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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="shadow" data-source="post: 1775118" data-attributes="member: 2182"><p>There are a lot of fantasy clichés that I'm absolutely sick of. Specifically I don't want to see any more D&D campaigns incorporating the following clichés:</p><p></p><p><strong>Universal Language</strong>: Most D&D campaigns seem to take place before the Tower of Babel. While I understand that the common tongue makes gameplay a lot smoother, it makes the speak language skill a waste of skill points, as well as completely defeating the purpose of spells such as <strong>comprehend languages</strong> and <strong>tongues</strong>. Besides, different languages add a sense of believability and flavor to a setting.</p><p></p><p><strong>Clerics</strong>: I never understood why the majority of priests and men of the cloth take up arms and go around on adventures. Do all the gods demand that their followers be adventurers and mercenaries? For that matter, where do all the spellcasting priests fit into traditional fantasy fiction? It seems that in most D&D settings every ordained clergy can cast miraculous spells. Most D&D campaigns seem to try to shoehorn the cleric class into the setting.</p><p></p><p><strong>Polytheism</strong>: Why do all D&D campaigns feature the same spiritual assumption? Moreover, most campaigns seem only to feature gods that would appeal to adventurers: the god of war, the god of fortune, the god of adventurers, but no gods of fertility, or gods of the home. Let's have a little variety in religion. Why not monotheism like medieval Europe? Why not animism? Why not pantheism?</p><p></p><p><strong>Adventurers</strong>: I never understood why most settings assume that a large portion of the population goes around looting ruins for a living. There should be a some reason why the characters are living such dangerous lives. Perhaps the PCs are freedom fighters against a tyrant or darklord (such as in Midnight). Perhaps the campaign takes place on a lawless frontier where bounty hunters are employed to capture criminals. The old adventuring mercenary party just seems too hokey and clichéd.</p><p></p><p><strong>Silly Names</strong>: I'm absolutely sick of Thargar the Barbarian and the Lost Ruins of X'an'df'ar'in'sa. I'm not asking for a detailed treatise on the phonetics and naming conventions of a campaign; I'm just looking for names that sound somewhat consistant, and don't sound too silly!</p></blockquote><p></p>
[QUOTE="shadow, post: 1775118, member: 2182"] There are a lot of fantasy clichés that I'm absolutely sick of. Specifically I don't want to see any more D&D campaigns incorporating the following clichés: [b]Universal Language[/b]: Most D&D campaigns seem to take place before the Tower of Babel. While I understand that the common tongue makes gameplay a lot smoother, it makes the speak language skill a waste of skill points, as well as completely defeating the purpose of spells such as [b]comprehend languages[/b] and [b]tongues[/b]. Besides, different languages add a sense of believability and flavor to a setting. [b]Clerics[/b]: I never understood why the majority of priests and men of the cloth take up arms and go around on adventures. Do all the gods demand that their followers be adventurers and mercenaries? For that matter, where do all the spellcasting priests fit into traditional fantasy fiction? It seems that in most D&D settings every ordained clergy can cast miraculous spells. Most D&D campaigns seem to try to shoehorn the cleric class into the setting. [b]Polytheism[/b]: Why do all D&D campaigns feature the same spiritual assumption? Moreover, most campaigns seem only to feature gods that would appeal to adventurers: the god of war, the god of fortune, the god of adventurers, but no gods of fertility, or gods of the home. Let's have a little variety in religion. Why not monotheism like medieval Europe? Why not animism? Why not pantheism? [b]Adventurers[/b]: I never understood why most settings assume that a large portion of the population goes around looting ruins for a living. There should be a some reason why the characters are living such dangerous lives. Perhaps the PCs are freedom fighters against a tyrant or darklord (such as in Midnight). Perhaps the campaign takes place on a lawless frontier where bounty hunters are employed to capture criminals. The old adventuring mercenary party just seems too hokey and clichéd. [b]Silly Names[/b]: I'm absolutely sick of Thargar the Barbarian and the Lost Ruins of X'an'df'ar'in'sa. I'm not asking for a detailed treatise on the phonetics and naming conventions of a campaign; I'm just looking for names that sound somewhat consistant, and don't sound too silly! [/QUOTE]
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