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Using Fantasy Tropes and Player Expectations in D&D

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Everyone knows the standard fantasy tropes, the cliches and traditional storytelling elements that make up our favorite stories. The knight fighting the dragon, wizards studying dusty tomes, the kingdom-saving enchanted sword — they’re all pretty standard, but when you take fantasy tropes and turn them on their head against player expectations in Dungeons & Dragons you’ve got something recognizable, but new.

 

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Whether you’re the Game Master or a player, play more games! [Art by Olie Boldador – Click image for more of his work]

Different takes on fantasy tropes

Let me give you an example. Possibly the most famous of fantasy tropes in D&D is the “meeting at the tavern,” a fairly standard way of introducing each party member without having to think too hard about how to get them all in one place. It’s so cliche, it’s almost expected. To make it a bit different, however, each character could receive an invitation to a meeting, the address given taking them right up to the tavern. However, the meeting is in fact in a nearby alleyway. It’s not the most revolutionary change to the idea, but it shows the most useful aspect of tropes: setting up player expectations.

Player expectations can be used against them. That’s not to say this is a competition, or you’re trying to “get” your players, but using someone preconceptions about an place, person, or idea is a building block for a great twist. A dragon takes yearly tithes from nearby villages, but instead of just hoarding the gold for itself it uses the money to make improvements on roads, bridges, and water sources. A witch lures children into her house of candy, but instead of eating them she simply comforts the lost children, feeds them, and helps them find their way home.

Don’t turn and twist every trope, though. Some player expectations should be paid off. Half the fun of going to see a horror movie in the theaters is the audience yelling at the characters on screen. Don’t go into the basement, don’t split up, don’t leave the bad guy alone unconscious on the floor. A good twist is like a good steak: it shouldn’t be overdone.

Taking fantasy tropes and making them your own is a great way to create stories for D&D, or really any form of fiction. Use player expectations against them, but let them be right, too. Study the cliches and stereotypes of literature and see what can be done to make them new and refreshing. You’ll find that writing an adventure is a lot easier once you’ve got all the materials.

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Andrew Collins

I'm just a simple Dungeon Master, writer, and stay-at-home dad. Check out my content at the <a href="https://goo.gl/jft9GP">Dungeon Master's Guild</a>.

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