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<blockquote data-quote="Scott Christian" data-source="post: 9806108" data-attributes="member: 6901101"><p>Tropes need to be consistent in a DM's fantasy world in order for the unique to stand out. </p><p></p><p>Tropes are needed. They make the alternative unique. We have a million tropes in our own world, and as hard as what people like to buck them, they remain tried and true.</p><ul> <li data-xf-list-type="ul">Librarians are well read compared to most of the general public.</li> <li data-xf-list-type="ul">Marines are in better shape than most of the general public.</li> <li data-xf-list-type="ul">CEOs are more confident than most of the general public.</li> <li data-xf-list-type="ul">Entertainers like the spotlight more than most of the general public.</li> </ul><p></p><p>So tropes allow us to group things, and therefore, make sense of the world. Are people individuals? Of course! Can they buck the trend? Of course. But that does not stop us from categorizing the trope, even if we know several that do buck the trend.</p><p></p><p>The same mentality can be carried over to gaming. Can you have a halfling that hates cooking, food, and wants nothing more than to be a monk and eat only fish cakes and rice? Of course. But if every halfling you present is as original as that, and the halfling actually live together in village where they are the majority... Well, not for a good economy does that make? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Of course, if you have them all loggers and wood crafters, then it can work. But we are talking about tropes. And tropes need to be consistent in a DM's fantasy world in order for the unique to stand out.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9806108, member: 6901101"] Tropes need to be consistent in a DM's fantasy world in order for the unique to stand out. Tropes are needed. They make the alternative unique. We have a million tropes in our own world, and as hard as what people like to buck them, they remain tried and true. [LIST] [*]Librarians are well read compared to most of the general public. [*]Marines are in better shape than most of the general public. [*]CEOs are more confident than most of the general public. [*]Entertainers like the spotlight more than most of the general public. [/LIST] So tropes allow us to group things, and therefore, make sense of the world. Are people individuals? Of course! Can they buck the trend? Of course. But that does not stop us from categorizing the trope, even if we know several that do buck the trend. The same mentality can be carried over to gaming. Can you have a halfling that hates cooking, food, and wants nothing more than to be a monk and eat only fish cakes and rice? Of course. But if every halfling you present is as original as that, and the halfling actually live together in village where they are the majority... Well, not for a good economy does that make? ;) Of course, if you have them all loggers and wood crafters, then it can work. But we are talking about tropes. And tropes need to be consistent in a DM's fantasy world in order for the unique to stand out. [/QUOTE]
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