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Tropes that need to die
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<blockquote data-quote="olshanski" data-source="post: 5376876" data-attributes="member: 7441"><p>I'd actually say that none of those tropes need to die:</p><p></p><p>Cemetaries:</p><p></p><p>Cemetaries are often literally "hallowed ground", and are thus immune having corpses rise from the dead or being haunted by undead. If you've got a cemetary that isn't hallowed, then some cleric is not doing their job. You bury someone because if you need to, it is easier to ressurect a corpse than true ressurect the ashes long since blown away.</p><p>If your campaign has townsfolk burying people in non-hallowed ground, they deserve to be overrun by undead. </p><p></p><p>Court Wizard:</p><p>You've got a point about clerics being more useful in court than wizards, but wizards also have scry and teleport and contingency... and some people believe that the best defense is a good offense. Frankly, they are both useful for a king, and the term "court wizard" doesn't come from D&D, but from fantasy literature, where the idea of a "court cleric" would sound rather foolish.</p><p></p><p>Jerk in the party:</p><p>I don't know where you think this is a trope, but if a player is a jerk, you boot them. If a character is a jerk but the player isn't, then presumably you are not bothered by the jerk in the party, or if you are, then you ask the player to retire the character and make a new one.</p><p></p><p>I'd say that D&D tropes are more often the following:</p><p></p><p>1) Undead wizard creates a trap-filled crypt</p><p>2) Mad wizard is trying to open a gate to the lower planes</p><p>3) An ancient evil has awakened, and you need to put together an artiact from X pieces in order to defeat the ancient evil.</p><p>4) The person who hired the party to recover a magic item is really the bad guy that intends to steal the item once the party recovers it.</p><p></p><p>There are a ton of other tropes, I don't know that they need to die. My sons ages 5 and 7 are just starting to play, and it will be fun to see how they react to these tropes, as it will be their first time encountering them.</p></blockquote><p></p>
[QUOTE="olshanski, post: 5376876, member: 7441"] I'd actually say that none of those tropes need to die: Cemetaries: Cemetaries are often literally "hallowed ground", and are thus immune having corpses rise from the dead or being haunted by undead. If you've got a cemetary that isn't hallowed, then some cleric is not doing their job. You bury someone because if you need to, it is easier to ressurect a corpse than true ressurect the ashes long since blown away. If your campaign has townsfolk burying people in non-hallowed ground, they deserve to be overrun by undead. Court Wizard: You've got a point about clerics being more useful in court than wizards, but wizards also have scry and teleport and contingency... and some people believe that the best defense is a good offense. Frankly, they are both useful for a king, and the term "court wizard" doesn't come from D&D, but from fantasy literature, where the idea of a "court cleric" would sound rather foolish. Jerk in the party: I don't know where you think this is a trope, but if a player is a jerk, you boot them. If a character is a jerk but the player isn't, then presumably you are not bothered by the jerk in the party, or if you are, then you ask the player to retire the character and make a new one. I'd say that D&D tropes are more often the following: 1) Undead wizard creates a trap-filled crypt 2) Mad wizard is trying to open a gate to the lower planes 3) An ancient evil has awakened, and you need to put together an artiact from X pieces in order to defeat the ancient evil. 4) The person who hired the party to recover a magic item is really the bad guy that intends to steal the item once the party recovers it. There are a ton of other tropes, I don't know that they need to die. My sons ages 5 and 7 are just starting to play, and it will be fun to see how they react to these tropes, as it will be their first time encountering them. [/QUOTE]
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