How do you use cliches in your game?

shilsen

Adventurer
I was just rereading some of my Terry Pratchett novels and thinking that one of the many things I love about his work is what he does with cliches/tropes from fantasy, literature and other sources. Pratchett points them out, takes them to their "logical" conclusion, and stands them on their heads, usually all at the same time.

So I was wondering, how do you use the standard tropes and cliches from fantasy/folklore in general and D&D in particular in your games? I mean things like dragons sitting on piles of gold, dwarves living underground and loving gold, vampires wearing evening dress & speaking in bad Transylvanian accents, etc. Do you embrace them or eschew them, or (more likely) use some combination thereof? Do people in your game world have an awareness of such cliches and do they respond to them in anyway?

I have used and reacted to cliches in various ways in my own games. For example, as a player, I've played a very non-cliched elf who was very aware of the standard (read, PHB/MM) conception of elves and tended to be quite amused by other PCs and NPCs who acted on such assumptions (and took pleasure in pointing out their error). When he eventually ended up as part of a quest to save the world from a crazy cult, he spent a fair amount of time opining that all this "the world is going to end" garbage couldn't actually be true. After all, we've all heard those kinds of stories and it's hardly as if he was part of an adventure story now, was he? Call it reverse-metagaming, where the PC explicitly tried not to react as if he was part of a game.

Similarly, when DMing, I've had NPCs who took umbrage at "speciesist" (Pratchett term) assumptions about them. I'm tempted to take it a step further and do things like have traditional dragons, who place great emphasis on hoards (leading to some not-so-wealthy dragons saying that it isn't the size of your hoard but what you do with it ;)), and the new, modern generation of dragons, who put all their money into real estate and make fun of the old wyrms who are 'so five hundred years ago'. Or the traditional vampire who hangs out in his t-shirt and shorts and races to put on his evening gown and drops his Cockney accent whenever people come to call, and the really smart one who's embedded a piece a metal in his chest in front of his heart, and the progressive ones who've been on a diet of garlic-laced food and very carefully diluted holy water for the last hundred years in order to build up immunity.

And yes, I'll stop rambling now...
 

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I take advantage of cliches by playing with expectations.

I put the bad guys in white hats every now and then.
Sometimes sewers are simply sewers and no one lives there.
The person who wants you to solve the murder mystery is the doppleganger.
 

I'd love to run a Discworld game (probably in SilCore or True20 rather than GURPS) and play to all the cliches, Pratchett style.

In my serious (well, usually) campaigns, I tend to steer clear of the fantasy cliches, mostly because, outside of a humorous setting, I find them dreadfully boring. I suppose I do make use of cliches, but more the Sword & Sorcery ones. Did I say cliche? I meant trope.

It's quite simple, you see:
Epic Fantasy has cliches, 'cause it is t3h suxx0rz.
Sword & Sorcery has tropes, 'cause it is t3h l337.

:D

Seriously, though, I use a fair number of Espionage, Sword & Sorcery and Science Fantasy cliches, but rarely Fantasy ones.
 

I'm with Moogle here.

I have absolutely no time for Pratchett and the approach to gaming that he spawns. I find that fantasy novels, generally, tend to be cliche-ridden and campy enough. I don't need someone like Pratchett to come along and say, "this is silly -- look how absurd I can demonstrate it to be." I already feel that when I try to read most fantasy novels so I generally avoid the genre.

For me, Pratchett seems to be shooting fish in a barrel -- "look at all these moderns in medieval drag in variants of Star Trek plots." I find his social commentary to be too modernist, over-simplifying and blunt to say anything meaningful about real human societies and the pulp fantasy genre to be unworthy of an author dedicated to showing just how pulpy it is.

My goal in GMing is to make my facade of a world real enough that people can lose themselves in it for a moment or two. The last thing I would choose to put in an adventure is a person or event pointing out, "This is a facade! A facade! Ha ha ha!"
 

I have had great fun with a wizard PC who went out of his way not to look like a wizard. As a tough son of a gun who spent most of his time in front of a forge (+14 in craft(blacksmithing) and counting!), we went a very long time avoiding cloaks, wands, and pointed hats. It's fun reminding the DM when he says, "X sizes up the scrawny wizard and proceeds to attack," that the wizard is not so scrawny looking...and is going to set a long spear against the charge (multiclassed EK).
 

Actually, I've been embracing clichés with a lot of affection lately. Until recently I never actually had a quaint village of hobbit-holes, a beer-swilling Scots dwarf with battleaxe, and so forth in my games, always eschewing them as "too cliché." For my current game, I decided to take all these things I'd never done and play them up (straightforward, not camp) ... it's been a lot of fun!

-The Gneech :cool:
 

JamesDJarvis said:
The person who wants you to solve the murder mystery is the doppleganger.

I love this one. It made me chuckle.

I have to admit that I got bored of some of the cliches, but I felt that trying to go too hard against them would seem too obvious, too. So instead I combined some of the cliches together. For example, faeries are notorious for mating with pretty much anything and having wildly different appearances (some being tiny, some being furry, some with wings, etc.). I decided to have the elves in my world take on some of this trait. A pureblooded elf still looks like Tolkien's elves, more or less, but they can and will breed with pretty much any humanoid race. So, half-elves can look like anything; they still have the same rule mechanics as the half-elf race in the PHB, it's just that a half-elven character may have really odd physical features and a strange history/background. :)
 

I've never understood how dwarves became Scottish...I mean they come from Norse mythology - so when I play dwarves, I speak like the Swedish Chef from The Muppet Show. Of course the other players have a tendency to get a little ticked off after a while:

*The party has wandered upon a group of goblins - the dwarf wins initiative and goes first* Me: Borngie durgen, vit der battleaxen in der hoosen!!!
Other Players: What?
Me: Borngie Durgen, vit der battleaxen....*blank stares* Borngie Durgen
OP: Huh?
Me: HORGEN DER FLUGEN POOPIE!!! BORNGIE DURGEN!!! AAARRRGGH!!!
OP: We ignore the goblins and kill the dwarf..
:D



OT - WOOHOO! 100th post!
 


I like to use cliches for the elements of the world that the characters should already know about. As an example, if I call something a halfling, it's pretty close to the stereotypical halfling. If I create an evil, cannibalistic, demon-worshipping, worg-riding halfling race, I'll call it something else.

Of course, that doesn't mean every world I create will have halflings...or any other specific cliche.
 

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