List of Cliches

I think it would be fun to create a list of fantasy adventure elements that have been so used or overused that they become cliche. If they are things that are slightly unrealistic (relatively speaking), so much the better. Examples:

WHERE EVERYBODY KNOWS YOUR NAME: Adventurers inevitably meet at an inn, patrons go to the inn to hire adventurers, and they hang out in the inn between adventures.

EVERYTHING IS MY EQUAL: All of the monsters an adventurer encounters will be carefully calibrated to match the party's power level.

HULK SMASH: Every party has a fighter or barbarian that chose Int as a dump stat.

HOLY MACKERAL: Miraculous divine magic is treated with all the awe and respect of a vending machine.

YOU'RE ONLY HUMANOID: Low-level encounters are almost inevitably with horde humanoids like goblins, orcs, and kobolds.

RATS!: If low-level encounters are not with humanoids, then they are with some variety of over-sized rat.

HELP, HELP, I'M BEING OPPRESSED: Local political systems are almost always feudal and/or autocratic, regardless of the level of magical technology or civilization, or how long-lived and wise the race (e.g., elves).

IT'S IN THE BLOOD: Certain abilities, like sorcery, are said to be limited to those born to the calling -- yet literally anybody can take a class level in it.

GET MEDEIVAL ON YOUR @55: Regardless of how prevalent magic is, technology will have progressed just as it did on Earth, and people will still use torches, crossbows, and ride horses.

OH MY GOD: In spite of irrefutable proof that gods actually exist, there is still room for religious disagreements, sects, and cults within a single faith. There is usually some plot device that keeps the gods from just coming down and ruling directly.

BLACK AS NIGHT: Inhabitants underground like drow and duergar have grey or black skin, instead of the pasty white you would expect of creatures who never see the sun.

GOLD STANDARD: There is an infinite supply of precious metals that nevertheless stay precious. Furthermore, huge quantities of gems are available to fuel powerful spells and the creation of magic items.

HOLY HAND GRENADE: No matter how ludicrous the weapon (e.g., dire flail or spiked chain), it is possible to become a proficient killer with it. Fantasy sword-like items are fully effective.

ECOLOGICAL NICHE: It is perfectly acceptable to have multiple large predators in a limited area of land, e.g., a forest full of dragons. It is also acceptable to have much less threatening creatures living right alongside them without being wiped out.

EXTREME DIVERSITY: The number of species of intelligent creatures in the world far outstrips anything that could be encountered in the natural world. Usually, at least half-a-dozen sentient races evolved side-by-side without wiping each other out.

RODENTS OF UNUSUAL SIZE?: The laws of physics work normally during common daily tasks, e.g., while loading up your wagon. They work identically when you scale up to giant size or down to faerie size. The only difference between how a frost giant moves and how a human moves is scale.

MY PRECIOUS: Valuable magical items are frequently stored in chests rather than kept at the ready to use against intruding adventurers.

TRAVEL AT THE SPEED OF PLOT: Time compresses or extends itself as necessary to accomodate whatever the characters want to accomplish -- overland journeys, room searches, crafting items, etc.

Yes, I know there is a reason for many of these in the form of play style, convenience, etc. I'm not looking to criticize, just comment.
 

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You can download a free copy of my Big List of Fantasy Archetypes. This pretty much covers all of the character cliches that I've seen in fantasy (I developed it to serve as idea fodder for quick NPCs, as well as inspiration for devloping your own classes).
 

DreadPirateMurphy said:
WHERE EVERYBODY KNOWS YOUR NAME: Adventurers inevitably meet at an inn, patrons go to the inn to hire adventurers, and they hang out in the inn between adventures.
One of my favorite NPC's is a regular at this bar - an overweight gnome called "gnome" by the patrons. No one knows his real name, but his last name is Peterson. When he enters the bar the regulars all yell: "GNOME!"

HELP, HELP, I'M BEING OPPRESSED: Local political systems are almost always feudal and/or autocratic, regardless of the level of magical technology or civilization, or how long-lived and wise the race (e.g., elves).
I just read over WHFRP's Old World government. Utterly byzantine with circles within circles of politics, power, and intrigue. Not all feudalism is grown out of.

IT'S IN THE BLOOD: Certain abilities, like sorcery, are said to be limited to those born to the calling -- yet literally anybody can take a class level in it.
Just say no to multiclassing into Sorcerer then.
 

PLEASE CLOSE THE DOOR BEHIND YOU - dangerous creatures living in an abandoned structure are always behind closed doors.

SHHH! IT'S A SECRET - corridors with sudden dead-ends have a "secret" door somewhere.

STANDARD GEOLOGICAL FORMATIONS - natural tunnels mostly have flat floors and are 5 to 10 feet wide.
 

GOOD FENCES MAKE GOOD NEIGHBORS: A wide assortment of vastly different creatures peacefully inhabit neighboring rooms in a dirty, crowded dungeon.

SHIP IN A BOTTLE: Huge dragons live at the heart of underground dungeons, accessible only via narrow, winding corridors.
 

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