D&D General Common gaming clichés (and how to subvert them)

I think the best way to avoid a cliché is to have an individual session with each character. I have done it as DM and have seen other DMs do it, and it works wonders. It helps players to get to know their character, gives them something to talk about when meeting the other PCs, and allows them to understand the major motivations of specific NPCs.

When I did it, I made sure each individual session started out like an introduction to a character in a movie. Our bard's session started with him sleeping with a married woman and he had to escape. Our fighter's session started in the middle of a tavern brawl where she had not one but three beers poured on her. Our wizard's session started in the sewer where he was asked to go to find a rare mold. And our barbarian's session started with him leaving his wife and kids in order to go to the city in search of a thief who stole from their tribe (no fighting).

Obviously you need to know your player's characters prior to these being created. But it really helped them flesh out their character. Then, once they all finally met, it was great roleplaying.
 

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tetrasodium

Legend
Supporter
Epic
Cliche: only our 1st level PCs will be able to defeat the evil (after levelling up some along the way)

Subversion: some other, already level-appropriate party of adventurers does it
Sbonus extra subversion: as a first level party you all are perfect for doing that thing like recovering the crate that fell off their cart on their way to town, gathering a special type of herb that grows near places zombies existed for a long period, guarding their supply cart with the help (ie cooks/moving crew/etc), or similar those higher level folks need someone to do. It's not very dangerous, but you'll make some connections get some experience and most mportantly it takes enough time that it is something those high level folks would rather pay you to do for them than do it themselves.
 

Cliche: only the pc's can save the world

Subversion: actually, there's several parties of adventurers running around. Any quest the pc's opt out of someone else will likely try - and get the rewards for. The pc's will occasionally bump into them, who are broadly friendly but likely to be rivals.

(This is great for maintaining sandbox-iness, since not biting hooks you're not keen on becomes a much more palatable option.)
 


Weiley31

Legend
Cliche: only the pc's can save the world

Subversion: actually, there's several parties of adventurers running around. Any quest the pc's opt out of someone else will likely try - and get the rewards for. The pc's will occasionally bump into them, who are broadly friendly but likely to be rivals.
I don't know: There seems to be a good number/alot of people who thinks DND is strictly that cliché and the world revolves around the PCs only instead of them not actually mattering in the grand scheme of things in the setting as the setting/world/and nations came about or will/still exist regardless.


I however am all for your subversion and the idea of the rivals/anti-party
 

I don't know: There seems to be a good number/alot of people who thinks DND is strictly that cliché and the world revolves around the PCs only instead of them not actually mattering in the grand scheme of things in the setting as the setting/world/and nations came about or will/still exist regardless.


I however am all for your subversion and the idea of the rivals/anti-party
I would describe "the pc's don't matter" as the opposite extreme: if what my character does doesn't affect anything, why should they do anything at all? One of the surest ways to get me to tune out as a player is to make all of my victories pointless.

The middle ground is "the pc's aren't the only important/impactful people."
 


Stormonu

Legend
Cliche: The game/Campaign starts at the Tavern.
Subversion: The Tavern is the final dungeon.
Ooooh, that gives me a great idea.

The party keeps running into other groups running quests they’re getting from the local bar keep. Turns out that the barkeep is a master spy for an enemy kingdom and he’s using others to run sabotage jobs and collect items (and blackmail) the enemy kingdom can use to overthrow the PC’s kingdom. The tavern is also conveniently a jump-off Strongpoint for the enemy army when the invasion will occur. In the end, the PCs will have to take down the spymaster/barkeep - preferably when the enemy ruler is there to pick up intel/ prep for invasion.
 

Ooooh, that gives me a great idea.

The party keeps running into other groups running quests they’re getting from the local bar keep. Turns out that the barkeep is a master spy for an enemy kingdom and he’s using others to run sabotage jobs and collect items (and blackmail) the enemy kingdom can use to overthrow the PC’s kingdom. The tavern is also conveniently a jump-off Strongpoint for the enemy army when the invasion will occur. In the end, the PCs will have to take down the spymaster/barkeep - preferably when the enemy ruler is there to pick up intel/ prep for invasion.
I'd say there's about a 50% chance the players will decide to go along with the invasion, since they've already do so much for the invader's cause.
 

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