Running a help get newer DMs started, many of these requirements are covered in D&D sourcebooks for prebuilt campaigns. However, there are a number of cliché tropes that make their way into these campaigns both DMs and players may prefer to remove or replace with different ideas.
Using pre-built fantasy settings in Dungeons & Dragons can be a way to create the backbone for a cohesive story. Popular fantasy narratives often have plot points that are easy to follow and a linear story progression that is less intimidating to manage. Incorporating ideas into a campaign using concepts like an Arthurian "Knights of the Round Table" plot, or an evil dragon lording over the land, are easy and relatable narratives most D&D players of any skill level will feel confident in. However, using these settings can backfire if the Dungeon Master relies heavily on fantasy tropes to drive the story, instead of incorporating plot points tailored to the unique actions and engagement of the party.
Tropes and stereotypes can create a number of serious issues when used in Dungeons & Dragons campaigns. It isn't uncommon for popular clichés like the "Hero's Journey" trope to cater to a single character or favor a specific class over another. This can cause party who don't fit the trope to feel left out of the gameplay, or create conflict when they are unable to engage in the story the same as the "hero" class. Some fantasy tropes, like the "Male Hero" who saves the damsel, have also become outdated and can limit the freedoms and engagement of female characters and NPCs. To help prevent these struggles, below are a few of the tropes DMs should consider leaving out of gameplay, or rewriting to be more inclusive to every player type.
D&D Tropes To Avoid: Damsel In Distress
Fantasy novels are awash with the age-old trope of the damsel in distress. A female character is taken hostage by a dragon, evil lord, vampire, or otherwise corrupt character. Unable to escape by herself, she must rely on the assistance of the party to be rescued. The rescue operation is often initiated by the kidnapped woman's father, who more often than not is also a male character of power. When used in a D&D setting, the trope can create an easy plot to follow, but can also lack narrative depth, and not always connect with each of the party .
For example, a D&D fighter with a Lawful Good alignment would have the motivation to save the damsel from evil because of their own morals and principles, or a desire for glory. A Rogue may agree to rescue the princess for a large enough reward, and a Paladin may have the desire to eradicate the antagonist to defend the good in the world, but not all characters are on a journey for glory and may be more interested in furthering their own personal goals.
D&D Tropes To Avoid: The Amnesia Beginning
The Dungeons & Dragons party wakes up in a jailhouse, inn, local tavern, or public space together. No one re how they got to the location they are in, or why they were there in the first place. With nothing to go on but a letter each has in their backpack requesting their services, the party must work together to understand how they have come to be in the situation. The amnesia setting may seem mysterious and intriguing when starting a new campaign, however, this trope can cause a number of campaign-breaking problems.
Amnesia robs players of a chance to use hooks as motivation for ing a party. For example, a Rogue could be attempting to get information on a new bounty while visiting a tavern, but hears about a potential job that could pay far more than the bounty, causing them to change direction. A Dungeons & Dragons Wizard could be traveling to learn about new magic and hears about the same job the Rogue is interested in. The job could be offered by another spellcaster with a well of knowledge to entice the Wizard.
These hooks allow players to build personalities early and give them a reason for why they have entered a location. By using the amnesia background, all characters have the same motivation, which is to learn what they forgot, and this can make early party interactions and plot points dull and repetitive. The lack of memory also puts much of the early character development in the hands of the DM, instead of the players.
D&D Tropes To Avoid: The Extremely Attractive, Flirtatious Bard
While not a setting, there is a Dungeons & Dragons NPC trope that many players may be familiar with. The use of a talented, all-knowing Bard who is found playing music in a popular tavern is a common fixture in many D&D campaigns. The Bard has the answers the players need for a quest, or information important to the next objective in a campaign. Adding to this, the Bard is usually particularly handsome or beautiful, and available for a romantic fling with any of the party interested in a private stay in one of the tavern's rooms.
The issue with the attractive, flirtatious bard, is that they often have D&D campaign information that could be obtained in a more narratively interesting manner for the whole party. Instead of relying on the Bard as an easy messenger, players can be encouraged to go to a local library, speak with townsfolk, or build relationships with the town's influential to get the information they need. This gives every character in the Dungeons & Dragons party an equal opportunity to engage in the situation and prevents accidentally putting players in a position where they have to flirt or step outside of their own personal boundaries to engage in a plot-important part of gameplay.