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Added mention of Tropes On A Bus
Changed line(s) 5,6 (click to see context) from:
See also DeathTropes, DoorTropes, EscapeTropes, and IndexOfGoodbyes.
to:
See also DeathTropes, DoorTropes, EscapeTropes, IndexOfGoodbyes, and IndexOfGoodbyes.
TropesOnABus.
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Added mention of Index Of Goodbyes
Changed line(s) 5,6 (click to see context) from:
See also DeathTropes, DoorTropes, and EscapeTropes.
to:
See also DeathTropes, DoorTropes, EscapeTropes, and EscapeTropes.
IndexOfGoodbyes.
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Better describes the trope.
Changed line(s) 40 (click to see context) from:
* WasJustLeaving: A character dismisses another to prevent further conflict when a third person asks whether the latter is being troublesome.
to:
* WasJustLeaving: A An intense or embarrassing situation causes a character dismisses another to prevent further conflict when a third person asks whether the latter is being troublesome.excuse themself or be dismissed by another
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Changed line(s) 40 (click to see context) from:
* WasJustLeaving: A character in the middle of an intense or threatening conversation announces they were "just leaving" when a third character interrupts; the character then leaves.
to:
* WasJustLeaving: A character in the middle of an intense or threatening conversation announces they were "just leaving" dismisses another to prevent further conflict when a third character interrupts; person asks whether the character then leaves.latter is being troublesome.
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* HonkingArrivingCar: The car horn is often used as a sound cue, signifying that a character has to catch a ride to another scene/location.
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* ExtradimensionalEmergencyExit: A character avoids a crisis by escaping into another dimension.
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* EmergencyTemporalShift: A character evades danger via time travel.
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* DreamEmergencyExit: A character is taught how to exit dreams at will.
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IndexMakingAnEntrance is for entrances.
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* SelfImposedExile: Character exiles themselves.
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Changed line(s) 11,15 (click to see context) from:
* BenchedHero
* BigDamnFireExit
* DestinationDefenestration
* DeusExitMachina
* DoorFocus
* BigDamnFireExit
* DestinationDefenestration
* DeusExitMachina
* DoorFocus
to:
* BenchedHero
BenchedHero: The hero steps out mid-story, leaving the others to carry on (or not) without him.
*BigDamnFireExit
BigDamnFireExit: All dangerous situations have a designated exit, no matter how improbable it might be for the situation (i.e. a collapsing Aztec temple just happens to have a fire escape).
*DestinationDefenestration
DestinationDefenestration: Ejected via being thrown from a window.
*DeusExitMachina
DeusExitMachina: The most powerful or useful character is removed from a story in order to make things more difficult for the other characters.
*DoorFocusDoorFocus: A character leaves a room, and the focus remains on the door long enough for the character to return.
*
*
*
*
Changed line(s) 19,22 (click to see context) from:
** TheExitIsThatWay
** HouseAmnesia
* HeroOnHiatus
* HighDiveEscape
** HouseAmnesia
* HeroOnHiatus
* HighDiveEscape
to:
** TheExitIsThatWay
TheExitIsThatWay: A character attempts a dramatic exit, only to find they're going the wrong way.
**HouseAmnesia
HouseAmnesia: An angry character forgets they're not in their own house and orders the owner to leave.
*HeroOnHiatus
HeroOnHiatus: The hero is temporarily taken out of action, and the focus swaps to getting him back.
*HighDiveEscapeHighDiveEscape: An unexpected escape or exit via jumping from a great height.
**
*
*
Changed line(s) 24,25 (click to see context) from:
* LetsGetOutOfHere
* MontageOut
* MontageOut
to:
* LetsGetOutOfHere
LetsGetOutOfHere: The adventure's over; now it's time to leave.
*MontageOutMontageOut: Story ends with a montage of previous events.
*
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* SmokeOut
to:
* SmokeOutSmokeOut: Character disappears under cover of smoke.
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* SuperWindowJump
to:
* SuperWindowJumpSuperWindowJump: Escape by leaping through a closed glass window.
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* WalkingOutOnTheShow
* WasJustLeaving
* WinToExit
* WasJustLeaving
* WinToExit
to:
* WalkingOutOnTheShow
WalkingOutOnTheShow: Patrons walk out of a show in progress to express how bad it is.
*WasJustLeaving
WasJustLeaving: A character in the middle of an intense or threatening conversation announces they were "just leaving" when a third character interrupts; the character then leaves.
*WinToExit
WinToExit: The only way to escape the game/battle is by winning it.
*
*
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alphabetical order
* EscapeRouteSurprise: A false route of escape, usually with a door leading to danger instead of an exit.
* ExitPursuedByABear: The story ends with the villain being chased away by a creature that will most likely harm them.
* ExitPursuedByABear: The story ends with the villain being chased away by a creature that will most likely harm them.
Deleted line(s) 19,20 (click to see context) :
* EscapeRouteSurprise: A false route of escape, usually with a door leading to danger instead of an exit.
* ExitPursuedByABear: The story ends with the villain being chased away by a creature that will most likely harm them.
* ExitPursuedByABear: The story ends with the villain being chased away by a creature that will most likely harm them.
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* EscapeRouteSurprise: A false route of escape, usually with a door leading to danger instead of an exit.
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Changed line(s) 19 (click to see context) from:
* ExitPursuedByABear: The stroy ends with the villain being chased away by a creature that will most likely harm them.
to:
* ExitPursuedByABear: The stroy story ends with the villain being chased away by a creature that will most likely harm them.
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Changed line(s) 9,10 (click to see context) from:
* TenMinuteRetirement
* AchillesInHisTent
* AchillesInHisTent
to:
* TenMinuteRetirement
TenMinuteRetirement: A character temporarily abandons their line of work.
*AchillesInHisTent AchillesInHisTent: Character leaves before returning right when their allies need him.
*
Changed line(s) 16 (click to see context) from:
* FailedDramaticExit
to:
* FailedDramaticExitFailedDramaticExit: Someone leaves out of anger, but the mood is ruined because they get hurt on the way out or end up returning briefly for a reason unrelated to their departure.
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* ExitPursuedByABear
to:
* ExitPursuedByABearExitPursuedByABear: The stroy ends with the villain being chased away by a creature that will most likely harm them.
Changed line(s) 22 (click to see context) from:
* ImpactSilhouette
to:
* ImpactSilhouetteImpactSilhouette: Someone runs through a wall and leaves behind a hole shaped exactly like them.
Changed line(s) 25 (click to see context) from:
* ScrewThisImOuttaHere
to:
* ScrewThisImOuttaHereScrewThisImOuttaHere: Character elects to leave rather than get involved with the present situation.
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* StealthHiBye
to:
* StealthHiByeStealthHiBye: Someone is able to appear in front of someone and then go away without the other person seeing them move.
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* ThereWasADoor
* VillainExitStageLeft
* VillainExitStageLeft
to:
* ThereWasADoor
ThereWasADoor: Someone breaks through a wall even though they could've just used the door.
*VillainExitStageLeftVillainExitStageLeft: The villain gets away after their scheme is thwarted.
*
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cleaning
See also DeathTropes, DoorTropes, and EscapeTropes.
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[floatboxright: See also:
+ DeathTropes
+ DoorTropes
+ EscapeTropes
]
+ DeathTropes
+ DoorTropes
+ EscapeTropes
]
to:
+ DeathTropes
+ DoorTropes
+ EscapeTropes
]
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None
Changed line(s) 18 (click to see context) from:
* TheExitIsThatWay
to:
** HouseAmnesia
Deleted line(s) 22 (click to see context) :
* HouseAmnesia
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!!Tropes:
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!!Tropes:
* 10-MinuteRetirement
to:
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Changed line(s) 11 (click to see context) from:
* 10MinuteRetirement
to:
* 10MinuteRetirement 10-MinuteRetirement
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* HighDiveEscape
Deleted line(s) 22 (click to see context) :
* PrisonerOfZendaExit
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Changing trope name per TRS
Deleted line(s) 16 (click to see context) :
* EfficientDisplacement
Added DiffLines:
* ImpactSilhouette