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Posted: Wed Jul 18, 2007 2:47 pm
Hey, good to see you Draven!
Oh, and the more I think about it the wierder a fantasy book without all those things would be.... If there was a number 11, I would say magic. Agree or disagree?
Love and Vale, -LD
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Posted: Wed Jul 18, 2007 6:54 pm
Leavaros Hey, good to see you Draven! Oh, and the more I think about it the wierder a fantasy book without all those things would be.... If there was a number 11, I would say magic. Agree or disagree? Love and Vale, -LD I think I agree that magic has an integral part of any fantasy novel simply because magic in and of itself is a fantasy most people imagine having. It's almost like having a sci-fi novel without any mention of stupendous technologies. You can do it, but the task of beating out paragraphs of fantastical writing with no word or mention of dazzling light or mysticism is a big stretch. I almost think there should be a pseudo-fantasy category for writers and their stories that are set in a fictional time yet contain no magic. Just a thought, I'm a bit fried from my workout, so if none of this made sense, domo away. the Lion
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Posted: Wed Jul 18, 2007 7:11 pm
No, that makes sense.... -LD
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Posted: Thu Jul 26, 2007 6:29 pm
Top ten, eh? Well, those are only the tip of the iceberg.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Anti-Newton: Any universe in which any kind of magic exists will have deviant physics that allow the magic to be possible, and also to permit bizarre special effects that defy conventional physics.
2. The "Evil powerful overlord is weak against a rag-tag group of heroes" Rule: Main villains, no matter how many countless thousands of soldiers are under their command, will always fall against a small band of ten or fewer rookie adventurers.
3. Why won't you die!!!: The main villain can only be defeated permanently by killing him, usually with a sword but sometimes with some ironic trap, or with some kind of spectacular explosion.
4. I'm only good at being a victim: The main heroine, no matter how competent or incompetent she is in other things, will wind up being captured by the enemy or otherwise cast into an inescapable situation that will result in death unless the main hero saves her.
5. Girls, in the event of an emergency, PANIC!!!: Very few heroines are good at keeping their heads in the middle of a crisis. They will typically have some kind of emotional overreaction and be unable to think properly for most of the book OR they will run out and do something incredibly stupid/impractical as a result of an emotional overreaction. This is why I usually don't like reading about girl heroes. Yes, I do admit that there are some women who don't do that, but you'll notice that these tend to be tomboyish characters outside of crises anyway.
6. No Questions of Ethics here!: The enemies are always clearly evil so no one has to feel remorseful about killing them. When they're not, it's purely so the hero/heroine can get all introspective about life and death.
7. Someone Call Tech Support!: Any extremely rare artifacts found during the course of an adventure will not be usable at first. Or, if they are usable, the main hero/ine will not know how to use it properly/effectively.
8. Stupid Golem...: There is nearly always a recurring petty villain who tends not to be very significant to the plot, most of the time. Usually he'll only attain a role of real significance when the main heroes are nowhere around, or at really important spots near the end/middle of the book/series. The rest of the time he'll just be really annoying.
9. Stereotypes: A story will generally have some uber swordsman, some ultimate old wise sage, a super evil half deity half demon fellow, a quiet, introspective priestess type, and many, many more! If it somehow fails to have even ONE of these characters... then the book you are reading is probably not a fantasy, because there are no fantastic people in it.
10. Don Quixote Blames the Enchanters: There are almost always some kinds of magical spirits, demons, wizards, etc. working in the background and quietly manipulating the heroes in small ways. Occasionally they will appear in person as villains, guides for the heroes, or lecturers who harangue the heroes about screwing up for the 98th time in a row.
11. Monty Python says "I'm not dead!": Generally, whenever a main hero/ine dies in a spectacular manner that allows for a tiny chance that they are alive, they're perfectly fine and will be good to go adventuring again in about a week or less.
12. The "Friend's" Secret: One of the characters who claims to be an ally will always have a secret that no-one else knows, usually a traitorous one. If it’s one of the protagonist's most trusted friends/advisers/someone he trusts, then s/he is, in secret, the main villain or an ally of the main villain. If not, then they’ve got some kind of connection to the dark side. Occasionally this is just something about a mysterious past that no one actually cares about once it gets out in the open. "I used to be a spy for Breland." "Yeah, so what? You work for us now."
13. "My God! He's dead!”: The best friend or some of the friends of the Hero always have to die. Why? Presumably so the karma of killing off great evils that plague the world is balanced, I guess. Occasionally the hero himself will die, but his martyrdom always results in victory for Goodness and comes at the end of the book.
14: Murphy's Law strikes again!: If someone or something (on the good side) is impenetrable, can't be destroyed, is immortal, or anything similar, but there is one weakness to him/her/it......It'll get exploited.
15. The "It Always Works Out" Rule: No matter how horrible things may seem or how much things seem to have changed, everything always works out for the best regardless of how scorched, salted, and/or depressed the land has become. Life always flourishes and they always end up happy!
16. The "I'm late, I'm late, for a Very Important Date!" rule: No matter how improbable or unlikely, the hero will show up just the nick of time to stop a horrible event or be on time for a very good/bad event. This may be either on purpose or by accident, but they will always be there and are NEVER late. If it ever seems they really have arrived “Too late,” then whatever they were too late to stop probably wasn't something they could help anyway.
17. It's a sword! It doesn't have to make sense!: The laws of physics will cease to apply to anyone who is wielding two swords at a time or is otherwise a master swordsman/woman. They will be able to accomplish incredible flipping and twirling attacks and cut right through heavy armor, regardless of how heavy their own armor is. These stunts will be utterly impossible both in theory and in practice but are cool to imagine, so there!
18. Where the hell is a Mystic Sword!? Oh...Right there... : Every time the main hero has to find a sword or any other kind of weapon, one shall appear.
19. The Rule of the Cranky Old Arch Wizard: There is often a mage-type person (who is in the top ten most powerful people in the world) near the main character until they are killed off in the must unfitting way possible (I can melt a mountain, but some guy shot me, and I didn't do anything about the arrow). However, before they die, they will probably have enough time to pass on a few vital teachings or magic items to the hero who must go on without them. Furthermore, they are always old, and the hero always surpasses them after minimal training.
20. Don't pick that up! Oh wait... never mind: If something is cursed, and the hero has it, the curse will rarely hinder him, and will sometimes help him. If it DOES hinder him, then it will only ever be for plot-important reasons, and the odds of it actually killing or seriously hurting him are slim indeed.
21. The Chaos Shrine Theory: The heroes always, often for no good reason, wind up having to go back to the same freaking place they started at. (Not necessarily the hometown).
22. THE REVIVAL RULE: When an extremely powerful enemy or ally dies, they may end up coming back to life later on, only they'll be more powerful, and sometimes in another form/body, in some cases even coming back as the opposite gender. Note that this doesn’t apply to weaker characters, especially if they deserve it more.
23: The "Luke, I am your father (or brother, or half-sister)" rule: In a book where the main protagonist has an arch villain that they do not know at all except for a name, it will almost always end up being part of their immediate, extended, or married-in family.
24: The "Hey! That was my kill!" rule: In a party, if one of the characters that is NOT the main character is the basic stereotype of someone who would never be the real hero (a dwarf, a kid, a goat, a stupid fat hobbit, etc.), it will be they, not the real hero, who ends up defeating the antagonist. Note that this only applies if they are present when the final battle takes place and are not hostages.
25. The death complaint rule: When Villain/sub-villain (or even rival) gets killed off by someone that is not the Hero they will be shocked and say how that "insert hero's name" is the one that was supposed to kill them. Why exactly they care about this as they bleed their last is never explained.
26. The "'I think I saw a rock... if we milk it, we can use it to...' and other insane items that always work" rule: Somewhere along the way in a book, the hero will spot a random object that is only mentioned once, but at the end, ends up being the key to success. Such as a sentence half-way through saying 'Hmm, a rock. Cool.' And at the end, saying, 'Let's use rocks to...'
27."You couldn't sleep either?" Rule: Whenever there is a romantic story between the hero and some girl, there is always a romantic talk about their feelings under the moonlight. The only times this does not happen are when one of the two dies, when the Hero's quest takes him far, far away from the girl, or if they instead choose to confess it after some kind of near-death experience.
28. It's just like the Jerry Springer show...: Any romantic relationships the protagonists have will always go one of three ways: 1. The hero falls in love with the heroine and rescues her time after time. 2. The hero/ine falls in love with with the hero/ine, but has all sorts of stupid mixed feelings about it for some reason, refuses to see logic/obey his or her passions, and as a result stays away from the hero/ine until the end of the book/series. This is most often true if the hero/ine is a teenager. 3. The hero falls in love with the heroine, but then falls for another girl. That's okay though, because the heroine will fall for another guy at roughly the same time.
29. "Oh my, that was unexpected. NOT!!!": Fantasy heroes never read fantasy stories themselves, apparently. Whenever they're walking into some kind of clichéd overused ruse or trap, they will NEVER see it coming. This is especially true if the aforesaid trap is blatantly obvious to the reader. For the same reason, heroes somehow manage never to recognize monsters that are common legends in every world by the one in which they really exist. "Holy crap! That giant red-scaled lizard can fly and breath fire! What kind of beast IS that?"
30. "See, this is what happens when you discuss the plan right under the security cameras." (AKA Scooby-Doo Principle): Any brilliant, well-thought-out plans that the heroes make that are discussed in detail under the reader's eye will invariably fail in some spectacular manner when put into action. It is only plans that are not made totally visible to the reader's eyes that work. Interestingly enough, the absolute opposite is true for villains.
31. "The Bigger they are, the smaller you need to be to kill them" Rule: The physically larger the opponent is, the person must be inversely sized to them in order to kill him. That’s why massive giants fall most easily to dwarves, and hobbits can take down evil spirits so powerful that they corrupt the landscape for countless miles around.
32. "The Gods are really mean." Polytheism Rule: In any fantasy story which involves multiple gods, they will all, or mostly, be really mean to people, excepting only one who is the hero’s patron. If this is not the case, then the gods are not a big presence in people’s lives anyway, so it doesn’t matter, OR you have a collection of good and evil deities in constant conflict with each other. Also there is a small chance that a character, perhaps a rather important one, may actually try to become a God in their place. Those odds double if the character is evil and/or insane.
33. "Who cares if I'm a level 5 fighter and he's a level 49 Turbonium Dragon? I can take him!" (AKA Dungeons and Dragons Revenge!): In any book based off of an RPG game or related to an RPG game, any and all characters will almost never act according to the laws of RP-gaming physics, i.e. levels and stats. A peasant with a spoon will be able to kill an adult red dragon, the ranger will never be able to take a hit despite having 128000 hit points, and two heroes who can be up to fifteen levels apart will have as much difficulty fighting each other as two heroes one level apart.
34. "Nonviolence never solved anything.": 95% of all problems in any given fantasy story can only be solved by killing or destroying something. The rest involve healing the wounded, completing strange challenge games, and running away. Sometimes a hero will refuse or not think to use violence to solve a problem, and that problem will continually grow in size until violence is applied.
35. "Dragonheart" all over again. And again. And again.: At some point in any long-running series, the hero/ine(s) will be forced to confront a dragon or dragon-like creature and either tame it, negotiate with it, or kill it in a battle of epic proportions. This may happen several times, sometimes even with the same dragon.
36. Seeing the light: When ever a character (usually the main character) is working for an evil group or such, they won’t admit or know that what they're doing is wrong until a small town gets destroyed, someone dies or they stumble across something else that will make them want to fight against their former allies. Then they'll be as zealous about killing their masters as they were about serving them.
37. Vengeance Rule: In any book where a main person who is not actually in the traveling adventuring party dies, then they will be one of the main hero’s greatest friends, or a mysterious new guy will come and avenge him. If not, then he’ll come back to life. If not that either, then the book is going to end soon anyway. Then again, the corpse of the main guy might actually be the motivator that sends the hero on his quest.
38. The cow goes BOOM!: No matter what time period the story takes place in, and no matter how primitive technology is, there will always be some means of making things explode, 'cause explosions are cool.
39. Da Vinci's Law: There'll sometimes be someone ahead of their time (usually a mage or an inventor) who will somehow be able to create something that, conveniently enough, the adventurers need.
40. The Betrayal Rule: The second in command or summoned demonesque servant always betrays the enemy leader near the end of the book, or in the beginning when he/she first shows up. The heroes then have to fight him and he turns out to be 50 times harder than the evil leader.
41. “Use superglue next time”: There is always some kind of evil chap who has been sealed away in some vault or prison and yet always manages to break free again, only to be resealed again at the end, or killed.
42. The Nightmare (Richard III Syndrome): Either the villain or the hero may have some kind of dream about what’s going to happen to them. In the villains case they will try to change this, but their efforts will be what actually leads them to their death. In the heroes’ case, they will either take it as divine inspiration and do exactly as the dream says, or try to evade it and wind up making it happen anyhow.
43. "Hey, aren't you that figment of my imagination from page 259?": Any time ANYONE catches a glimpse of something out of the corner of his eye, only to see it disappear seconds later, it is ALWAYS real and never a hallucination or the like. Unless, of course, the observer goes to investigate it. Then it turns out it's really not there. But even in that case, there's at least a 50% chance that the strange vision will reappear later and have some plot significance.
44. “Lets go to the moon!”: When the heroes need to get off the planet fast, to either go after a villain or look for something they need to get, etc, there always seems to be some sort of spaceship/craft that will let them get there. This is true even if there is no other type of high technology on the face of the planet, in which case an ancient race of people or monsters built it and just happened to die out long ago, after placing a few clues to let people know where the spaceship is.
45. The Adrenaline Rule: If there is a team of three and one separates from the other two, then the two will go after t3h ub3r 3bilz0rs m0nst0rZ!!! and get their butt handed to them. Then the one shows and goes nuts on t3h ub3r 3bilz0rs m0nst3rZ!!! and totally annihilate them.
46. The Temporary Paralysis Rule: When someone taken hostage is about to be killed by the main bad guy, the good guys bust down a wall and the villain holds the knife at hostages throat but does nothing except talk for 3 hours with the good guy, and then watch all his guys get beaten down and still not move the knife or threaten the hostage until the hero goes after him personally. The hostage will not struggle very hard. The hero is also known to freeze and not move a muscle if someone puts a knife at his throat, even if said hero could easily escape such a situation easily.
47.The Cool People Rule: Often seen is that one guy who strays away from the rest of the party members, and has a dark past, and used to be evil, and at one point leaves everyone out of annoyance. Than later on when the chips are down he breaks down a wall and kills most of the enemies, saves the main hero, and helps him beat down the big baddie.
48. The Mind Control Rule: When the hero’s best friend is controlled by the villain, he will almost always break free and the villain will ask 'How is that possible?' and the hero will go on some corny rant about how 'Their friendship was superior' and what not. Then the villain freaks out and no matter how badly injured he is, the main character will hit the villain once really hard and kill him. If this does NOT happen in anime fashion, then the hero will either find a way to manually release the friend from mental enslavement, or kill him and feel really sad afterwards.
49. "Who are you calling archetypal?": Heroes usually come in one of three basic groups: 1. Seemingly strong adventurers who are not, in fact, very strong. In fact, they tend to accomplish very little without their friends to help them. (See cliché 50) 2. Very strong adventurers who vastly outstrip all their friends, companions, and almost all enemies (except the main villain) in terms of power. (See cliché 51) 3. Very weak adventurers who aren't good for much except getting in the way. (See cliché 52).
50. "My Faith in my Friends protects me!" (Anime Principle): Adventurers in category 1 above are always made out to be tough, but usually can't survive a single encounter with stronger enemies without their allies at their side or an incredible amount of dumb luck. For this reason, they will never even get close to defeating the main villain until the end of the series when they are at maximum power, and then they'll still need help, most likely.
51. "I am the finest swordsman in Icewind Dale. No, really!" (Drizz't Principle): Adventurers in category 2 above tend to be ridiculously strong, and can easily defeat anyone except the main villain, and that only because their magical sword or the like isn't magical enough. The entire book is dedicated to glorifying them.
52. "Goddammit Bilbo!" (Newbie Principle): Adventurers in category 3 above tend to be more of a nuisance than anything else. More often than not, their lack of good sense/bad luck will get them into trouble that their allies must rescue them from. But if that character happens to be the main character, it doesn't really matter because s/he'll never have to fight anyway and s/he'll some how manage to save the world in spite of his/her total lack of ability.
53. "I'm a lumberjack, but that's not what the ax is for." (Home Boot-camping rule): All adventurers in categories 1 and 2 above, regardless of their original walk in life, will be enhanced in some way to ready them for adventuring. Starting out as a blacksmith as an excuse to be stronger than an adult stone giant is a common one. Being skilled with a trident because you forked hay all your life is also a good example. And let's not forget all the master archers/marksmen who just happened to be okay at hunting. Of course, occasionally they were trained in some kind of military academy, but that doesn’t happen as much.
54. Pick up a sword and FIGHT!: Isn’t it funny how the average young hero can just pick up a weapon with little or no training/experience and defeat enemy soldiers/minions easily? Enemies who are: A: Stronger B: More experienced C: Better trained? A kid (insert age between 13 and 19 here) years old dispatching hardy soldiers of the enemy? Hmm... Either the mega evil dudes up top pay below minimum wage or bad guys just feel sorry for the poor lil' heroes...
55. "I shall now wield... the Magic Sword!": There will, most probably, be a magical item to end all evil. More often than not, that item was made in the shape of the sword, which the main hero just happens to fight with. If it is not a sword, then it's usually A: A magic amulet/pendant, B: A suit of magic armor, or C: A shield.
56. "I don't wanna go home!": A strange plot twist, subplot, or turn of events will usually cause the adventurers to go back to a member's hometown. Sometimes the hometown will be in ruins, and if the adventurer did not leave in the first place then he might have spared the lives of hundreds.
57: I am the Destined One!!!!: The hero generally has some sort of prophecy attached to him, whether there is an artifact involved or not, wherein s/he must be the savior of the entire world from an ancient evil.
58. Being "The One" ain't all it's cracked up to be, for reasons which do not concern you.": Any hero/ines with prophecies and great destinies attached to them will usually never be satisfied with their lots in life. For at least the first half of the book, any hero who got dragged off his dirt farm for some adventure will actively resist any attempt to make him carry on with it. He'll always be saying how he'll just go home after such-and-such is over, and that he doesn't want to get involved in anything, and generally just whine his head off instead of saving the world. They'll always be longing to go back home to their dirt farms and slave away all their days mucking out stables instead running all over the place hitting things with swords and spending time with their friends and loves in the adventuring party. People who are actually EAGER to adventure generally fall into cliché 59.
59. Somewhere, over the Rainbow...: Occasionally you get adventurers who just NEVER get tired of the life of excitement. They can't settle down for five seconds before they start getting an urge to go out and kill things. They usually end their stories by starting new adventures. Presumably after a certain point they die and leave their corpses lying around for other adventurers to find, thus passing on whatever magic gear they had on them.
60. "Gather round kids, it's storytime-, nope, never mind.": Any tales that the hero tells about his adventures, even if those adventures took YEARS to complete, will be told in full with no details excluded in a matter of fifteen minutes or less. The same applies to written stories which are composed and read in no time at all using a minimal amount of paper.
61. Everyone has a perfect memory!: Anyone who does not suffer from amnesia or similar issues can recall everything that has ever happened to them, ever, with perfect clarity, down to the minutest details.
62. Speeches warp the space-time continuum: Whenever two or more characters are having a conversation just after lunch, they will always finish sometime in the late evening, in time for dinner or for a plot event. This is true even if the conversation only takes half an hour or less to recite aloud. Sometimes characters will talk all night after starting to talk at 8 PM.
63. Clearly, the solution is to kill all prophets: If there is a prophet in the story, he or she will most likely be some kind of hermit hiding off in some remote, nigh-unreachable location which the heroes will be compelled to reach anyway. Any and all prophecies that the hero/ine hears that pertain to his quest in any way at all WILL come true. However, they will always be vaguely worded, or deliberately misleading, so that no one understands them until it's too late. Kind of makes you wonder why the prophets bother.... Oh yeah, and trying to make prophecies come true always makes them come true the wrong way. Trying to stop them just fails outright.
64. We're not speaking to each other: In any adventuring party, there will never be any time on the road while traveling to talk about adventures or past experiences that the reader witnessed, but any given character did not. That way, everyone in the party stays in the dark about everyone else in the party until it becomes too much to ignore. Unless of course, you consider the below rule:
65. Just nod your head and smile: If anyone in the party notices anything strange about anyone else in the party, they will rarely consider straight-out asking about it. More often, they'll just spy on the character for a while, or just do nothing. If they do ask, circumstances will intervene so they don't get an answer.
66. Life is one big soap opera.: Everywhere the hero goes, and everything the hero does, will have the most unlikely coincidences attached to it. For instance, the woman the hero save in chapter three will just happen to be the duchess who commands them to be released from prison in chapter eight.
67. City of Heroes rule: In most cases, it's pretty rare for the main hero and his companions to be the only heroes or would-be heroes in the world. There's always uncommonly good soldiers, noble knights, random wandering mages, rangers in the woods, and similar people who are just as cool, if not cooler, than the hero but who don't take it upon themselves to save the world in lieu of the hero, probably because they don't want to bother with all that annoying destiny stuff. Who can blame them?
68. You get to the end, and give up: Whenever the enemy army is on the verge of overwhelming the forces of good, something will stop them, usually the death of their leader. They will all either inexplicably die, or just stop fighting, or run away. They're never smart enough to just finish the job, never mind that their boss is dead.
69. Stupid Indians...: There is always some kind of tribe of barbaric people who have not advanced beyond the hunter-gatherer stage, never mind that an advanced civilization has grown up only a few miles north. If they are evil, they will also turn out to be either death-worshipers or cannibals. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(I hereby acknowledge that I have borrowed this list from another and was not created on my own. However, I won't declare who, but if you're really that curious, then PM about it.)
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Posted: Thu Jul 26, 2007 6:30 pm
Not enough room for all of them in one post... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 70. Chief Sitting-Bull wrote this chapter: If the "savages" are actually good, they will act more civil to neighbors and each other than the people in the cities, who are often evil. They will also be immensely physically powerful and capable of taking out any “civilized” heavily armed soldier using only a pointy rock tied to a stick and a grass skirt.
71. Around the World in Eighty Seconds: In the rare event that a hero CAN'T get somewhere he desperately needs to be at in time, as per cliché 15, some means of either teleportation or flying will appear. Sometimes even time travel is made available.
72. Well, there goes the neighborhood.: In the event that the tiny group of heroes and the people who follow them are in charge of protecting some city from a massive army of evil, AND they have somewhere to run in case the city falls... They will always run, sometimes without even trying to fight first, and the city will, of course, fall. On the plus side, the heroes can usually manage to hold the army off while everyone evacuates.
73. We'll hold them at Helm's Deep: Once the heroes have nowhere left to run after losing the city in cliché 72, they will fight to the death after they get backed up against the wall in their one remaining fortress in the middle of nowhere. Ironically, the heroes will succeed and defeat the whole army down to the last man, which makes one question why they didn't try that to start with. But then again, if none of the main heroes is standing by at the fallen city peoples' last stand....
74. Remember the Alamo!: If, by some amazing chance, the heroes weren't there to save the day and the city falls and all the people are killed, captured, or enslaved, the heroes will now fight twice as hard to save the day, and probably manage it. But if they don't...
75. The world blows up and everybody dies!!! Or not.: Have you EVER seen a book where that happens? I haven't. The heroes will ALWAYS succeed when it really counts. That's what makes them heroes! Also, unhappy endings don't sell well.
76. The Twig Factor: And, of course, in every good fantasy story, there has to be a forest, and in that forest, there MUST be breakable twigs, which absolutely MUST be stepped on by even the sneakiest assailants and the most careful heroes. Twigs that no matter what, SOMEONE has to step on, and be instantly detected for miles around. Where would those instant discoveries, sylvan battles and failures of plan for both evil and good alike be if it wasn't for the ever-present and ever precious snapping twigs?
77. "Um....am I doing this hero thing right"???: The hero may often be underestimating him/herself. They habitually do not know of, or do not trust, their abilities within, so they never fulfill them. They are frequently the ones who save the day and thereby defeat any doubt remaining. This usually NEVER happens until the end.
78. Them Folks up north: Usually in any places where there are wild snowy northlands, there will be wild snow-covered northmen. People from the north are always modeled either on Eskimos, Vikings, or, most often, a funny combination of the two where people with horned helms alternate between drinking in great halls and hunting caribou.
79. Them Folks down south: If the southern section of the map is covered with tropical jungle-type terrain, then that jungle will generally be occupied either by lizard/snake people or by freaky Indian types. If the former, then there will be some kind of swamp at the center of the jungle. If the latter, then they will be armed with fast-acting poison darts. Alternately, the south may be nothing but desert, which is either utterly empty of life or is populated solely by slave-trading Arabs.
80. Them Folks out west: Western areas of the map are usually where you find the shoreline and the oceans that you can cross to get to other continents. Note that you never hear of people from the western continent coming to the eastern "starting point" continent. Traffic is always one-way.
81. Them Folks in the east: Eastern areas of the map can have one of three things in them: 1. An "Eastern" oriental-style setting which mostly exists as a place for ninjas to come from. 2. Mountains, which are generally occupied by dragons and/or barbarous humanoids, and which may have an oriental-style setting beyond them. 3. A series of locales that are more or less completely identical to their western counterparts.
82. Them Folks right here: The people where the hero comes from are normal, and do not seem to be anything special from the heroes’ perspective, compared to anywhere else. There may be a few great people, but these seem not to affect the heroes, unless they are villains. Alternately, they may help via the effect of deus ex machina.
83. Non hablo espanol, but that doesn't matter: Most of the time, everyone on any given planet speaks a common language. Whenever anyone does NOT speak Common, it means they have something plot-important to say that no one will understand. "Il villa della Re e su fuoco! Il Re e' brucia! Perche' non fate qualcosa!"
84. You stay to your magic stuff and leave my swords alone!: Most of the time, warriors and sorcerers only have skills in their own professions. This is somehow meant to keep some kind of balance. The only exception is a hybrid, (but they are not that skilled in either-just to the point were they can wield both might and magic, )and they are usually plot-important.
85. Censored for younger audiences: After cutting throats, tearing out viscera, and generally hacking people and animals to bits, you'd think the description of the scene and the way the characters move about in it would change a little to account for all the gore and guts on the floor. At the very least, all the blood would make tile floors kind of slippery. All the same, it's pretty rare to see any author fully acknowledge the messes that warriors make.
86. Mr/Mrs Uncoordinated: The hero and or villain will always have a best friend that pushes the "Do Not Push" button near the salt shaker by accident, often resulting in a negative effect for said hero/villain. This friend will not exist unless there is a corresponding thing for them to screw up.
87. AMEEEEERICA! AMEEEEERICA! GOD SHED HIS GRACE ON THEEEEEE...: Generally, the heroes are a force of liberal republicanism in a world full of conservative monarch types. Even if they don't actually advocate overthrowing the king, they usually take a much more democratic perspective on life than the king and most of the king's people do.
88. How's he do it? He looks like Elvis, that's how.: Heroes and heroines generally have a way of attracting followers who will loyally follow them until their deaths. Uncharismatic heroes are generally in category 3 of adventurers (See cliché 55).
89. They knew the job was dangerous when they took it: Followers of the heroes who aren't given complex personalities generally WILL follow the heroes until their deaths. The followers' deaths, not the heroes'. The heroes may or may not have a guilt trip about this.
90. Universal Racism: If there are multiple sentient races in the world, it's extremely rare to see them all get along. In fact, with the exception of the humans who are usually neutral, everyone will hate everyone else. The humans stay neutral because they trade with everyone else. However, if the humans have a more isolationist foreign policy, they'll hate as much as anyone else.
91. Elf power!: Elves are usually a highly magical race that communes with nature a lot. They will also be unusually graceful and skilled with swords and bows. Think of them as ninja hippy sorcerers.
92. Dwarf Power!: Dwarves are almost always miners living in caves. They dress and act like miniature Vikings, and usually carry axes everywhere they go. They ALWAYS have extensive facial hair.
93. Gnome Power!: Gnomes aren't in every magic universe, but when they are, they're usually technologically/magically/magi-technologically more advanced than any of the civilizations around them. Gnomes are a race of tinkers with pointy hats. Alternately, you can have "gnomes" who are really more like hobbits: Small, annoying, maybe prone to stealing things, and mainly concerned with food and comforts.
94. Orc Power!: Orcs are stupid and terrifying. They are rarely cohorts or heroes and are generally ugly by the standards of every save except their own. You do not see any Orc women, despite the obvious.
95. The "I did not just have (censored) with anyone" rule or "Ignore any circumstances and have wild (censored) until the night is over” rule: If there is any mention of (censored) in the book, it is either highly disguised and is unimportant to the plot, or it is detailed and seems to have no effect on the relationships of the male/female/it/whatever and has less of an effect then actually talking to each other. In fact, it is likely that it will not be resolved and have no impact in the plot. (For example, James Bond has (censored) with women, but it does not impact the plot, as the women would betray him anyway.) There is no thinking during the (censored) – it is most likely that the male/female will think AFTER the (censored), if ever.
96. Free to be carefree: Nothing will attack/betray/disrupt a party member they are having (censored). Group members (if any) will not interfere, unless a rival storms in and takes her away, although this is a rare occurrence. The Group members, if they see them having (censored), they will either scream, ogle, flee in terror, or quietly close the door.
97. Maternity Insurance pt. 1: If ANY woman gets pregnant, it will not affect whatever they do - sword fighting, complex rituals, or whatever - they seem not to have any trouble. A child, if any, will come after the book ends or not come at all, despite the obvious.
98. Maternity Insurance pt. 2: Pregnant mothers and nursing mothers may die (and not be raised), but their children will always live, and grow up to be plot-significant.
99. Christ will come again: In the event that the main hero dies well before the story is completely over, he will somehow be revived, eventually. The manner of his/her death does not matter.
100. The Apostles will NOT come again: Anyone other than the main hero is subject to death like any normal person. In fact, the closer they are to the lead person, the more likely to die they are, and the less likely it is that they will be raised. Generally writers manage to get around this phenomenon by devising elaborate ways for important non-lead characters to almost, but not quite, die.
101. Rules are rules, and the rules say you're evil: Often the heroes will encounter whole races of creatures, such as Orcs, every one of which is clearly evil. In fact if you check the bestiary, it will have "Always evil" written in their description.
102. There are exceptions to every rule: Nevertheless, accidents happen, and sometimes an orc or a demon or what-have-you will turn out to be good inside. These people generally are or will become exiles from the rest of their society. They may or may not become heroes themselves. If they don't, they will most likely die for the heroes.
103. The Color of Magic: Magic will always come in three varieties: Ludicrously powerful (see 10 cool , powerful but artistic (see 109), or restricted (see 110). Never will you live in a society where everyone knows magic, even if everyone has some understanding of it.
104. Magic=Nuklear Pwnage: Magicians are always elitists in society if this is the case, as if you need to know magic to be a "playa." It's limited to powerful people, or kept close in secret elitist societies (just kidding), or something similar to prevent common people from learning it from a "dummies" book. Magic will either be widely unknown or very few details on precisely how it works will be available to the public. This tends to breed much superstition. So, magic is available, but not common.
105. Artistically blowing **** to smithereens: Magic may be limited to people with skill, but can be generally taught to anyone who has a mind to it/can pay for it/passes some arcane aptitude test. Magic will have certain mysterious symbols/words/runes/whatever that make it work. Usually this involves a lot of speaking funny words and making bizarre gestures.
106. What? Magic? That's stuff ain't fer real...: If that belief is widely held, then almost all knowledge of magic is gone, limited to the most powerful or the most ancient. The hero will only be able to learn magic himself/will only encounter it in the form of a mystical symbol/statue/gilded toilet/twilly doll/whatever/angel wing/dragon egg/ring of power/bells/power/pipes/gemstones/wands/artifact/crystalball/psionic object/geneforge, and afterwards this magic exposure will make him/her a target for the dark forces of the world, while simultaneously making him/her the only one powerful enough to stop them.
107. Magically consistent: There is, in general, One Fireball (or similar) spell One Teleport spell One spell that fires force One utra powerful spell that the hero knows, but doesn't know enough to actually use, but when pressured actually pulls off.
108. Clichés of happiness rule: If a fantasy story goes out of its way to avoid any other cliché, it will usually be either morbid, barely a fantasy, or badly written.
109. The inverse rule: To find out the likeliness of something happening in the story, find out its percent chance of happening in real life (minus magic physics), then subtract it from 100 (i.e.: .02% is actually 99.98%).
110. The Author Screws the Reader: Authors may add in tons of confusing plot twisters so the readers get confused, but then when they try to write something simple the readers read into it too much and come up with insane complex theories. This is also called "Boy Who Cried Wolf".
111. The Ubermeisters: Long-running fantasy series generally have one or more races that seem ridiculously powerful compared to the other native species of the planet. The reason given for why this race has not yet taken over the world varies from race to race, but usually has something to do with isolationism, tiny population size, or just plain old-fashioned stupidity.
112. Vampire=Badass.: Vampires may come from any given race, but they generally start as humans. If you are a vampire, than you are uber. You will have supernatural speed, reflexes, strength, and endurance to the point where you can actually impale yourself and if the pointy impaler in question is not either wood or silver, you'll be perfectly fine. Heroes who are vampires are hated by the very society they protect, even though they are often Vegan Vampires. Villains who are vampires are almost completely indiscriminate about who they feed on, but they tend to be partial to women in nighties.
113. Werewolves Also=Badass: The original werewolf was just a man who had the capacity to become an animal when the moon was full. Then that developed into the wolfman, who gained an animal's strength in addition to his own along with an animal's ferocity. The modern werewolf is basically some kind of uberstrong, uberfast, uberendurant nightmare that is almost impossible to kill. It's actually kinda like the Vampire, only with a full-moon requirement. For this reason, Vampires and Werewolves have competed with each other a lot in recent fiction, usually with duels to the death.
114. Robocop 15 the 1337z0rz!: Admittedly, we're dipping into the realm of Sci-Fi, here, but occasionally in fantasy you have people who got arms or legs or other things replaced with mechanical servomotor thingies. These humans bearing mech-limbs are much stronger than normal ones, and whoever owns one can do all sorts of ridiculous badass things with it, like kick down brick walls. Everyone would get one, if it weren't for that silly "must lose a limb first" requirement...
115. I, Golem: Golems are creations of clay, wood, metal, stone, and occasionally other things (Frankenstein's monster is classified as a Flesh Golem) that can walk and do all sorts of inhuman things because of their lack of nerves and body composition, which thus makes them supernaturally strong, supernaturally enduring, etc. Usually killing a golem is not possible without a magic sword or powerful spell, and good luck trying to damage one with conventional weapons. Golems generally are only in the book at all to smash things and provide a semi-unique challenge for budding heroes. If they were sentient, theoretically they could conquer the world by force alone, but they're not, so that's okay.
116. Three Cheers for Hercules!: It's not common nowadays, but there are heroes who are either gods, avatars of gods, directly blessed by the gods, or descended from gods, as in the Greek Myths of old. Godchildren are supernaturally strong, supernaturally enduring, supernaturally quick... Have I said all this before?
117. All heroes are pimps: To be perfectly honest, the odds that the male or female lead character will have only one man or only one woman interested in him/her are relatively low. He or she may only requite the interest of only one person, but that won't stop the others from hoping and occasionally conspiring to interfere or join with existing relationships. Everyone loves the important Destined People, literally.
118. Cheaper by the Horde: When the villain is a tyrant or warlord, he always have a huge army of humans/orcs, etc. These can number in the hundreds of thousands or even millions, and are basically able to crush nearly anything by sheer weight of numbers until the evil warlord is killed.
119. Broken economies mean no lack of equipment: No matter how big or how isolated it is, an army will always have plenty of weapons, armors, and food to last at least until the battle where it gets wiped out. For that matter, the heroes never seem to have any trouble getting supplies, even if they're in a town where half the populace is literally dying of starvation and there are few if any craftsmen.
120. I swear, I've never even seen a Hero breath...: Some authors neglect to mention, ever, that the hero eats, sleeps, or goes to the bathroom. Now, I'll admit, it'd get tedious and annoying if they repeatedly described the hero taking a dump in detail, but it stretches the whole Suspension of Disbelief thing when characters in a story don't even bathe unless there is some kind of plot event headed their way. Oh yeah, and unless their weapons/other items actually break, it's uncommon for them to ever clean, repair, or sharpen their gear, no matter how much use that gear is seeing.
121. Yin and Yang FTW!!!: Any powerful object of good or evil or chaos or any given element will have a morally/elementally aligned opposite somewhere. You might not necessarily see these opposites, but if they don't appear in the story they will be mentioned. And if for some reason for not, beware! For such things like to lurk in the dark, and strike when you least expect it...
122. Jean Grey gets repeatedly written out for a reason: If the main hero's abilities are not fully his own, don't always expect this divine power to be on the side of the main party. It may be too good in its morality to be realistic, or, even worse, may have its own psychosis to deal with. If the main hero has ever lost control of his externally granted powers, the power-givers have expected the hero to have wiped out more population than the evil their going to face, or otherwise have acted in a more different (usually more brutal) manner. There may even be inner monologues, (the Gods' speech will be in italics to make reading easier) as the hero deals with having a sometimes unwelcome guest sharing head/soulspace with them.
123. Last time you were on our side!: If the guest from the above book hasn't vacated by the end of book one, then expect the completely possessed hero to now be the real villain. Happens more in long series. Problems like these are not necessarily resolved with the death of the possessed person, or even with the exorcism of what's controlling him.
124. Look, It's a simple question: magic is... what? : No matter how learned all the mages, witches and other magical practitioners are: the chances of them understanding the forces they use are limited, to say the least. Some will treat it like a semi-sentient thing, others like a fully sentient thing, or like any Newtonian force such as gravity or magnetism. Multiple perspectives of magic can exist simultaneously in the same world. This understanding may depend on what type of magic you practice, or can be up to the individual. The chances of people repeatedly learning magic, choosing it as a career choice, and making any progress with it are slim. You almost never hear about people who actually study the nature of magic itself, rather than just experimenting with new spells. Yet, in spite of the overwhelming ignorance, magic will have been practiced for centuries, and will be a powerful shaping force of the culture.
125. I hope I land on something soft: If anyone, hero or villain, is chucked off a cliff, there is actually no guarantee that he or she has REALLY fallen to his/her death. Unless you're watching them fall, or are looking at the base of the cliff for their remains, there's a fair chance that they'll come back later, having miraculously survived plummeting half a mile straight down.
126. Fear leads to anger, anger leads to hate, and hate leads to suffering. Therefore, Emodom leads to Evil: If the "Friend" from cliché twelve feels especially bitter or fearful or angsty about their secrets or their lives, they may just turn evil. They'll start to become paranoid, and they'll start getting undeserved abuse from other characters which will make them even more bitter/fearful/angsty, until they start lashing out at the people around them. Eventually, they'll do something unforgivable, be ostracized from the company of the good people, and take up a life of villainy to fill the holes in their dreary, miasma-filled souls.
127. It's because I'm Black, isn't it?: Nobody likes the dark people in fantasy stories. A high percentage of all villains either have "Dark" or something related to darkness in their title, hold magical power related to darkness, have standing agreements with "Dark" powers, and may actually have dark skin, although this last has been reduced in the last century due to the advent of political correctness. Now the only black villains are LITERALLY black. Dark Elves, Shadowsprites, and many more verging-on-racist races fit in that category.
128. Simple Racial Conflict: There's only one discriminated minority in the world. Ever. That minority would either be women (sometimes magical women, ie "witches"), a different species (who are most probably superior in every way), a "SPECIAL" magical group (ooooh, witches!), or black people. There's no such thing as a non-magical white minority.
129. The Omni-Emo Law: Everyone is Emo. Everyone.: All fantasy story characters are, to some degree, emo. Even when the person in question does not show any of the signs of being an Emo according to the official definition, they are Emo. Ex:Spider-Man from the movie Spider-Man 3. Even when the person in question does not show all of the signs of being Emo according to the more common definition, they are Emo. Ex:Sasuke is Emo even though he does not cut himself or whine excessively (at least in comparison to any other teenager).
130. Valuing the lives of others over your own... to a point: If the hero's friend(s) is/are in danger, the hero will always take big risks to save him/them. However, if the hero becomes endangered and the friend offers to help, the hero asks him to flee and/or hide.
131. The reason for Secret Identity stuff: If the hero has a son, brother, wife, husband, there is around a 75% chance that they will be in danger from the villains. The odds increase to 95% if the relatives live in the hero's already endangered hometown.
132. Standardized Army Construction: When building an army, three rules will usually be applied: 1. If monster-creating magic, like summoning or necromancy, is available to enlarge an army, only the bad guys use it. 2. The evil army can be composed of almost any creature possible, up to and including an army composed entirely of ice-breathing death penguins. No, really, I saw one of those once! 3. The good army is almost always humans, elves, dwarves or similar races. Nonhumanoids are only ever in such armies by temporary alliance.
133. Dealing With the Devil:90% of all extraplanar summoning involves calling forth demons, devils, or some other variety of malevolent spirit.
134. It's all Draconic to me: Magic books are always written in runes, strange symbols, forgotten, unused languages etc. I know you can't cast a spell by saying "fried chicken," but why can't a spellbook read "Point your finger at the target while saying 'Glazbak'" in normal writing?
135. Selective Drowning Rule: When the hero is underwater, he usually will have time to reach the surface, even if the text says something like "He felt his lungs were on fire. He desperately needed air." If not, he will get washed ashore and wake up, or be rescued. But if a bad guy sinks in the water, the hero will assume he has drowned, and he'll be right most of the time.
136. What Geneva Convention?: If someone is imprisoned and at the mercy of the villain, the villain will usually keep the prisoner for torture, either for recreation or because he actually wants to know something. When this happens, you can bet a buck the prisoner will try to ruin the plans of the villain, and, despite any bad treatment he has received, succeed most of the time.
137. According to the same law that says a man must scream loudly and jump off a ledge after he has been shot...: In the final fight, if the hero is mortally wounded, he will have time to kill his opponent before he dies of blood loss.
138. The movie rule (aka the eragon rule): Any fantasy book made into a movie will have important bits missing, sometimes bits that were kind of important to the plot.
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Posted: Thu Aug 02, 2007 4:43 pm
That is so true. Every bit of it.
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Posted: Thu Aug 02, 2007 7:31 pm
Yay! My story only falls under a few of those! (Phew sweatdrop )
Great list. Why don't you tell everyone where you found it? I'm sure you're going to get countless PMs when this gets popular.
Love and Vale, -LD
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Posted: Thu Aug 02, 2007 8:47 pm
Christ... bitter much? I think you forgot the magical jewel on the forbidden sink of plot advancement...
the Lion
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