race in the world with gnomes taking the position of elves (ie: long lived, highly magical) and goblins taking the position of half-orcs (short-lived, barbarous), and humans being an uncommon giant race only recently encountered?

Or perhaps horses and sheep do not exist - with the result that races travel at generally slower rates, and llamas are used both for wool and to pull wagons and the occasional rickety chariot. Or perhaps horses are simply smaller - such that only small sized races can use them, with obvious benefits to them over larger sized races such as humans, elves, and even dwarves. Or are dwarves *just* small enough to use these smaller horses.

Maybe dwarves are genderless statues brought to life by a secret dwarven divine ritual, having traits similar to the warforged. Their deity determines how many of them exist, perhaps at times keeping their numbers low for his or her own unknown reasons.

Or maybe magic is more limited, such that ambient ley only allows for perhaps up to 2nd level spells, liquid ley (readily found in small pools at ley nexus points) must be carried about to allow for higher level spells (up to level 5 or 6), and rare ley stones (crystallized under unknown conditions in ley pools) are used for highest level spells. Ley might be a limited / limiting resource, such that only the lower level spells are commonly available. Perhaps all magic requires this ley, but divine magic also draws upon the power of the deity to supplement this, allowing divine casters to cast a level or two higher than arcane with the same ley supplies.

Or maybe iron is incredibly rare, such that the world is locked in the bronze age. Tin, needed for bronze (and in RL bronze ages far less common than copper), is considered as valuable as silver - maybe even being used in coinage in place of silver. Or maybe crystals form far more readily than in RL, with the result that crystal is a common material for an otherwise bronze or medieval setting: used in place of metals for coins, certain tools, etc. Gems are all a step less expensive (ie: precious treated as semi-precious, semi-precious treated as common, etc). Maybe crystal can even be grown to fill a mold, such that statues and forms of pottery are commonly made of crystal instead of terracotta.

Maybe adventurers are seen as foolish or even crazy for wandering the dangerous wilderness. Or worse .... perhaps all who die enter the ghostly ethereal plane, only to be claimed and taken by a celestial servant of their deity if their body is buried in consecrated ground. Perhaps each consecrated cemetery and necropolis has - on the 'other side' - one or more minor celestials whose only purpose is to transport souls of worshippers to their deity. Beyond these consecrated places the souls of any who die are doomed to wander until they go mad, are found and taken by fiends, or happen upon a celestial loyal to their deity but on some other task - and willing to transport them despite that other task. Thus every army likely has multiple priests present to guarantee any souls of the dead can be conducted from the battle field to the afterlife safely via summoning minor celestials or consecrating a burial ground so that the souls will be safe until they are collected by a celestial.

Or, if you really want to turn some ideas on end, perhaps the after life is more strongly divided between law and chaos than between good and evil. Devils and Archons work side by side against Demons and Azatas, differing in tactics against common foes.
 
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In order to do so, I thought it might be fun to get a list of current assumptions/common occurrances that appear in most fantasy settings.
I presume when you say "fantasy settings"--based on the responses above--what you really mean is D&D settings?

Because otherwise, I'd suggest you read some non-D&D fantasy, and you can already break out from a lot of these so-called common assumptions with the first few books you look at.
 


I presume when you say "fantasy settings"--based on the responses above--what you really mean is D&D settings?

Because otherwise, I'd suggest you read some non-D&D fantasy, and you can already break out from a lot of these so-called common assumptions with the first few books you look at.

Indeed.

RPG settings are almost a fantasy genre of their own. RPG worlds have very little in common with worlds created for the purpose of fantasy literature once you get past the superficialities of bearded axewielding dwarves, wizards who wear robes, etc etc.

Stuff that is common in RPGs (and may be in RPG tie-in novels) but rare in other fantasy fiction:
Resurrection (though for some reason bad guys rarely use it)
Routine availability of minor magic
Division of magic into arcane and divine
Common occurence of minor magic items
A very large multiplicity of intelligent species (most novels stick to humans, dwarf-type, elf-types, orc-types, plus maybe dragons and demons - you won't often see the zillions of araneas, jackalweres, kobolds, shadar-kai, thri-kreen, vegepygmies, sphinxes, formians and so forth that show up in an RPG setting)

Stuff that is rare in RPGs but found more often in fiction:
Genuinely rigid class/social structures
Organised law/government with the power to enforce its will
Magic with inherent major risk
Maiming/crippling that lasts
Monotheism (though fantasy-novel monotheist churches tend to be run by evil venal types who are oppressing some sort of celtic rip-off nature-faith)
 

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