D&D General Flip or Twist A D&D Cliche

Mad_Jack

Legend
The world of my Dungeon23 project is OLD... As in, the first modern human empire showed up about 35,000 years ago.
Elves and dwarves had multiple empires long before that, but there was a massive ice age about 50,000 years ago, and most of the previous history of the northern continents is lost, even to the elves.
(Also, said elves and all other sentient species are originally from somewhere else, i.e., an alternate world, different plane, etc.)

On the continent where my D23 adventure takes place, the Old Empire (totally a Conan-esque setting - slavery, dark magic, lost cities in deserts, etc.) which used to occupy half the continent (but is now reduced to a third of it) is actually the third (or fourth?) "Old Empire" in a row - or, more accurately, it's still the same Old Empire "under new management", again, lol.
And every couple thousand years when someone new gets all righteous and decides to throw a rebellion, it quickly becomes a case of "New Boss, same as the Old Boss" - the new powers-that-be soon realize that the Empire is just too damn big to change because it's the massive stinking zombie corpse of an empire just slowly rotting away as it shambles ever onward.
And so I've decided that, on a certain level, the Empire itself is literally a lich - an undead genius loci, if you will. Over the course of the next million years or so, the Empire is eventually going to turn into an Athas clone as all the life inside its borders eventually succumbs to entropy.
 

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MGibster

Legend
Most of us have been playing D&D in one form or another for a very long time. Many D&Disms are really cool, but others just get old.
For my first 5th edition campaign, I really, really leaned into the D&Disms. Adventurers went to school to learn how to be adventurers. So if your character was a Barbarian, they went to Adventurers School and took courses on Barbarism. NPCs would ask about class and level because the Adventurer's Guild kept track of that kind of thing and used it to assign quests to those with the appropriate experience.

Wizards went to a University and Bards/Sorcerers went to a college and the two schools consider one another their biggest rivals. Each year they would settle their difference on the (American) football field. The president of the university was basically Terry Crews in a robe and a wizard's hat. I had a lot of fun with that one.

Terry Crews.JPG
 

Reynard

Legend
For my first 5th edition campaign, I really, really leaned into the D&Disms. Adventurers went to school to learn how to be adventurers. So if your character was a Barbarian, they went to Adventurers School and took courses on Barbarism. NPCs would ask about class and level because the Adventurer's Guild kept track of that kind of thing and used it to assign quests to those with the appropriate experience.

Wizards went to a University and Bards/Sorcerers went to a college and the two schools consider one another their biggest rivals. Each year they would settle their difference on the (American) football field. The president of the university was basically Terry Crews in a robe and a wizard's hat. I had a lot of fun with that one.

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On my list of Must Run Campaigns is a fully meta campaign where the players play characters that know they are characters played by players (but maybe not the actual players).
 

MGibster

Legend
Dwarves have French accents instead of Scottish ones. They love wine but wouldn't be caught dead drinking ale or mead.
I made my Dwarves into Bavarians and while they mainly drank beer they preferred wine when it was available. They just didn't live in an environment where they could grow grapes easily.
 

Mad_Jack

Legend
Oh, also, there's an enclave of surface-dwelling drow that aren't associated with Lolth or even any of their own race anymore. They're essentially just greedy, snooty nouveau-riche drama-junkie wine and cheese merchants these days, living out their own personal soap opera.

They got cut off from the Underdark about two thousand years or so ago due to the magical cataclysm that sets up the backstory for my D23 adventure.
When the dwarves finally found them about a thousand years later, they'd been reduced to subsistence mushroom farmers. So the dwarves helped them out and eventually the drow and dwarves became business partners... The drow make highly-sought-after high end mushroom wine and fungus-infused cheese and export them to the nearby human kingdoms along with the dwarves' gold, gems and other craft items.
Since the drow are so long-lived, both their former glory and their more recent fall from said glory are still fairly fresh in their generational memory, and they like to live extravagantly because of it. (Hell, some of them border on cosplaying pre-Revolution French nobility. :p )
 

EzekielRaiden

Follower of the Way
Oh, also, there's an enclave of surface-dwelling drow that aren't associated with Lolth or even any of their own race anymore. They're essentially just greedy, snooty nouveau-riche drama-junkie wine and cheese merchants these days, living out their own personal soap opera.
Oh, so...elves?

I kid, of course. But you gotta admit, some of that does sound like the flanderized depiction of "high" elves.
 


MarkB

Legend
Eberron does some of this, but I do like subverting the "we are not that which we once were" assumption of many fantasy settings. The magic wasn't more powerful in the old days. The techniques and knowledge of old have not been lost, they've been refined. Ancient artifacts are little more than pea-shooters compared to what's being produced with more sophisticated modern techniques.
 

Oofta

Legend
There are no gods. People believe there are gods, but clerics don't get spells from the gods they get them just like wizards. If someone sees or interacts with a divine creature it's just an advanced illusion or construct created by communal belief.
 


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