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Reinventing fantasy cliches

Dannyalcatraz

Schmoderator
Staff member
Supporter
Things I'm doing, have done, or am considering doing, cont.:

1) "Necromancers" who aren't evil (or neutral for that matter), but actually good. The one I've yet to play is an OA (+ Dragon#318) Shaman/Necromancer (Focused Specialist) with a Voudoun theme

2) "Diviner" as spy, a la James Bond.

3) "The Family"- a Half-Orc and Half-Elf who are half-siblings (obviously, requires a partner or a campaign with players using multiple PCs simultaneously). Ideally, the Half-Orc is female, the Half-Elf male.

4) Tribes of Halfling Barbarians/"Totem Warriors." I've designed one who was from a tribe that venerated burrowing mammals, so their warriors emulate porcupines (by wearing spiked armor), badgers & aardvarks (by using bladed gauntlets or equivalents for weapons), skunks (by using vials of trog stink, etc.) and shrews (by eating voraciously).

Oh yeah...don't call them anything derogatory referencing "short."
 

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hong

WotC's bitch
Hmm...

Vampires who aren't crazy, bloodthirsty creatures but instead are fully aware of their plight, and the tragedy that they must kill others to survive

Werewolves similarly who aren't bestial, rampaging monsters but the unheralded guardians of nature

Mages who are concerned with more than just finding secrets Man Was Not Meant To Know, and instead fight to keep the fabric of reality from unravelling




What?
 

Dannyalcatraz said:
1) "Necromancers" who aren't evil (or neutral for that matter), but actually good.
hollowfaust.jpg
 

Evilhalfling

Adventurer
My fav was a oneshot that was stuffed full of cliches -

A dark and stomy knight.

During a rainstorm a carriage breaks down in front of a long abandoned mansion. riding inside:
Father – incompetent and overconfident patriarch. (Figher)
Mother – Scatterbrained, heart of gold. (Cleric)
Son – handsome and virile, slightly clueless, mad at parents. (Ranger)
Driver – mysterious figure in black, turns out to be the female friend of Son. (Rogue)
Accountant – effeminate elf (actually female), responsible for the families financial hardship. (wizard)

The BBEG actually uses a Transylvanian accent, and sleeps in a coffin. Although when he is stressed, he has a tendency to sweat off his white makeup.

The fact that he lives with 2 half-fiendish bards, (flotstem and Violet) and a red-haired dancing succubus named Columbia is just icing.

sitcoms and bad movies, throw enough in an it all gets lost in the shuffle.
 

Set

First Post
The way that D&D has developed has almost enforced cliches.

Instead of saying that some elves live in grand cities and practice wizardry, while others tattoo themselves and run around the woods half-nekkid, the game has segregated them into subraces, Grey Elves and Wood Elves and Wild Elves and Dark Elves. In most of these cases, the differences between these subraces of elves, dwarves, gnomes and halflings are no more significant than the difference between a Viking raider and a Sultan's vizier. They don't really *need* to be different subraces. A 'dark' elf could just be an elf, that's dark.

If an 'elf' could be a griffon-riding mithral-armored spellcaster from the crystal cities in the mountains, or a tattooed wild-woman running with the wolves, or a cold and sinister human-hating skulker underground, who likes to poison wells and shoot cattle with dung-tainted arrows, then the 'elf' stops being a cliche and becomes a word like 'human,' that can represent a *vast* variety of different people, not just 'magical tree-huggers.'

The upcoming Eladrin/Elf split is just further crystalizing the cliche. Now they aren't even subraces, the elf-who-lives-in-the-woods and the elf-who-lives-in-town are *completely* different.
 

Ydars

Explorer
You are right Set; building in all these expectations into D&D might make it easier for designers to create adventures, but it also enforces the cliches.
 

Afrodyte

Explorer
There are some pretty good ideas so far. However, let's broaden and focus things a bit. I recently came across a blog that talks about some of the aesthetic, narrative, and ideological elements that constantly creep into fantasy settings. This blogger specifically mentions:

  • Racial determinism
  • Chosen One Syndrome
  • Epic
  • Authority worship
  • Eurocentric

What are some other cliches you've noticed? What would you do to change them?

For my part, many magic-related cliches seem to come from the failure to think about the role magic plays in the world. I don't mind magic that's mysterious or based on concepts that make quantum physics look like Sesame Street (I honestly prefer this). But in cases when magic is analogous to technology, it's hard to imagine why people still have medieval standards of living. A corollary to that is the idea of magic and technology being innately incompatible. An idea I have is that rather than having magic undermining technology (or vice versa), magic allows technology to flourish to a point where nanotechnology looks primitive in comparison.
 

DrunkonDuty said:
I've got a tribe of Goblins who are merchants of the entrepid Marco Polo variety. Their mule caravans brave all the corners of the Borderlands* trading goods back and forth.

My goblin merchant trades between the Keep on the Borderlands and the goblins of the Caves of Chaos. The PC's allied with the "king" of the goblins, who also rules the few remaining hobgoblins and bugbears, to fight against the cultists. Since the PC's have been supplying one cow a week (at their own expense) to buy the goblins loyalty, the deal has kept for 6 months or so now.

Later on at the Keep, a merchant who had escaped from bandits hired the PC's to rescue his daughter, his stuff, and any remaining employees from the fallen keep of Dzeebagd (queue the Troll Lords module of that name). One of the hostages they rescued was a goblin merchant, who became a trader in association with the main merchant -- thus being allowed admission to the Keep, just barely.

Hmmm, so what should be traded betwixt Keep and Caves? That I haven't figured out!
 

haakon1 said:
Hmmm, so what should be traded betwixt Keep and Caves? That I haven't figured out!
If hobgoblins and other goblinoids are lawful by nature, and as capabable individually as a human, why are they always on the fringes of society as "savage humanoids?" The more I've thought about this, the more I'm bothered by the implication, because it's merely a cliched Tolkien rip-off rather than something that makes sense (yes, verisimilitude is one of my favorite words in the English language, why do you ask?) It's almost my default position now, to assume that goblins and hobgoblins are civilized creatures, and are playable races. They tend to rule vast, expanionist empires with rigid caste system that includes all non-hobgoblin, non-military personal as lesser citizens if not outright slaves. Kinda a combination of the Roman Empire in its heyday with Nazi Germany or the Soviets in feel.

Anyway, there's a single, specific "cliche buster" that I'm fond of.

I can probably, honestly, credit Claudio Pozas' old picture "Pax Hobgoblinica" as giving me the initial idea.

http://www.enworld.org/Pozas/Pictures/Wallpapers/pax_wp.jpg
 

Set

First Post
Afrodyte said:
Racial determinism
Chosen One Syndrome

This one I loathe. Luke/Buffy/Pug/Shandril/etc. are the 'special' people, by birth or power or having unique stuff dropped in their laps, and everyone else rapidly becomes their support team / cheerleaders / sidekicks.

For a novel, it's okay, since Mary-Sue-ism is a valid writing choice. But for a game setting, it's just cheap to have some people be 'specialer' than other people. The setting might be feudal, but *we players are not.* We've mostly gotten past the notion that kings rule by divine fiat and the rest of us are way further down on the 'great chain of being,' and a game setting for modern people kinda needs to be accessible to people who've grown up with the notions of equality and fairness and self-determination, no matter how 'unrealistic' that makes the setting by medieval standards.

Epic
Authority worship
Eurocentric

Given the relative lack of success of Oriental Adventures / Al-Qadim / Maztica / Nyambe / Hamunaptra settings, it seems that Eurocentric game settings aren't going anywhere soon.

Sadly.

For my part, many magic-related cliches seem to come from the failure to think about the role magic plays in the world. I don't mind magic that's mysterious or based on concepts that make quantum physics look like Sesame Street (I honestly prefer this).

Some fantasy books go out of their way to make magic only accessible to a few rare 'special' people (and then, inevitably, make it show up willy-nilly in other races / cultures / whatever, who have inexplicably failed to utterly rule the world with their amazing advantage!), or have the most effective uses of magic be 'lost secrets' (Wheel of Time does this, all magic items were 'made by techniques now lost'), or magic has some awful consequences that prevent it from being used to make any significant change in the setting.

Eberron is one of the few settings I've seen that has integrated D&D style magic into the setting.

4th Edition appears to be going the route of removing spells or magical effects that have non-combat effects (which have been labeled 'boring'), and making Fighters / Rogues / Wizards all have equivalent abilities, so that 'magic' is reduced to 'hacking people to bits without a sword.'

But in cases when magic is analogous to technology, it's hard to imagine why people still have medieval standards of living. A corollary to that is the idea of magic and technology being innately incompatible. An idea I have is that rather than having magic undermining technology (or vice versa), magic allows technology to flourish to a point where nanotechnology looks primitive in comparison.

And that makes perfect sense. It was men of faith, who often had extremely non-scientific views of the world and it's creation, who discovered genetics and astronomy and refined mathematics, etc. The ancient alchemists, looking for ways to turn lead into gold (or, themselves into immortals, more commonly), ended up developing chemistry and materials science and, oh yeah, explosives.

In a world where a magician can use divination spells, the advancement of scientific knowledge could proceed at *ridiculous* speeds.

"Darn, my experiment failed again, I better cast Commune or Legend Lore or Contact Other Plane and consult with someone with an Intelligence of 40 or so, who will tell me that my theory is totally wrong and I should be doing X instead!"

When you can cast the right spell and *talk to Thor,* you can skip the whole tying a key to a kite to see if it picks up a charge from the stormy night sky. Lightning might be a mystery to *you,* but not for long. There's all sorts of elemental beings and genies and dragons and gods who can set you straight on why the fire comes down with the rain.
 

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