I have a monthly column on Johnn Four’s Roleplaying tips newsletter.
This month, I adapted the material I wrote in our Gen Con 2008 GM-FU seminar to introduce his readers to the concept of tropes. Long time readers will notice that its a re-edition of some of my earlier posts.
I’m re-posting it here because I have been asked a few times by recent readers to define tropes and how they apply to RPGs, plus I’d like to allow comments on the article.
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Enjoy!
Understanding, Using And Subverting Tropes In RPGs
Roleplaying adventures are a form of narrative entertainment. As such, they share common elements with movies and TV shows, as well as graphic and classic novels. Some elements are obvious, like characters, background, plots, and action scenes.
There is also a lesser-known type of element common to these forms of stories. These are tropes, and learning to use them (or subvert them) can make writing an otherwise-ordinary adventure stand out and become a very satisfying experience.
What is a Trope?
A trope is a narrative “figure of speech,” shorthand for some concept the audience will recognize and understand instantly. Above all, a trope is a convention. It can be a plot trick, a setup, a narrative structure, a character type, a linguistic idiom. It’s like leadership (or porn): hard to define yet you know it when you see it.
There are a lot of tropes out there, many of which you probably already know about without knowing about it.
For example, in a fantasy story, there often is a Dark Lord (trope) amassing an army of Evil Monsters (trope) to take over the world (again). There’s also often a clueless ‘chosen one’ (trope) surrounded by a band of Heroes (trope) who end up defeating the Dark Lord.
What’s a Cliche?
A cliche is an overused trope that ends up becoming intrusive or too obvious. It distracts the audience rather than serving as shorthand.
When the audience groans, the trope has become a cliche.
Examples of cliches in fiction:
- “Nooooooooooooooo!”
- The evil laugh
- Fruit carts and panes of glass in chase scenes
- “Luke, I am your father.”
- The ethnic comic relief
- “It’s quiet…too quiet.”
Tropes in RPGs
Tropes work just as well (if not better) in RPGs, because the audience controls the main protagonists. Since tropes are shortcuts, this can allow a GM to elicit a reaction from players while spending limited effort.
Cliches also have their use in RPGs; they aren’t inherently bad. They can be a useful tool for introducing new players to the game, as they bring familiar territory into an otherwise unfamiliar game, facilitating participation.
All adventures (published or homemade) already use tropes liberally because writers steal/borrow ideas all the time, consciously or not. It’s the careful and conscious choosing of tropes to elicit an emotional response from players that add value to your adventure.
The Two Fundamental Rules of RPGs
The Rule of Fun:
Games must be fun to play. Sure, we like pretty graphics and a good plot, but the fun’s the main thing. If they’re fun, a lot of incongruities can be forgiven. Go ahead, try to explain why the yellow circle loves dots and why the ghosts are out to get him, or why the frog needs to get across the road. You can’t. Doesn’t matter.
Just replace “pretty graphics” by “cool mechanics” and the definition applies perfectly to tabletop RPGs
A lot of shortcuts are made in the mechanics and premises of an RPG to make it fun. The Rule of Fun should also be applied by GMs to everything in the game, from choice of game to character generation, the color of dice, the miniatures players choose, the adventure used, etc.
With regards to adventure preparation, I suggest you apply the Rule of Fun whenever you think of adding a challenge (a fight, a trap, or a skill roll) by asking yourself, “Will playing this out be fun?”
If the answer is no or “probably not, but it’s logical” you need to rethink your design choice. Rolling a climb check to climb a tree to see the advancing enemy troops 50 miles away is not all that fun. Climbing it to avoid a horde of berserking goblins has a better chance of hitting the fun mark
Try to apply the Rule of Fun to any instance of travel, investigations, or NPC interactions. It will make a game session better. (Hint: random encounters, unless everyone wants them, are not usually fun.)
The Rule of Cool:
The limit of the Willing Suspension Of Disbelief for a given element is directly proportional to its degree of coolness. Stated another way, all but the most pedantic of viewers will forgive liberties with reality so long as the result is wicked sweet and/or awesome. This applies to the audience in general, as there will naturally be a different threshold for each individual in the group.
To transpose to RPG terms: your players will put up with almost any illogical or wobbly plot devices or encounters as long as things get cool enough for them.
A GM’s efforts should be not so much on far-reaching world building and tight, nitpicking-proof plot lines. They should go all out for encounters and roleplaying that will swamp players in coolness.
For example, think about combat on ice bridges, negotiating the release of prisoners in a flooding underground prison, or hopping from floating islands to pieces of flying ruins to catch the thieves of the Star Jewel of Radnia.
Adapting Tropes to RPGs
With the Rules of Fun and Cool in mind, the idea in creating adventures or campaigns is not to copy a whole movie or novel in game form. The trick is to extract the tropes you found cool and engaging and import them into your game.
Since tropes are easily recognized, players will pick up on them and start building expectations. A useful technique then is subverting the trope by having it go in the opposite direction of what players expect. If you mix and match straight and subverted tropes, you will be able to elicit stronger reactions from player which will lead to more satisfactory involvement in the adventure.
For example, if you want to recreate some of the feeling of the Star Wars movies in your games, you can deconstruct the series in the tropes you liked best (this is my personal list):
- Dark Tower (Death Star)
- Power Glows: Lightsabers
- Mystic Ninja: Jedi
- Badass Villain: Darths
- Face Heel Turn: Darth Vader
- Empire vs. Rebels
- The Chosen One: Anakin/Luke
- Kung Fu geezer: Yoda
- I am your father: Cliche!
The idea is to borrow a few tropes and build an adventure around them.
You could build a world where an Evil Empire threatens a small coalition of planets/states (rebel equivalent). Players are young Spiritual Knights (Jedis) in a monastery, being trained by an irascible old Crone (Subverted Geezer) who looks to be a few hours shy of croaking.
The Empire has an order of evil Hell-knights (Subverted Jedi) powered by pure hatred and led by an ancient pupil of the Crone (Badass Villain). They trash the monastery and kidnap the crone. The party finds a prophecy that talks of the Five Nascent Stars (The Chosen Ones) chasing away the darkness and guess that it’s them.
They track the Hell-knights back to their “Invincible” Citadel of Woe (Dark Tower). They infiltrate it and battle through mooks and a few Hell-knights. As they enter the cell compound, they come face to face with Granny Sensei kicking Hell-knight butt saying, “What took you so long?”
Then the Badass appears, gets a tongue lashing by the Crone; he goes mad and says, “shut up mom” (Subverted “I am your father”) and the final fight starts. Near death, the Badass implores his mother and she turns against the PCs (Subverted Heel Face turn).
It’s as simple as that.
References
- The Tropes Wiki – Contains description on thousands of tropes covering all forms of narratives, including RPGs and video games:
- Chatty DM’s “Mining Tropes for RPG nuggets” series
Tommi says
No, not really. I mean, depending a bit on game and style of play, no, not always. There are players who value a modicum of internal consistency with the fiction and to whom random swarms of berserkers appearing from nowhere and creating a cheesy fight scene just kills whatever they get out of their play. I GM for one. I may be one in play.
The same thing about over-“cool” elements in game.
That is: These rules are not fundamental. Rather, they fit within a given style of play and are good for a set of players, but they do not fit for all styles and players.
I advice taking care when using artificially “cool” things.
Tommis last blog post..Dragons, then humans.
ChattyDM says
@Tommi: As you say, the game style does matter in the degree that such rules/guidelines should be borrowed from.
I do not advocate throwing internal logic out the window just for the sake of doing it.
A group needs to agree to what they construe as fun. If Internal consistancy (baring a few Speed of Plot and Fridge Moment event) is defined as Fun, then yes, apply both rules/guidelines with care and caution. Much like the Lost TV show was written in the best seasons.
However, I maintain that for a GM who’s natural style is to uphold internal consistency over enjoyment at the game table (a very common occurrence in many GMs), keeping these 2 rules in mind is a boon.
All I say is that given a choice between logical and fun (as defined by the group), fun (and not easy success) should be chosen more often than not.
Linnaeus says
Maybe a better way of looking at the issue is that, if you are prone to worrying heavily about internal consistency, you should focus on keeping things cool, and if you are prone to going over the top you need to keep your eye on verisimilitude (a word I like better than realism when discussing games)?
Linnaeuss last blog post..[D&D4] Skill DCs Rebuilt From the Ground Up
ChattyDM says
This is wisdom that I can subscribe to Linnaeus! Duly noted.
How’s Halifax? I miss this city… (I used to vacation there).
Linnaeus says
Wet. Very wet. The last month has been almost nothing but rain, including the edge of Tropical Storm Hannah passing through yesterday morning.
Linnaeuss last blog post..[D&D4] Skill DCs Rebuilt From the Ground Up
Tenach says
Honestly, I did not know what a trope was until reading this, and for that I thank you! Slowly I am learning the ways of the DM…
@Linnaeus
Thank you for those words of wisdom.
Tenachs last blog post..TIDY Music Folder Cleaner 1.4
Tomcat1066 says
Balance. Awesome needs to be balanced with consistency, or else the players suspension of disbelief will start to wane. That’s hard enough in a role playing game when the character is slaying orcs but the player is slaying Cheetos. It still needs to be fun and cool and awesome, but the rules have to work consistently. It’s a fine balance, but not an extremely difficult one if you think about it (IMHO anyways).
Tomcat1066s last blog post..Review: The Sarah Conner Chronicles
Forgefly says
I’m going to go with Chatty on this one. Fun and cool will outrank logical every time. I have never sat around regaling the fantastic session in which everything was logical but not fun. Most of the time even my nitpicky players don’t notice that it wasn’t logical (as the GM i’m the only one that gets to see the whole picture and know it was logical anyway) and even the nitpicky players don’t seem to care as long as their character gets to do something worth bragging about.
Also as the worlds we play in are both imaginary and fantastic, anything can be logical, and again only the GM knows that the barbarians were there waiting to unleash their savage fury on a neighboring town when the party stumbles upon a secret meeting place or that the barbarians were assigned because the GM thought they’d be fun/cool.
As Chatty mentioned this isn’t a declaration that everything should be illogical, merely that if it comes to a choice between logic and fun/cool. Temporarily ditch the logic.
walkerp says
Great column, but I felt it didn’t quite go far enough at the end. Your explanation about tropes was really helpful. As you said, I knew them when I saw them, but I probably couldn’t really define them. Your explanation broke them apart in a really helpful way. I’ll definitely be using this tool in my future adventure-building.
But what I didn’t see was where you subverted the tropes. It seems that you just moved them into a different setting, but the basic structure was exactly the same. I’d like to see some examples of where turning the tropes upside down or having them go against expectations can be a useful tool. I think it would be tricky, because if you did it too obviously, it might either alienate the players or make them groan. I don’t know. Maybe it would be worth another column?
Good stuff overall, though. Very helpful.
ChattyDM says
@Walkerp: I have numerous other future columns on the subject.
I invite you to look at my Trope posts on the blog (Search for Tropes) as I wrote about 25-23 on the last year. In many I go at subverting the tropes.
But you’re right, I shall write a ‘Trope Subversion primer’ soon.
Thanks for the feedback all and thanks for the great discussion about balance vs verisimilitude!