Common RPG Stereotypes

There are many pre-existing stereotypes in the average RPG game. Knowing them can aid in your understanding of the game, and also allow you to play against type. Some of the more common stereotypes are found below:

1. Bars: It is generally assumed that all bars will be filled with drunk guys ready to start a bar fight at the drop of a hat. The bartender will be fat and know all the rumors of the land. You can throw a change up by having the bar populated by only respected professionals in a field who never over-drink or start bar fights. The bartender can be a skinny man who has no clue what’s happening beyond the walls of his establishment.

2. Villages: It is generally assumed that all villages are small and contain everything any adventurer could ever want to buy. You can play against type by having huge and sophisticated villages filled with expert swordsmen and wizards none of which have any adventuring goods for sale.

3. Monsters: It is generally assumed that all monsters are evil and seek nothing more than the destruction of the group, all good people, and the world in general. Having monsters who can speak, or monsters who can’t speak but hold information key to the plot is a great change up. By the time the players realize they need the monster, it’s probably smashed to bits.

4. Dungeons: Most dungeons are thought to be vast underground constructions containing hoards of wealth and tons of monsters and traps. You could create a tiny dungeon with only friendly people or a forest in the shape of a dungeon to change things up a bit.

5. Villains:
It is generally assumed that the villain of the story is an evil bad guy of some sort or a mindless monster. If you have the villain turn out to be a good guy, an evil guy working for the cause of good, or someone who doesn’t do things for good or evil purposes; you’ve changed the nature of the game.

6. Traps: It is generally assumed that traps are hazardous to the health. Try throwing in helpful traps such as a pit trap which leads to the next section of the dungeon or a hoard of wealth.

7. Healing Temples: Most villages are considered to have a healing temple. Usually, for a certain amount of money people can be healed here. Consider having the local temple bereft of healing magic, or the magic might be used based on the severity of condition or status rather than payment of wealth.

8. The King:
Generally, people think the king is the guy in charge of the land. You can mess with this by having the king be completely broke and without any real power. Rich merchants could control the land, or perhaps the Queen controls the kingdom through her husband.

9. Guards:
Guards are usually thought to be somewhat like police. If you make them all alcoholic party animals the game can change quite a bit. However, the village people might event their own sort of mob justice to compensate for the lack of regular authority.

10. Evil Lieutenants: Most villains have one or more lieutenants of lesser power than themselves. Consider having the second in command be far more competent or powerful than the leader but forced to follow and serve him for some strange means like lack of vision, family debt, honor, or sheer stupidity.

11. Goblins being Weak: Generally, there are some monsters which are considered really weak such as: goblins, kobolds, orcs, and so forth. Giving these creatures massive boosts in statistics, magic powers, and incredible tactics can make them the overlords of the galaxy.

12. Magic Items: Most magic items are considered to be beneficial. You could throw in some which are actually more trouble than they’re worth or cursed diabolically.

13. Warriors: Most warriors are considered to be strong, brave, and masters of battle. Try having a warrior with no strength, who’s incredibly cowardly, and who uses clever tactics or sneaky magic to win his battles.

14. Wizards: Wizards are usually considered to be old men with beards and staffs. Try having a young woman wizard who’s wearing plate mail and swinging a huge sword.

15. Thieves: Most thieves are considered to be slippery little Halflings with dark cloaks who steal things. Try having a handsome strong warrior who uses his political might to take what’s not his by legal means.

16. Dwarves: Dwarves are thought to live underground, be bound by honor, like to fight, and have incredible immunity to poison and such. Try having a dwarf who can’t build anything, hates the dark, is afraid to get dirty, and wants to cause peace and not war. He also shaves and likes elves.

17. Elves: Elves are usually thought to be aloof masters of the bow and woodlands. Try creating a pyromaniac elf who grows a beard, likes to party, and has no respect for the environment. He also probably likes hanging out underground with dwarves and wearing heavy armor.

18. Halflings: Halflings are generally thought to be small, like comfort, hate adventures, and love food. Try creating a Halfling who’s a rugged warrior who hates the posh life. This Halfling lifts weights, grows tall, seeks out tough situations, and smokes a cigar.

19. Gold: Normally, gold is considered to be universally valuable. Try having a land where gold is meaningless but furs are worth a ton. When the party shows up here, they’ll have to switch to a new currency in a hurry if they plan to buy anything.

20. Princesses: Normally, they are thought to be pretty and helpless. Try creating an ugly princess who’s extremely practical and knows her way around a fight. She probably swears and tries to beat up people.

21. Dragons: Generally, dragons are thought to be mean and have a lot of money. Try having a dragon who’s a humanitarian without any wealth and who goes about helping out wherever he can.

22. Experience Points: Generally, you get experience points for destroying enemies and getting tons of money. Try giving out experience points for only heroic deeds, or solely for number of dwarves captured in a pig pen sometime.

23. Jails:
Generally, jails are avoided at all costs and are easily escapable by the party. Consider having a jail the party can’t escape from but which is so posh that the stay is enjoyable and everybody seeks to break the law to gain entry. Breaking the law is probably very tricky and involves giving the prominent criminal leaders a lot of money.

24. Thieves Guild: Instead of being underground and filled with thieves, try having it above ground and filled with politicians.

25. Wizard’s Academy: Usually wizards are thought to be great masters of magic with vast libraries of knowledge at their disposal. They make magic items, cast spells for a fee, and can be consulted for all kinds of useful information. Try having the local wizards be total hooligans with less common sense and knowledge than the average foot soldier. They couldn’t make a magic item if their life depended on it, and they frequently make irrational decisions.

26. Heroes’ Feasts: Generally, these are great celebrations where the players can relax and soak up the adoration of the people they just saved. Instead, you could have harsh competitions and challenges, evil forces at work, and the common people seeking to pummel the party for spare change from the last hoard they claimed.

27. Adventurer’s: Generally, adventurers are hailed as heroes and welcomed in most places. Consider having a kingdom where adventurers are thought of as a nuisance—or a problem even worse than the monsters—for the havoc they cause.

28. Shops: Generally, shops are considered to have a ton of the items you’re looking for. Consider having all the shops bereft of anything interesting, or selling good items for prices far in excess of what they’re actually worth.

29. Magic: Magic is generally considered to be reliable. Have a part of the land where magic behaves unpredictably, fails to work, or causes a great drain on the person using it. Perhaps there’s even a region where magic is increased in strength tenfold.

30. Humans: Humans are thought to be the dominant species in the campaign world. What if the players start out in a region ruled over by the dwarves, the elves, or the orcs? This could vastly change their backgrounds or they might need to just travel across such a region where a different power holds sway.

31. The Planet: What if the entire planet is made only of land with water being more valuable than gold? What if the entire planet is one big ocean with everyone travelling around on barges? What if the entire planet is a giant dungeon?

32. Technology: What if the people haven’t invented indoor plumbing, but they did invent magical spaceships? What if there are cannons and muskets? What if steel and iron haven’t been found out about yet?

 

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Most of these feel like they're more cliche than stereotype, and I'd caution against changing too many at once, or not thinking through all the consequences and reasonings behind a change.

Stereotypes and cliches in stories tend to serve a purpose, as does the breaking of said stereotypes or cliches. Dwarves love gold, step mothers are wicked, and butlers did it, because it's an easy short hand that tells more of the story for you, and it makes the characters that break free from those boundaries stand out more. If you change too many of them, you run the risk of making the story feel too alien and the players/readers unable to identify with the world. Some examples of recognizable broken or modified stereotypes and cliches that exist in some form of D&D (and that may have become their OWN stereotypes and cliches at some point in the process) could be the world is a desert and all wizards are evil, world corrupting bad guys who should be put to death on sight (Darksun), the players are all playing dragons and humans are ill mannered dragon slaying bad guys (Council of Wyrms), it's just like D&D, but instead we're in space (Spelljammer)...

As for unintended consequences, a trap that leads you to something good is no longer a trap, it's a secret passage. Why would a person who is hiding something of value, and trying to protect it, decide to let someone stumble onto it by dumb luck?

A prison exists because someone (or more likely someoneS) decided that they needed a place to put people so that they could do no more harm, be punished, or be held on to where they were stripped of anything that gave them power or made them important. How would a society make the jump from building a dungeon and torture chamber to making a resort and spa instead? What would the reasoning be behind investing in and building an amusement park, and then filling it only with people you're trying to dissuade from committing crimes?

A high tech world without indoor plumbing is really only strange from the point of view of an outsider looking in, and I would assume that any kind of anachronism would need to have some kind of an explanation for most players. Realistically, technology and inventions follow a rough, leapfrogging path of some kind. In the real world, indoor plumbing exists because a population center can only get so big before the amount of stuff you'd normally flush down a drain ends up creating an explosion of disease that kills off your population center. So, our imaginary world would need to do one of two things, and if it isn't "invent a magical or mundane substitute for indoor plumbing" it would have to be "never have a population center get big enough that everyone dies of cholera." If your answer to the disease is magical healing, you still have to deal with the fact that everyone is standing around knee deep is human waste. If your answer to being knee deep in human waste is for every house to have a pygmy otyugh sitting at the bottom of their latrine, you've effectively created a magical version of indoor plumbing.
 
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2. Villages: It is generally assumed that all villages are small and contain everything any adventurer could ever want to buy. You can play against type by having huge and sophisticated villages filled with expert swordsmen and wizards none of which have any adventuring goods for sale.

Erm isn't a huge and sophisticated village, really a town or city. I mean part of being a village is that it is small. Once it starts getting large it stops being a village and becomes a town. That isn't a stereotype it's a feature.
 

The list reads a lot like "Here's a trope in fantasy, go arbitrarily reverse it!" I'd be more interested in article that was less a laundry list and more an exploration of a few of these ideas to see how it might change things for the setting.

(Disclaimer: I'm generally not a fan of "top X something" blogs.)
 

yeah I got half way through and decided that this list is dumb and reads like it was written by a 15 year old. Hey lets have short bearded elfs that live underground and turn our goblins into super tough strong barbarians. And yeah how about drunken guards in a tiny village who are all 15th level warriors.

Dude Conan was a big handsome theif 80 years ago
 

I'm sorry but this article is just bad. Most of the time the reversals either make the whole point moot, or cross into a completely different one. Wizard who's too stupid to use any actual magic or who just doesn't cast any and just fights like a warrior, is not a wizard at all. That's the ridiculousness this article reaches: just presenting a completely different trope under an unrelated name. Some other points will just make the game plain worse. Bar with boring, snobbish dudes? Nothing's gonna happen there, at all, so what's the point of showing it? No useful shops? Your players will just drop stuff and get broke which just isn't fun.

Then the points that aren't pointless, ridiculous or which don't just plain damage gaming experience are ones present in every Dungeon Master's Guide (cf. "make humans not dominant" or "make magic unreliable").

I'm sorry, but I didn't expect EN World to feature this quality of article.
 

Well, I was all set to rant a bit about this, but others have beaten me to it. (Bagpuss' comment about big villages being towns or cities was the one that I was going to start with!)
 

Well I kind of like the thought of a relatively open thieves guild hall near or in town square with a few politicians and lawyers hanging out with the normal rabble. Especially if you throw in the weak king/lord/whatever. It would be a bit humorous and fun I think.

But yeah a lot of these don't make sense. Fighters who can't fight but use magic. Wizards who can't use magic but are really good at fighting. Villages that turn into metropolises, and boring ones at that. Words have meanings. Being able to fight or often being in fights is kind of what fighter means. I get what the author was trying to say about changing the flavor a little but his wording and approach didn't make a ton of sense. Like explain that you can make a fighter have a higher intelligence and take skills like UMD or equivalent in other game systems to get a different feel out of them beyond "my armor clanks much and I hit things."

Saying make dwarves hairless forest hippies and make elves crude bearded underground dudes is just swapping the names of the already existing stereotype. It would have been more useful to point out class/race nonstandard combos or something along those lines. Like encouraging DMs or players to go with a halfling instead of a half orc to be a barbarian and give neat ideas for challenges or roleplaying ideas for it.

Just trying to give some extra thoughts to the author or anyone who decides to check the comments for more ideas. I hope this comment helps make future efforts more constructive.
 

People came here expecting a serious article?

I guess people do a lot things.

And I actually found a lot of useful ideas in it!
 


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