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* ShownTheirWork: In [=NPCs=], when Glenn tries to attack [[spoiler:Thistle's party]], with a magic spell, he initially seems to roll a 19, but [[spoiler:thanks to The Bridge]] it ends up rolling just a bit more, to stop on a 1. Folks with a d20 can easily see that the 19 and the 1 are reasonably close close to each other, even sharing an edge with some (see a d20 that, when looking at the 20, looks like a 20/8, 20/14, or 20/2), or a corner (see a d20 that looks like a 20/17), meaning that this seemingly successful roll turning into a failure is actually possible.

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* ShownTheirWork: In [=NPCs=], when Glenn tries to attack [[spoiler:Thistle's party]], with a magic spell, he initially seems to roll a 19, but [[spoiler:thanks to The Bridge]] it ends up rolling just a bit more, to stop on a 1. Folks with a d20 can easily see that the 19 and the 1 are reasonably close close to each other, even sharing an edge with some (see a d20 that, when looking at the 20, looks like a 20/8, 20/14, or 20/2), or a corner point (see a d20 that looks like a 20/17), meaning that this seemingly successful roll turning into a failure is actually possible.

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* HeroOfAnotherStory: Both this, and its inverse, VillainOfAnotherStory come into play where the Player Characters are concerned. Tim's group, for instance, has a tendency to help those in need, and will fight evil, even if the reward is low and the difficulty is high. Mitch's group, on the other hand, it's quite clear that the only things they like doing is looting, killing, and causing bloodshed, especially if the person they are doing it to is weaker than themselves or can be placed at a disadvantage.



* ShownTheirWork: In [=NPCs=], when Glenn tries to attack [[spoiler:Thistle's party]], with a magic spell, he initially seems to roll a 19, but [[spoiler:thanks to The Bridge]] it ends up rolling just a bit more, to stop on a 1. Folks with a d20 can easily see that the 19 and the 1 are reasonably close close to each other, meaning that this seemingly successful roll turning into a failure is actually possible.

to:

* ShownTheirWork: In [=NPCs=], when Glenn tries to attack [[spoiler:Thistle's party]], with a magic spell, he initially seems to roll a 19, but [[spoiler:thanks to The Bridge]] it ends up rolling just a bit more, to stop on a 1. Folks with a d20 can easily see that the 19 and the 1 are reasonably close close to each other, even sharing an edge with some (see a d20 that, when looking at the 20, looks like a 20/8, 20/14, or 20/2), or a corner (see a d20 that looks like a 20/17), meaning that this seemingly successful roll turning into a failure is actually possible.
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Removing what seems like misuse of Grew Beyond Their Programming, since it's unclear if the NPC characters are artificial. Maybe a point could be made with ex-Adventurers like Timuscor or the people of Notch.


* GrewBeyondTheirProgramming: Thistle and his friends were little more than background NPCs. Now they are Adventurers in their own right, and have done a lot of things thought to be imposible, from hiding an important item from a king, upsetting an evil god, stealing an elder dragon's hoard, [[spoiler:to finding out that they are just characters in some game world]].
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* EvenEvilHasLovedOnes: The Priestess in ''Siege Tactics'' had a family in her backstory. However, Adventurers killed them, leaving her very bitter towards Adventurers in general. Her plantoid allies seem to be based off of said slain family, and she's not happy when something bad happens to them.


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* GrewBeyondTheirProgramming: Thistle and his friends were little more than background NPCs. Now they are Adventurers in their own right, and have done a lot of things thought to be imposible, from hiding an important item from a king, upsetting an evil god, stealing an elder dragon's hoard, [[spoiler:to finding out that they are just characters in some game world]].


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* VideoGameCaringPotential: Both this, and its counterpart, VideoGameCrueltyPotential are possible, in so far as players are concerned. Tim's group would see a cowering kobold, and would help the little fella get home safely, and would get Good Karma points for it. Mitch's group would probably kill the kobold, wreck their home, steal everything, and burn what was left, and get Bad Karma as a result.

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* StandardFantasyRaces: Much like it's D&D counterpart, SS&S has the following races - humans, gnomes, half-orcs, dwarves, kobolds, goblins, and other such beings. There's even intelligent undead out there.

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* StandardFantasyRaces: Much like it's D&D counterpart, SS&S has the following races - humans, gnomes, half-orcs, half-elves, dwarves, kobolds, goblins, and other such beings. There's even intelligent undead out there.


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* TokenEvilTeammate:
** A downplayed example is Thistle himself, mainly because he was a Minion to a number of evil folk, before he settled down. As a result, he has no problems seeing the possibility that folks might not be as good intentioned as they seem to be, and is sometimes justified in his paranoia. However, he is a good person at heart.
** As of the fourth book, Gabby, due to her condition, might be a borderline case as she wonders if she has fallen down a dark path, as she has to kill to stay alive. Luckily, since she doesn't feel any pleasure in doing so, she seems to think she hasn't turned Evil.
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* BoringButPractical:
** In terms of the setting, Thistle and his group get some magical items that are seen as this in-universe -- bags of holding, healing potions, cloaks that offer protection from the elements, headbands to allow wearers to see in the dark, saddles that allow steeds to run faster, a water skin that can produce a barrel's worth of water every day, and a refilling sack of apples.
** In general, Thistle tends to come up with plans that are basically this -- 1 - Get party into position. 2 - Start Attack. 3 - Kill or get the target and hope everyone makes it out alive. -- He also knows that plans tend to fall apart after Step 3, hence why he tries to keep things simple, and open to flexibility.
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* YouHaveResearchedBreathing: During ''Going Rogue'' Mitch's group uses poison, and poisoned rats, when going after wolves. They soon run out of rats, but there's a pack leader nearby. Glenn mentions that it would be useful if Terry could coat arrows in poison -- turns out, not only do they have the wrong poison for this, poisoning ones own arrows is a higher level skill. They decide to take and poison a farmer's goats -- as in take them by force -- to deal with the pack leader.
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* DungeonBypass: When it comes to minions, putting in ways to sneak past the various traps and monsters is very useful. A former minion himself, Thistle uses this information to help his party get to the heart of the dungeon in NPCs. Of course, when it's mentioned that hidden passages tend to be found often, Thistle states that they make good places to hide secret secret passageways in.

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* DungeonBypass: When it comes to minions, putting in ways to sneak past the various traps and monsters is very useful. A former minion himself, Thistle uses this information to help his party get to the heart of the dungeon in NPCs.''[=NPCs=]''. Of course, when it's mentioned that hidden passages tend to be found often, Thistle states that they make good places to hide secret secret passageways in.
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* DungeonBypass: When it comes to minions, putting in ways to sneak past the various traps and monsters is very useful. A former minion himself, Thistle uses this information to help his party get to the heart of the dungeon in NPCs. Of course, when it's mentioned that hidden passages tend to be found often, Thistle states that they make good places to hide secret secret passageways in.


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* SmallRoleBigImpact: A Rogue, a Barbarian, a Wizard, and a Paladin enter Grumph's inn, have a drink, and die. This forces Eric, Gabrielle, Grumph, and Thistle to take their places.
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* StandardFantasyRaces: Much like it's D&D counterpart, SS&S has the following races - humans, gnomes, half-orcs, dwarves, kobolds, goblins, and other such beings. There's even intelligent undead out there.

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* RealityEnsues: The game itself operates in part on this mechanic - forget to buy rations, and you'll starve. If you're starving, you have to hunt/forage. It is also a bad idea to mix certain mushrooms with alcohol. Likewise, get into a fight with the wrong group of people, you'll be lucky to only suffer a scratch, as there might be guards and/or more powerful adventurers after you. Also, some easy jobs pay really well, while some harder jobs only give out a low reward, at least initially, as it's possible to find a great deal of loot while on the quest, or meet up with someone who gives you a discount on some service for helping out their friend/relative in the past, or give you a much more substantial reward.


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* UnexpectedlyRealisticGameplay: A book version. The game itself operates in part on this mechanic - forget to buy rations, and you'll starve. If you're starving, you have to hunt/forage. It is also a bad idea to mix certain mushrooms with alcohol. Likewise, get into a fight with the wrong group of people, you'll be lucky to only suffer a scratch, as there might be guards and/or more powerful adventurers after you. Also, some easy jobs pay really well, while some harder jobs only give out a low reward, at least initially, as it's possible to find a great deal of loot while on the quest, or meet up with someone who gives you a discount on some service for helping out their friend/relative in the past, or give you a much more substantial reward.
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* MuggingTheMonster: Grumph privately thinks that [[spoiler:Kalzidar]] has done this by[[spoiler:kidnapping Madroria.]] To reiterate, the wizard believes that [[spoiler:the god of chaos]] is screwed because [[spoiler:he pissed off one gnome.]]

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* MuggingTheMonster: Grumph privately thinks that [[spoiler:Kalzidar]] has done this by[[spoiler:kidnapping by [[spoiler:kidnapping Madroria.]] To reiterate, the wizard believes that [[spoiler:the god of chaos]] is screwed because [[spoiler:he pissed off one gnome.]]
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* MuggingTheMonster: Grumph privately thinks that [[spoiler:Kalzidar]] has done this by[[spoiler:kidnapping Madroria.]] To reiterate, the wizard believes that [[spoiler:the god of chaos]] is screwed because [[spoiler:he pissed off one gnome.]]

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* InvisibleToNormals: [[spoiler:In a strange twist, the pig, Mr. Peppers, is invisible to the eyes of Gods and scrying magics. Eventually, this ability is extended to Timuscor.]]



* TokenGoodTeammate: While part of Mitch's group in the first book, Tim's character, despite not being the paladin Tim wanted him to be, tends to take on this role in the group, like when he protected a couple of farmers from the other members of the group. He (both the player and the character) end up making some actual friends later on.



** Russell himself is able to terrify Mitch, who was a bully in the first book, with just one phrase in the fourth book - "I know that wound."

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** Russell himself is able to terrify Mitch, who was a bully in the first book, with just one phrase in the fourth book - -- "I know that wound."
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How To Write An Example: "Do Not Place Multiple Tropes on the Same Bullet" and "Good Examples Are Not General"


* HeroOfAnotherStory / VillainOfAnotherStory: Depending upon how they interact with the world, and especially with Thistle's group, other Adventurers, especially those that are [[PlayerCharacter Player Characters]], can be seen as either Heroes, as in the case of Tim's group or Villains, as in the case of Mitch's group.
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* HeroOfAnotherStory / VillainOfAnotherStory: Depending upon how they interact with the world, and especially with Thistle's group, other Adventurers, especially those that are [[PlayerCharacter Player Characters]], can be seen as either Heroes, as in the case of Tim's group or Villains, as in the case of Mitch's group.
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* SquareRaceRoundClass: The series is about this trope a lot. None of the main characters get classes expected with their race or background. Grumph is a half-orc innkeeper with a good memory, who becomes a wizard. Thistle is a gnome with a shady past, who becomes a paladin. Eric is a town guard who is fast outside of his heavy armor, becoming a rogue. Gabrielle is a noblewoman with a lot of anger-management issues, becoming a barbarian.
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* HeroismMotiveSpeech: Throughout the books, the ex-PC knight Timuscor has desired to be a paladin. He has the potential, and good instincts for the role, but is hampered by an unwillingness to fully devote himself to any god who might grant him the mantle and an incomplete understanding of what being a paladin truly means. For a while, he's a MartyrWithoutACause, determined at least to die like a paladin if he can't otherwise be one. The climax of the fourth book, ''Siege Tactics'', sees Timuscor finally understand the true meaning of paladinhood, enabling him to [[spoiler:become a Free Paladin, a paladin with all the divine powers without owing allegiance to any god]]. As he explains to the enemy his party is fighting:
-->But I have the strength to stand here, to face you. That's all the calling ever was, really. We put so much ceremony and divine law on it, yet at the end of the day, it is simply the will to stand between the innocent and the wicked. And anyone can choose to make that stand. My failing was in seeing the calling as something to die for, rather than a cause that must drive one to keep living. One cannot make an oath without both conviction ''and'' understanding. ... I pledge my sword to the innocent in need. I shall serve the kind, and the weak, and all who seek to live in peace. For so long as I live, I will strive to protect, to save, to endure. [[spoiler:My name is Timuscor, and I ''am'' a paladin.]]
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* PlayerCharacter: This is what the Adventures controlled by Tim and Mitch's groups, and presumable other Adventure parties, happen to be, with their actions and choices affecting their respective fates - Tim's group managed to score a nice haul of dragon gold, which they shared with Thistle's group, and Mitch's group ran away like a bunch of cowards.


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* UtilityMagic: In ''Going Rogue'', Thistle's group gets on good terms with a more experienced rogue who helps them get some items that are, by the world's standards, BoringButPractical -- BagOfHolding, saddles that boost a horse's speed and health, shoes that allow for folks to be quicker, items that give one plenty of apples to eat and water to drink, and a few other generally useful items.
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* AmnesiacHero: Timuscor is this, as prior to being spared/saved by Eric and his group, he has no real memory of his life prior to meeting them, beyond his name, skill with weapons, and a desire to be a paladin. [[JustifiedTrope Justified]] because prior to being touched by [[spoiler: the Bridge]], he was just a PlayerCharacter.
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* NonPlayerCharacter: Insofar as the Players are concerned, this is how they see everyone else. Their opinions eventually change, and even affect their play-styles a bit, especially Tim's party.
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* {{Munchkin}}: Mitch and his group seem to embody this, as all they care about is looting, killing, and getting XP. This eventually bites them in the ass when Mitch's character [[spoiler: and Mitch himself]] receives a dagger wound from [[spoiler: Thistle]].

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* OffscreenMomentOfAwesome: In many cases, the actions of the Players, Mitch and Tim's groups, aren't depicted in the story, although the results are discussed, like the murders that Mitch's group engages in, and the heroics that Tim's group does.

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* OffscreenMomentOfAwesome: In many cases, NotNowWereTooBusyCryingOverYou: [[spoiler: Towards the actions end of ''Split the Players, Mitch and Tim's groups, aren't depicted Party'', Timuscor pulls a YouShallNotPass in the story, although the results are discussed, like the murders order to stop an army of paper monsters from escaping a collapsing tomb, seemingly pulling off a HeroicSacrifice. Luckily for him, seems that Mitch's Mr. Peppers has picked up a useful Ring of Teleportation, which they use at the last possible moment, teleporting the pair behind their friends, who were looking at the collapsed tomb. He has to let them know that, if they were looking for him, they were facing the wrong direction. They give him a group engages in, and the heroics that Tim's group does.hug.]]


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* OffscreenMomentOfAwesome: In many cases, the actions of the Players, Mitch and Tim's groups, aren't depicted in the story, although the results are discussed, like the murders that Mitch's group engages in, and the heroics that Tim's group does.

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* DecoyProtagonist: A Paladin, a Rogue, a Barbarian, and a Wizard enter a tavern. In any other story, these four would be the main characters. These four take a drink, and critically fail their constitution save. They were NeverGivenAName even, in so far as the folks in the tavern, who end up having to do their job in order to try to save their town, are concerned.



* RealityEnsues: The game itself operates in part on this mechanic - forget to buy rations, and you'll starve. If you're starving, you have to hunt/forage. It is also a bad idea to mix certain mushrooms with alcohol.

to:

* RealityEnsues: The game itself operates in part on this mechanic - forget to buy rations, and you'll starve. If you're starving, you have to hunt/forage. It is also a bad idea to mix certain mushrooms with alcohol. Likewise, get into a fight with the wrong group of people, you'll be lucky to only suffer a scratch, as there might be guards and/or more powerful adventurers after you. Also, some easy jobs pay really well, while some harder jobs only give out a low reward, at least initially, as it's possible to find a great deal of loot while on the quest, or meet up with someone who gives you a discount on some service for helping out their friend/relative in the past, or give you a much more substantial reward.
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* OurKoboldsAreDifferent: Kobolds are a race of small, weak creatures commonly seen as minions. The most prominent kobold in history is Grumble, who in antiquity ascended to godhood and made himself the God of Minions.
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* BringingInTheExpert: Variant. In ''Siege Tactics'', two experiences former Player Characters are having a friendly debate over which group of magic users is more dangerous in a fight - those who use a MagicStaff or those who use a MagicWand, the argument being that wands are more accurate at spell-casting but a staff can act as its own backup melee weapon. When one of their friends, who is an expert in magic, comes into the tavern that they are in, they ask her for her opinion, which is, if you can get close to a magic user, they've already lost anyways.

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* BringingInTheExpert: Variant. In ''Siege Tactics'', two experiences experienced former Player Characters adventurers are having a friendly debate over which group of magic users is more dangerous in a fight - those who use a MagicStaff or those who use a MagicWand, the argument being that wands are more accurate at spell-casting but a staff can act as its own backup melee weapon. When one of their friends, who is an expert in magic, comes into the tavern that they are in, they ask her for her opinion, which is, if you can get close to a magic user, they've already lost anyways.
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* BringingInTheExpert: Variant. In ''Siege Tactics'', two experiences former Player Characters are having a friendly debate over which group of magic users is more dangerous in a fight - those who use a MagicStaff or those who use a MagicWand, the argument being that wands are more accurate at spell-casting but a staff can act as its own backup melee weapon. When one of their friends, who is an expert in magic, comes into the tavern that they are in, they ask her for her opinion, which is, if you can get close to a magic user, they've already lost anyways.
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Correction: Removed Monty Haul because the in-story GMs don't really do it, and the example given doesn't involve a GM at all.
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Removed Killer Game Master because (a) it's not really represented in the entry as-written and (b) you aren't supposed to combine tropes on one line like that. Per How To Write An Example: Do Not Add Multiple Tropes With A Slash/Adding Multiple Tropes With A Slash Is Bad. Removed Monty Haul because the in-story GMs really do it, and the example given doesn't involve a GM at all.


* KillerGameMaster and MontyHaul: Due to the RealityEnsues nature of SS&S, both of these elements are in play. It is possible for a party to take on a quest that initially seems easy, with a paltry reward, only for it to prove fairly difficult, with an even better reward. [[spoiler:As an example, Thistle's party agrees to help out a temple dedicated to Grumble, by locating whomever is responsible for attacking the worshipers and put an end to it. The reward for doing so is a handful of coins. When they take out those responsible, they end up getting several thousands worth of gold, which was later used to buy special items, Eric got himself some new armor from an enemy rogue, and Thistle got the armor worn by Grumble's first paladin.]]
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* KillerGameMaster and MontyHaul: Due to the RealityEnsues nature of SS&S, both of these elements are in play. It is possible for a party to take on a quest that initially seems easy, with a paltry reward, only for it to prove fairly difficult, with an even better reward. [[spoiler:As an example, Thistle's party agrees to help out a temple dedicated to Grumble, by locating whomever is responsible for attacking the worshipers and put an end to it. The reward for doing so is a handful of coins. When they take out those responsible, they end up getting several thousands worth of gold, which was later used to buy special items, Eric got himself some new armor from an enemy rogue, and Thistle got the armor worn by Grumble's first paladin.]]

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