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Return to [[The Grand List of Console Role Playing Game Cliches]]
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# '''Screw Politeness, We Have Plot:''' If a villain, usually a [[Designated Villain]], wants to talk with the hero, [[Polite Villains, Rude Heroes|the hero will refuse and be too much in a mood to fight]], even when the hero was [[Mood Whiplash|calm-minded just before that]].
# '''Law of Plot-Based Charisma:''' Regardless of how ''[[Obviously Evil]]'' a villain is, they will be a [[Benevolent Boss|trusted and upstanding ruler]] to the lemmings that are their subjects.
# '''One Degree of [[Plot Coupon]]s Rule:''' There will always be a connection between one of the heroes and one of the villains. They might be [[Luke, I Am Your Father|related]], have had a [[Love Makes You Evil|failed relationship]], or something of the sort.
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*** '''The Top-Shell Stuff Corollary (a.k.a. The Knight Armor Addendum)''': Said armor usually serves as that character's strongest armor for most of the remaining game anyway, thereby saving you much more money than what you spent on it.
# '''The Hall of Gigas''': A variant of the [[Peninsula of Power Leveling]] that displays the following:
{{quote|A significantly-heightened [[Random Encounters|encounter rate]] compared to other areas.
Sandbag Enemies appropriate to your location and level, that [[Goddamned Bats|you still wouldn't want to have to deal with for a whole dungeon]]
Said hallway itself neither contains anything else of interest or must be traversed to proceed with game. }}
# '''Rewarding Munchkinism (a.k.a. The [[Final Fantasy I|Melmond]] Effect)''': If a shop sells Single-Disc [[Game Breaker]]s, expect the next storyline-related dungeon to have a Hall of Gigas.
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#'''[[Guide Dang It|The Law Of Guide-Based Frustration]]''': All sidequests, including the path to the [[Infinity+1 Sword]], will be, at most, obliquely alluded to in-game.
#'''News Travels Fast, But Names Don't''': Everyone knows that the town was saved from the Evil Dragon of Evil; nobody knows that your team did it. Perhaps this is why [[Adam Smith Hates Your Guts]].
#'''[[Design
#'''Law Of [[Global Airship]] Limitation''': It's really easy to tell the first place you should go with your shiny new [[Global Airship]] - it's the one town you haven't visited.
** '''Corollary of [[Global Airship]] Limitation''': You won't be able to walk right in to the last new town - you'll have to park the airship a ways away and traverse inhospitable land.
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