It's all about Tropes

26/02/2023 14:38

Tropes - It's all about Tropes

You may remember I previously mentioned I follow Total Pebble Knockdown and they recently released an episode discussing Tropes in gaming, Episode 44.
 

The basis of their discussion were three lists they came across online:

https://www.studiobinder.com/blog/character-tropes-list/
https://gamerant.com/classic-utdated-rpg-tropes/
https://mythcreants.com/blog/six-classic-roleplaying-tropes-that-arent-actually-fun/

 

Whilst the folks in Total Pebble Knockdown often discuss gaming in all forms often discussing videogames as much as TTRPGs I have focused my thoughts solely to table-top roleplaying.

Before continuing to read through my thoughts on each of these lists, I would encourage you to follow each of the links and have a read yourself.
 

Introduction

This will be quite a discourse on the lists as presented by Total Pebble Knockdown, and as in all good countdowns, I will offer my breakdown in reverse.

 

6 RPG Tropes that shouldn't be fun – This feels more like a personal rant than a curated list. I get the feeling that the reason there are 6 no-fun tropes is that the writer of this list has personally suffered from each of these. The reason I disagree with this list as a list of no-fun tropes is the first and most important tenet of gaming – Don't Be A Dick – and most of the issues with these tropes can be avoided (or at least mitigated in a meaningful fashion) if you are not being a Total Dick. I truly believe that all the tropes listed here can be used in your games effectively with some forethought and planning. The thing about playing games is we should all be having fun at the table. Whilst having your armour destroyed, or ending up in gaol with no equipment might not sound like fun, giving the players the opportunity to shine – like finding a hairpin to use as a makeshift lock-pick, charming the guards, or finding those (leather) bracers of defence - will provide an opportunity for the players to survive the dastardly plans of the GM, and hopefully an opportunity to shine.

 

10 RPG Tropes consigned to the bin - This is a list of videogame tropes. Are these tropes no longer in modern videogames, maybe not, although from reading the article, you'll learn these tropes are not gone completely. I will break these down with respect to TTRPGs, where they apply.

 

15 RPG Tropes to try out in your next character build - This is a list of common character tropes you see in movies, tv and novels. There is nothing wrong is using some of these tropes in your games, either as a player or a GM – although you should keep in mind the gaming tenet – Don't be a Dick. This list is a great resource for players and GMs alike. I will not trawl through this list and comment on each, as reading the article and following the links for each of the tropes listed will give you a better understanding of each trope, how you might play the trope in your game, or how you might try and subvert them. Also this is a list of common tropes, and there are loads more tropes out there than are on this list. The tropes as listed here are more about the character's style of play than the actual character class like Total Pebble Knockdown tried to tie them to in the episode.

 

As in all lists, these lists are made from someone's opinion as to what to include in the list. My discourse is my opinion of the list breakdown, and also some of what Total Pebble Knockdown said in the episode. Anyway back to the lists, keeping in mind not to be a Dick about things...
 

6 RPG Tropes that shouldn't be fun

6. Freedom is a Choice?
If a character turns up to your game with an over-powered or under-powered character, you as the GM haven't done your preparation right. Also if they build a broken character with you present, you have done something wrong. For games that allow freedom in character building, the GM needs to be on top form and know the rules inside out to ensure the characters are not making broken characters – just take a look at what min-maxers can do within those 'restrictive' D&D rules!! Freedom is good.

5. Personal Puzzle Solvers
Puzzles and the like in game should be solved by the characters. Which means skill challenges, dice rolls and lots and lots of hints. So you roll a check and fail on a puzzle, as you have failed your roll, maybe your comrade gets a bonus to their roll as they will not repeat your mistakes. On some obscure information roll you fail, but the next character gets a hint after your rambling thoughts, which may lead to a different skill check, which also may lead to a different hint or information being presented. Managing puzzles and the like in this manner should prevent the game relying on the actual players knowledge and skills.

4. Your Prison is all in the Mind
Why can't players end up in Prison? If they keep breaking the laws of the land, they should be put in gaol. And if they keep breaking them they should realise there are consequences for repeat offenders. Does that mean you should throw players in gaol every turn-about; no but players need to be aware of the consequences of their actions. So the BBEG is hunting them down and has thrown them in prison? How will they escape? Can they find out how to defeat the BBEG from other prisoners? Can they get a message to the outside? Can they make a daring power play from within the prison? Do they have a patron on the outside who can help them? Just because the players are in prison, does not mean it is the end.

3. Rocks Fall, Everyone Dies
Yes the GM can kill players any time they like. Quite a short game then isn't it? If the players are doing something stupid, and die – that is their fault. As the GM, you are to 'challenge' the players, not wipe them out. Die rolls that could lead to character death should always be explained to the player before the roll. Also rolling in the open is always favourable as there is less room for argument when it comes to situations like this.

2. Re-Supply
There are times to have unlimited supplies, and times to not. This article reads like the author has been burned by a GM though the judicial application of inventory management. Again, if you are a Dick about things, it will not end happily. Is there more to be said on this topic?

1. Scrap Merchants R Us
I think with the specificity on Rust Monsters and the vehemence coming across on destroying players equipment, the writer of this article was the Fighter in question who had all their armour and weapons turned to rust. Why can't you destroy or lose players equipment? Having other (non-metallic) equipment available for the players, or an opportunity to replace equipment after a particular harrowing session will ease the personal pain of the players. Also, if players think they can enter (normal) combat and come out with their equipment completely intact every time, then you as the GM are doing something wrong. Damaging their equipment and allowing opportunities for repair throughout your sessions means players are less attached to their singular precious equipment, and if and when that rust monster appears, they won't be worried as they know they can repair or replace it. Also, who doesn't like rust monsters? Serious high level players should have these as pets. Who needs metal armour or weapons when at high level you have natural bonuses or can enchant yourself ahead of combat. With the rust monster by your side, your opponents metallic weapons or armour will be ineffective. Mu-ha-ha-ha-ha!
 

10 RPG Tropes consigned to the bin

10. Chosen Heroes
The funny thing about TTRPGs is the players are the heroes of the game. They are the main protagonists about whom the story revolves. This doesn't necessarily mean they are heroes themselves in the traditional sense of the word, but that they generally end up doing the right thing. If your campaign sets the players as evil to overthrow the forces of good, are they not the heroes in the eyes of their evil allies? Are they Chosen by Destiny? Ordained by Prophecy? Probably not, unless your story states that. More likely than not, they are run of the mill heroes who by happenstance end up saving the city / kingdom / planet / universe.

9. Damsels in Distress
Damsels (the females) or Swains (the males) in Distress. Although you can use Dudes for males if you don't speak Old English. Your players will not typically be damsels in distress, unless you shanghai them and throw them in gaol to be eventually rescued by someone else – sound familiar from my earlier thoughts on putting players in prison? But there is no reason you can't use the damsel in distress trope in your games. Anyone needing rescued who cannot free themselves is the 'damsel' in the broadest sense of this trope. So the very act of your players breaking someone out of prison, or rescuing someone from the BBEG is enacting this trope. You can play with this trope though. What about some type of Stockholm syndrome? The prisoner you are sent to rescue is suffering from some form of PTSD and will defend their captors, or try to escape from you the rescuers to return to their captor. How will you convince the prisoner to follow you? Will the captor let you release the prisoner, knowing they will escape and return to them? Alternatively why is the captive always a hapless individual who cannot do anything? Once the prisoner is released, they are found to be an adept fighter, magic user, or diplomat and will join the party offering their skills to the party.

8. High-Fantasy settings
There are lots of different settings (genres) to set your games in. Why not a High-Fantasy setting? There is nothing wrong with High-Fantasy, and although this is a well used setting, it may been seen at times as a tad over-used. However that has not stopped new games or other forms of entertainment being created in the high-fantasy setting. One of the ways creators have been tying to change the high-fantasy genre is to merge it with other genres. Sometimes this works, sometimes not. What could you do to change the high-fantasy setting to use is your own game?

7. The Ragtag Gang
Another thing about TTRPGs is the random characters the players bring to the table. Did you hear the joke about the Druid, the Cleric and the Rogue who walk into a bar? No? Well this is just about how most games start, random characters seemingly put together for some purpose. That is not to say that characters won't have backgrounds and motivations to pull them together, but those long-term working together goals can be hard to identify at the very beginning of a campaign, especially when the players are using their own characters and not pregenerated characters and have to work out the fine detail through play and discussion. Sometimes it is the flaws within these characters and their seemingly odd combination that makes for better roleplaying. I mean this ragtag gang of random characters couldn't possibly be the Chosen One's, could they? If you don't want a ragtag gang of completely random individuals in your game and you are not using pregenerated characters, you as the GM need to curate character generation more closely, explaining to the players the type of game, and the type of characters you want them to build for the game.

6. Impractical Costumes
Definitely something resigned to videogames and comics, although official TTRPG art does at times fall foul of this trope. Yes the scantily clad women and man is a sexual fantasy of many. How these characters do not just die from environmental exposure is a mystery? The opposite is also true, over-armoured characters with plates and flanges covering all areas and an assortment of attachments to the armour, you wonder how they move let alone fight in the thing? More sensible outfits are for the most part, what every player and GM will opt for. If someone is scantily clad or over-armoured, it should be for a very good reason!

5. Attack the Heroes Village
Is it a case of the villains attacking the village or of killing characters loved ones? If it is just a case of attacking the village, maybe the heroes won't care all that much as it will depend on their backstory and their connection to it. If it is a case of killing the characters loved ones, this is something you as the GM need to work out with the players before you decide to go down this route. Like I have stated before – Don't be a Dick. What if the heroes come from different villages? What do you do then as the villain? Attacking more than one settlement will likely attract the attention of more powerful forces than those low level heroes you are after. Should you as the GM attack the characters village? No, for as you see, it probably won't do any good, and will likely get more than the heroes coming after your villain. Also, you have to remember what game you are playing is it a dungeon cwarl, a mystery game, a horror game, or something else.

4. Level Grinding
Level Grinding doesn't appear in TTRPGs as TTRPGs are not always about combat. However how you reward your players has to be considered. Gain 50XP for killing that Goblin? Great. How much experience do you get for negotiating with the Goblin to let you past, getting them to spill the beans on where the gold is hiding and how to get past the rest of the guards? 50XP seems a bit lame now doesn't it. Most pre-published adventures provide a guide to rewarding experience to players, based on a list of goals they achieve in the adventure. The goals are not side quests but are things that may or may not have been achieved before the end of the adventure. Did they work out it was Professor Plum before the final scene? Did they prevent the death of Miss Scarlet? This same framework is what you as the GM want to provide for your own campaigns. Don't forget it is not always about killing more monsters.

3. Number Crunching
Some people like number crunchy systems, some people don't. The nice things about the TTRPG scene is there are games that cater for both. Personally I do like a rules-light game, as it is easy to get a game going, especially for a series of one-shots. Do I still play more crunchy games? Yes, and there is nothing wrong with them. I can like and play both.

2. The RNG of Doom
Dice are the TTRPG RNG (random number generator) of choice. They are great, they are physical, and you can perform any amount of dice rituals on them as you see fit (blow on them, rub them, shame them). As games have moved online we have been using online dice tools (which are literally RNGs) to provide our dice roll numbers so the other online players can see. I have had many a bad experience where I have had poor rolls from the online dice-roller and felt cheated. Especially as I have to keep using the damned thing! I think the difference is more psychological, as when I have a couple of bad rolls with my dice, I can stick it back in the bag and bring out a different one, obviously breaking the bad luck cycle immediately! Pity I can't do the same thing for the online dice rollers eh?

1. Save Points
TTRPGs don't use save points. Players tend to have some sort of base of operations where they return to after adventuring. This could just be an inn in a different town on their travels. This is the TTRPG equivalent of a save point. Campaigns will use more of this trope than one shots or short adventures.

 

Those are my thoughts on the lists of Tropes as presneted by Total Pebble Knockdown.
What do you think?

 

J