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!!Looks like this index, but isn't:

* RuleOfPerception: Perceiving something isn't a reaction or a feeling on its own. If anything, this rule works in the opposite direction, as sacrificing realism to ensure actions, traits or phenomena are perceptible is done in order to ''prevent'' a confused reaction from the audience.
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See also GarnishingTheStory, ThePowerOfIndex, and {{Spectacle}}.

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See also GarnishingTheStory, ThePowerOfIndex, and {{Spectacle}}.
{{Spectacle}}. Contrast with {{Deconstruction}} and its subtropes, where these tropes are [[SubvertedTrope suspe]][[AvertedTrope nded]] as a rule.
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The rule of perception does not involve getting a reaction out of the audience. Therefore, it does not fit this index.


* RuleOfPerception: If the audience can't perceive it, it doesn't exist.

Changed: 1298

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* RuleOfCool: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how cool it is.
* RuleOfCreepy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how creepy it is.
* RuleOfCute: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how cute it is.

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* RuleOfCool: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's cool enough, it is.
doesn't have to make sense.
* RuleOfCreepy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's creepy enough, it is.
doesn't have to make sense.
* RuleOfCute: The limit of the Willing Suspension of Disbelief for a given element is directly proportional If it's adorable enough, it doesn't have to how cute it is.make sense.



* RuleOfFun: The limit of the Willing Suspension of Disbelief for a game is directly proportional to how fun it is.
* RuleOfFunny: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how funny it is.
* RuleOfGlamorous: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how glamorous it is.

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* RuleOfFun: The limit of the Willing Suspension of Disbelief for If a game is directly proportional to how fun it is.
enough, all else can be excused.
* RuleOfFunny: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's funny enough, it is.
doesn't have to make sense.
* RuleOfGlamorous: The limit of the Willing Suspension of Disbelief for a given element is directly proportional If it's pretty enough, it doesn't have to how glamorous it is.make sense.



* RuleOfRomantic: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how romantic it is.
* RuleOfScary: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how scary it is.
* RuleOfSexy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how sexy it is.
* RuleOfSymbolism: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how symbolic it is.

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* RuleOfRomantic: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's romantic enough, it is.
doesn't have to make sense.
* RuleOfScary: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's scary enough, it is.
doesn't have to make sense.
* RuleOfSexy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how If it's sexy enough, it is.
doesn't have to make sense.
* RuleOfSymbolism: The limit of the Willing Suspension of Disbelief for a given element is directly proportional If it's symbolic, it doesn't have to how symbolic it is.
make sense.
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* RuleOfDrama: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how dramatic it is.

to:

* RuleOfDrama: The limit of If the Willing Suspension of Disbelief potential for a given element conflict is directly proportional to how dramatic visible, then it is.will never be passed over.

Changed: 1431

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* RuleOfCool
* RuleOfCreepy
* RuleOfCute
* RuleOfDrama
* RuleOfEmpathy
* RuleOfFun
* RuleOfFunny
* RuleOfGlamorous
* RuleOfPerception
* RuleOfRomantic
* RuleOfScary
* RuleOfSexy
* RuleOfSymbolism

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* RuleOfCool
RuleOfCool: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how cool it is.
* RuleOfCreepy
RuleOfCreepy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how creepy it is.
* RuleOfCute
RuleOfCute: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how cute it is.
* RuleOfDrama
RuleOfDrama: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how dramatic it is.
* RuleOfEmpathy
RuleOfEmpathy: A character's likelihood to survive is directly proportional to how much the audience can empathize with them.
* RuleOfFun
RuleOfFun: The limit of the Willing Suspension of Disbelief for a game is directly proportional to how fun it is.
* RuleOfFunny
RuleOfFunny: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how funny it is.
* RuleOfGlamorous
RuleOfGlamorous: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how glamorous it is.
* RuleOfPerception
RuleOfPerception: If the audience can't perceive it, it doesn't exist.
* RuleOfRomantic
RuleOfRomantic: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how romantic it is.
* RuleOfScary
RuleOfScary: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how scary it is.
* RuleOfSexy
RuleOfSexy: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how sexy it is.
* RuleOfSymbolism
RuleOfSymbolism: The limit of the Willing Suspension of Disbelief for a given element is directly proportional to how symbolic it is.
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* RuleOfPerception

Added: 64

Removed: 76

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cleaning


See also GarnishingTheStory, ThePowerOfIndex, and {{Spectacle}}.



[floatboxright:
Related:
+ GarnishingTheStory
+ ThePowerOfIndex
+ {{Spectacle}}
]


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Note: Just because it has "Rule of..." in the title does not mean it fits this index.

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Note: Just because it has "Rule of..." in the title (or even begins that way) does not mean it fits this index.
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The limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to its degree of meeting one or more of the following tropes.

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The point of a story is to get a reaction from the audience. This means that plot holes and unrealistic elements can be excused if their presence results in the audience feeling something (assuming they're not too blatant to allow for the desired impact). Thus, the limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to its degree of meeting one or more of the following tropes.
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Removed Rule of Perception and Rule of Three because neither of them fit the Willing Suspension of disbelief category.


* RuleOfPerception



* RuleOfThree
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+ {{Spectacle}}


+ EverythingsBetterWithIndexes

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+ EverythingsBetterWithIndexesGarnishingTheStory
ccoa MOD

Removed: 14

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Page was made a redirect of Rule Of Cool


* RefugeInCool
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* RuleOfThree

Added: 9

Changed: 9

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!!Tropes:



!!Tropes:

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!!Tropes:
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<<|{{Tropes}}|>>
<<|LawsAndFormulas|>>
<<|IndexIndex|>>

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<<|{{Tropes}}|>>
<<|LawsAndFormulas|>>
<<|IndexIndex|>>
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Removed: 30

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** AcceptableBreaksFromReality
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The limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to [[strike:[[IThoughtItMeant the number of indices it is in]]]] its degree of meeting one or more of the following tropes.

to:

The limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to [[strike:[[IThoughtItMeant the number of indices it is in]]]] its degree of meeting one or more of the following tropes.




!!Tropes:[[index]]

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\n!!Tropes:[[index]]!!Tropes:
[[index]]
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* RuleOfCreepy
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Uh... what?


* Rule Of Suck (BadWriting)
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* Rule Of Suck (BadWriting)
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The limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to its degree of meeting one or more of the following tropes.

to:

The limit of the WillingSuspensionOfDisbelief for a given element is directly proportional to [[strike:[[IThoughtItMeant the number of indices it is in]]]] its degree of meeting one or more of the following tropes.
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*RuleOfSymbolism

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