Fantasy cliches I don’t like

There are good reasons to not dismiss something out of hand simply for it being commonly regarded as a cliche. Something being a cliche does not come from it’s inherent flaws, but from the flaws of numerous inferior immitators. Every cliche once started as an original idea that served a meaningful role that was highly important to the work it appeared in. But that being said, there are still real problems with making use of cliches. When an element is included in a fantasy work because the creators believe that it’s expected and a default component, then you have exactly the situation where the element is present without any context that makes it relevant and meaningful. Even more so, when you keep doing things the way it’s commonly expected, you end up just retelling the same bland generic stories that have been worn down to be without any distinguishing features. And so, back when I first started to create a fantasy world, I made a couple of choices what common fantasy elements I really don’t want to include. Not for the lofty goal of being original, but to protect myself from blindly going with the flow and end up in places I never wanted to be.

  • Save the World: This is the lowest common denominator of motivations. Seeing yourself killed and anything you ever loved destroyed is something everyone wants to avoid regardless of circumstances and context. It’s lazy, and that makes it bland. Also, once the world is saved, you really cut off any chance to continue from there in a satisfying way.
  • Dark Lords: Yawn. Vader is interesting because he’s a lackey. The Emperor is interesting because he’s so unassuming and his sorcerous powers come as a surprise. Lord Death Knight Demon Warlocj isn’t.
  • Demonic Invasion: There are a couple of cool ones, but I just don’t want to use it myself.
  • Chosen Ones: I find these intelectually offensive. The idea that a person is perfect and will automatically succeed because the powers that be decided it will be so is not just dead boring, it also implies that effort is irrelevant and some people are just better than others with no doing on their own.
  • Prophecies: There are two types of cliche prophecies. The one type that tells you in advance what will happen with complete accuracy and as such remove any hope of tension from the story. And the type that can only be understood after the the prophecised event has already happened and is therefore completely useless. I actually did end up coming up with an idea to make supernaturalinsights into possible futures interesting, relevant, and non-spoiling, but that came out of my wish to not do either of those cliches.
  • Lost Golden Ages: Like chosen ones, this one just doesn’t sit right with me ideologically. It’s the idea of “everything used to be better in the past”, which in reality always only means “I miss being previleged and getting unfairly advantaged over other people”. Not all development is automatically progress. But this feels way too close to wishing to restore a past that never existed in which the person felt previleged, so I don’t want to touch it.
  • It actually is post-apocalyptic Earth: Get out and never talk to me again.

Awesome future novel idea #5: Scouts of the Eldritch Wilds

Unlike previous awesome future novel ideas, this is one I actually plan to give a try very soon. It’s something I am still bouncing around in my head but intend to give a shot as soon as I have more of the basics figured out. Don’t hold your breath, though. I’m impulsive and have a very poor track record of completing long term hobby works.

The idea is a synthesis of the conceptual work I did on the Ancient Lands and Dark World settings that also incorporates my love for the great neo-noir and wuxia movies from the mid-90s forward. At the center stands a world that is full of life, but hostile to people. A world in which the spirits of the land rule, with civilization confined to small enclaves along the coasts where priests and sorcerers maintain a tenuous state of stability. It’s a world in which the forces of nature are particularly powerful and unpredictable, as are the spirits who control them. Civilization is in an eternal state of siege and to keep the constantly encroaching wilderness at bay, the priests and sorcerers need to know what is going on beyond the borders of civilization.

Within this context exists a special class of scouts, who are knowledgeable in eldritch lore and accustomed to the ways of the barbarians who inhabit the lands of their wild gods. The scouts are not soldiers, though most of them are mercenaries of a sort, offering their skills and knowledg to the courts and temples for pay. They are a society of their own, at home both in the wilds and civilized lands, but set appart from either population by their delvings into esoteric things. Violence is not their trade, but alone among barbarians and magical beasts, they are highly skilled with spear and bow. Among each other, knowledge is the main currency of their trade and connections worth more than gold. Yet there is also great rivalry and competition and out in the wilds they are beyond the laws of either kings or tribes.

Refocusing

Building on my post from last week, I have made some more significant insights into the telling of fantastical stories. I had my start in creating fantasy material with drafting up a campaign setting of my own after I had become dissatisfied with the world of the Forgotten Realms, and the Ancient Lands literally had their origin as the realms of the High Forest 4,000 years in the past. It quickly grew into more and more of a unique thing as I made changes I considered improvements and artistic upgrades and added ideas from other sources that I found very appealing. However, I have to admit that I never was really satisfied with the Ancient Lands as a campaign setting. In the several campaigns that I ran, I always had the feeling that I wasn’t really able to showcase it’s creative features and make it feel to the players as something more than a pretty generic D&D world. I had great ideas that I still really like, but was never really able to work them into the active game.

When I started dabbling at writing, I took a lot of the aesthetic ideas and concepts from the Ancient Worlds, but for this purpose they turned out to work even worse. And I think I am starting to see why. The style I refined and the worlds that I designed are tailored to what I consider interesting, inviting, and attractive. But at the same time they are completely different from the many works that I find really inspiring. Asthetically, the Ancient Lands style takes a lot from Warcraft 3, Morrowind, and the Tales of the Jedi comics. But I don’t really enjoy any of these for their stories and they are actually pretty bad in that regard.

When I want to tell a story that I find compelling, or set up an environment that funnels players into creating stories of that kind, I need a setting that is designed for such stories. A quick look at my favorite stories that inspire me to be creative makes it very easy to discern a pretty specific shared style and tone: There’s movies like The Empire Strikes Back, Raiders of the Lost Arc, Princess Mononoke, Blade Runner, and Ghost in the Shell. There are the Witcher books and the Hellboy and B.P.R.D. comics. There are videogames like Metal Gear Solid, Thief, Legacy of Kain, Mass Effect 2, and Mirror’s Edge. None of them are set in vast wildernesses inhabited by barbarian tribes. I find it a culturally fascinating environment and aesthetically very pleasing, but these works are all dark and set in quite advanced societies with complex political environments.

Bronze Age tribes are a very fascinating environment, but I am starting to see that I don’t really have a good idea what kinds of stories would fit into such a setting that I find compelling. This is not where my creative capital is located. I don’t have the toolbox to craft stories for it.

So with the creation of the Kaendor setting I want to go all the way back to the start and refocus on what the essential elements are that I want to and can work with. With the Ancient Lands I put some considerable effort into not doing what has been done a hundred times before, like going with Dark Lords, demonic invasions, lost Golden Ages of magic and technology, a good and evil duality, an intelligently designed universes (that is about to break down), and a generic medieval European setting. But in hindsight I think I went a bit overboard in some of it and ended up designing a world in which there isn’t really anything to replace these things as big background sources of conflict that force characters into action. Right now, I think I might be able to salvage the idea of small clusters of civilization separated by vast stretches of uninhabited wilderness. While a tribal Bronze Age society and settlements don’t look like they would work, I can take the asthetic styles of various Bronze Age empires to create a style that is distinctively different from the medieval European Standard Fantasy Setting. And the ambigous and unsettling spirits could become more actively prominent with a big Lovecraftian boost of weirdness.

In a way, I could see many of my ideas work in a setting that is actually more similar to the fantastic world of Morrowind. More great houses, more tongs, more daedra, and more living god kings.

Good plus Good doesn’t always equal Great

As I mentioned a while back, I’ve gone back and picked up an old plan to try my hand at writing fiction. And as some might guess based on my activity here in the last two months, it has not really been going well so far. Progress is there, but it’s very slow. Yet still, every couple of weeks I do make a realization of what doesn’t work and how I have to approach it differently.

The discovery I made this weekend is that not all plans and choices that are great ideas in themselves will actually work together when combined. I have been working on a protagonist who combines all the elements that I find admirable and avoids all the traits that I often see being used in annoying ways. But this leads to a very big problem. While I made what I consider a basically perfect character, it turns out that this character actually makes a terrible protagonist.

I don’t like it when protagonists are forced to be heros because otherwise the world as they know it will be destroyed. I also don’t get thrilled when protagonists do heroic things because they selfishly hunger for riches and glory. And I am also not a fan when protagonists keep running around looking for opportunities to risk their lives for random strangers. Which is all nice and well, but when you have protagonists who don’t fight to save the world, save strangers, or get rich, then why are they fighting at all? Turns out when I am envisoning the ideal character, that character is not someone who is going on adventures. Which for a protagonist in adventure stories just doesn’t work.

Not all good ideas work together as a good concept. When that is the case you simply have to make a choice which ones are more important to you or which ones you think will be more fun to write about. I also like the ideas of having lots of magic and magical creatures throughout the world, as well as everything magical being really strange and unfamiliar to characters. Both are cool in stories, but you simply can’t have both in the same story. A decision needs to be made which one is more important and what can be dropped to get a working concept. In this particular case, I am obviously going with lots of magic and monsters. It’s my thing!

Originality of Experience

I’ve recently been thinking about the question of originality. When discussing the creation of stories, particularly of beginning writers, frequently the question comes up whether the work feels original or rather derivative. Originality is widely treated as perhaps the most important thing for a new writer. Yet at the same time there are famous lines like “all great stories have already been told”, “all art is derivative”, and “there is nothing new under the sun”. How is one supposed to write a good original story like that?

I think it is important to make a clear distinction between originality of content and originality of meaning. Content is all the many pieces from which a story is assembled. The characters, the setting, the props, and also plots and situations. To come up with a character or plot, or even just a monster or magic spell that is completely original is extremely difficult to the point of perhaps being impossible. When it comes to these elements that make up a story, I believe that all art is indeed derivative.

I think it’s pretty safe to assume that all our storytelling evolved from the telling of accounts of actual events that were embelished for dramatic effect. And it doesn’t take any big leaps to tell stories in which nothing has actually happened in reality. But such stories are not simply made up from nothing. They are constructed from elements that already exist. Any country, state, or nation you can imagine is based on already existing examples in the actual world, and all monsters are evolving embelishments of regular animals. To try to be truly original in these things is not only futile, but also completely unnecessary.

However, a story is not just characters, situations, and environments. What is really interesting about stories is how the characters in them react to and interact with the situations and other characters they encounter. How it affects them, what they want to do about it, and what their opinions on them are. This is where writers have the opportunity to put their own unique stamp on a work and create something fresh and original. You are unique and special. Just like everyone else. While this doesn’t make anyone better, it makes everyone different. And this difference is what allows writers to be original with their stories. When you write your own stories, you can have characters do in a given situation what you think they should do. Feel what you think they should feel. And actions have the consequences you think they should have. Instead of what conventions and traditions say usually happens in such situations. I discussed this in the Fantasy Faction forum and one person called this the Originality of Experience. You have characters that are familiar, in situations that are familiar, surrounded by things that are familiar. There is pretty little that can be done about that. But the reason we’re reading or watching a story is because we want to see how it will all play out this time and hoping that it will provide us with a new experience. That’s really what originality is all about.