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What D&D cliches are you sick of?
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<blockquote data-quote="Emirikol" data-source="post: 6438188" data-attributes="member: 10638"><p>My cliche list as a player, GM, editor, and designer:</p><p></p><ul> <li data-xf-list-type="ul"><ul> <li data-xf-list-type="ul">All-time #1 CLICHE: Bandit encounters. I want to PUKE everytime I see some lame-o "bandit" encounter.</li> </ul><br /> <ul> <li data-xf-list-type="ul">Obsidian flipping anything (walls, pillars, monoliths, thrones.. ETCETERA)</li> </ul><br /> <ul> <li data-xf-list-type="ul">Detect evil</li> </ul><br /> <ul> <li data-xf-list-type="ul">Getting the party to eat human flesh yet again</li> </ul><br /> <ul> <li data-xf-list-type="ul">The guy who hires you then later tries to kill you</li> </ul></li> </ul><p></p><p>I used to have some other cliche's that I had burned out on but have had to just deal with:</p><p>* Dungeon crawls without innovative plots with interesting NPCs/monsters/whatever OUTSIDE of the dungeon (oh, lemme guess, the dungeon is to blame! Why are we standing around? Let's go nuke the cave.) Cave in the front door and move along. You know what item should be in the pHB? <a href="http://youtu.be/7DG-pNt5fus" target="_blank">Dynamite.</a> But what would we do then?</p><p>* Magic for every class as a crutch instead of innovative game design of multiple non-magical classes/careers/backgrounds and a system that encourages something other than a spell/magic to solve any problem or as an excuse to for leveling goodies.</p><p>* Cliche systems: Spells are commonplace and are pretty much a complete replacement for skills</p><p>* Cliche bad scenario design: Scenarios without a "Synopsis of Expected Play"</p><p>* Cliche wasted game design: Space wasted in books for high level and epic play (and spells)..especially in fantasy heartbreakers (or D&D for that matter). </p><p></p><p></p><p>Cliche's that I love? </p><p>* Gnomes, halflings, elves, dwarves</p><p>* big caverns</p><p>* rolling lots of dice all the time</p><p>* watching storytellers battle it out with boardgamers over what percentage should go into an RPG</p><p>* house rules!</p><p></p><p></p><p></p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 6438188, member: 10638"] My cliche list as a player, GM, editor, and designer: [LIST] [LIST] [*]All-time #1 CLICHE: Bandit encounters. I want to PUKE everytime I see some lame-o "bandit" encounter. [/LIST] [LIST] [*]Obsidian flipping anything (walls, pillars, monoliths, thrones.. ETCETERA) [/LIST] [LIST] [*]Detect evil [/LIST] [LIST] [*]Getting the party to eat human flesh yet again [/LIST] [LIST] [*]The guy who hires you then later tries to kill you [/LIST] [/LIST] I used to have some other cliche's that I had burned out on but have had to just deal with: * Dungeon crawls without innovative plots with interesting NPCs/monsters/whatever OUTSIDE of the dungeon (oh, lemme guess, the dungeon is to blame! Why are we standing around? Let's go nuke the cave.) Cave in the front door and move along. You know what item should be in the pHB? [URL="http://youtu.be/7DG-pNt5fus"]Dynamite.[/URL] But what would we do then? * Magic for every class as a crutch instead of innovative game design of multiple non-magical classes/careers/backgrounds and a system that encourages something other than a spell/magic to solve any problem or as an excuse to for leveling goodies. * Cliche systems: Spells are commonplace and are pretty much a complete replacement for skills * Cliche bad scenario design: Scenarios without a "Synopsis of Expected Play" * Cliche wasted game design: Space wasted in books for high level and epic play (and spells)..especially in fantasy heartbreakers (or D&D for that matter). Cliche's that I love? * Gnomes, halflings, elves, dwarves * big caverns * rolling lots of dice all the time * watching storytellers battle it out with boardgamers over what percentage should go into an RPG * house rules! jh [/QUOTE]
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