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* MySkullRunnethOver: Momo's red totems typically feed information into nearby people's brains, such as the location and wait times of nearby hospitals, or the number of nearby cats over 30 pounds. However, the prototype versions have no limiters, frequently leading to nosebleeds and unconsciousness.
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** The overhead projector that was originally [[spoiler:creating copies of mask monsters]] becomes a lynchpin of their logistics.
** [[spoiler:Camraconda paralysis]] is very effective for stabilizing emergency patients.
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* ThereAreNoTherapists: The Order does work hard to avert this, with their own internal counseling sessions, but still faces the problem that actual professionals are out of the loop. How do you explain to a psychologist that you're depressed because [[spoiler:you magically forgot about your best friend of ten years, but instinctively still miss them]]? Or that you were traumatized by [[spoiler:being kidnapped and forcibly added to a Borg-style HiveMind for several months]]? Generally they fall back on supporting each other and [[FaceYourFears returning to the dungeon better prepared]].

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* RunningGag: The area-enhancing green orbs keep adding more basements to the Lair, all of which not only have to be tracked down, but ''overlap the same space''. Anesh finds it frustrating.
--> '''James''': It wasn’t even my fault this time! I just took the notes!

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* MesACrowd: [[spoiler:Anesh can make copies of himself]], courtesy of an orange orb quest.



* {{Polyamory}}: [[spoiler:James, Anesh and Alanna. [[MesACrowd And Anesh]].]]

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* {{Polyamory}}: [[spoiler:James, Anesh and Alanna. [[MesACrowd [[SelfDuplication And Anesh]].]]


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* SelfDuplication: [[spoiler:Anesh]] can make copies of himself, courtesy of an orange orb quest.
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* {{Polyamory}}: [[spoiler:James, Anesh and Alanna. And Anesh.]]

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* {{Polyamory}}: [[spoiler:James, Anesh and Alanna. [[MesACrowd And Anesh.Anesh]].]]
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The magic of that place can be brought back out to the real world, and James and his growing party of "delvers" have to navigate powers both in and outside the dungeon in their attempts to fix all of reality, which is far, far stranger than anyone imagined.

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The magic of that place can be brought back out to the real world, and James and his growing party of "delvers" "delvers", the Order of Endless Rooms, have to navigate powers both in and outside the dungeon in their attempts to fix all of reality, which is far, far stranger than anyone imagined.
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* PoliceAreUseless: James thinks so, and his long-term plans include replacing them with a more effective organisation. Possibly justified by how many times he's had police officers crack under the strain of all the weirdness and blame him for it.
--> '''James''': Yes, I ''am'' annoyed that this is the second time today the police have shot at me. You know, I’m starting to think that ya’ll don’t like me much.

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* TheMole: [[spoiler:Nate, originally.]]



* TheMole: [[spoiler:Nate, originally.]]

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* TheMole: [[spoiler:Nate, originally.]]{{Teleportation}}: One of the most helpful items found in the Office is a notepad that sends you to the location you've written on it. Once the Order finds a way to mass-produce them, they become the standard means of transportation.
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* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually, like an infinite lunchbag (that will only hold food) and am expanded wallet (though don't put anything that shouldn't be folded into the latter; a gun comes out ''creased'').

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* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually, like an infinite lunchbag (that will only hold food) and am an expanded wallet (though don't put anything that shouldn't be folded into the latter; a gun comes out ''creased'').
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* ZergRush: Even experienced delvers can still struggle to deal with large swarms of striders. They're very killable, but they just keep coming...
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* SuperReflexes: A coffee machine looted from the Office turns out to produce coffee that temporarily boosts the drinker's dexterity. It eventually becomes standard equipment when expecting a fight, although it ''is'' still coffee, so there are limits on how much one person should have.
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* TheParalyzer: Camracondas can harmlessly freeze the person they're looking at -- harmless, that is, until the snake slithers up and bites your still-frozen body. Very dangerous to individuals, not so much to groups, since they can only target one at a time and it wears off instantly when they look away. They become especially important when [[spoiler:the Order rescues a colony of them from the Office's control; they're ''very'' effective in a mixed group, where they can lock down one enemy at a time that others will then clobber]].
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* PunnyName: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them. "Camracondas" (cable snakes with a security camera for a face), "Maul Carts" (psychotic office mail carts) and "Maimframes" (giant PCs) are among the many examples.

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* PunnyName: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them. "Camracondas" (cable snakes with a security camera for a face), "Maul Carts" (psychotic office mail carts) and "Maimframes" (giant PCs) [=PCs=] that fire high-speed RAM sticks) are among the many examples.
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* SemanticSuperpower: The blue orb abilities are these. "Affix" just lets you join two things together, but with some imagination it turns out that's incredibly powerful in a fight. And anyone with a neck should not get in a fight against someone who has "Rotate Sixty Degrees".

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* SemanticSuperpower: The blue orb abilities are these. "Affix" just lets you join two things together, but with some imagination it turns out that's incredibly powerful in a fight. And anyone Anyone with a neck should not get in a fight against someone who has "Rotate Sixty Degrees".Degrees". And as for "Remove Half Of", well...
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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/the_daily_grind_8.png]]
[[caption-width-right:200: Just another day of mortal combat at the office.]]
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* BecauseYouWereNiceToMe: Sarah's natural kindness is able to win over ''[[spoiler:an attic dungeon]]''.
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* YearInsideHourOutside: The few minutes the door is open from our reality allows eight hours of dungeon-time.

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* YearInsideHourOutside: The few minutes the door is open from our reality allows eight hours of dungeon-time. It's later established, though, that the dungeon isn't making extra time, just shifting it from other places in the week; in the long run it balances out.
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* HeroesPreferSwords: Played with. James initially finds weapons like crowbars to be more practical and useful, or guns against more serious threats, but JP insists on carrying a sword. Which mostly just gets in the way. And ''then'' turns out to actually be very useful in a specific situation, after which lots of delvers start carrying them. James later hangs a sword on the wall and suggests having it engraved with "In Case of [[spoiler:Cat]]".
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* BloodMagic: [[spoiler:The gear found by Status Quo]] offers powerful magic items in exchange for blood. Unfortunately, since getting ''good'' items also requires life force, there's not really a non-evil way to properly use it.
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* IOweYouMyLife:
** Many of the early delver recruits are drawn from those who were saved from threats like [[spoiler:Monster-Karen]]. James gets uncomfortable with the level of hero-worship, but isn't going to send them away.
** An entire ''religion'' develops around the HeroicSacrifice that protected [[spoiler:a colony of camracondas from being puppeted by the dungeon]].

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* HeroicSacrifice: [[spoiler:Secret]] gives up everything to defend the whole Order from [[spoiler:Status Quo]]. Too bad no one even remembers...
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* ActionGirl: It's quicker to list the female characters who *aren't* this, though obviously the various dungeon powerups help with that. Alanna is described as amazonian and Theo plays rugby on the weekends before any magical assistance though.

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* ActionGirl: It's quicker to list the female characters who *aren't* ''aren't'' this, though obviously the various dungeon powerups help with that. Alanna is described as amazonian and Theo plays rugby on the weekends before any magical assistance though.



* BiggerOnTheInside: Constantly. It's actually a surprise when a dungeon-related area *doesn't* do this [[spoiler:until it grows, that is]].

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* BiggerOnTheInside: Constantly. It's actually a surprise when a dungeon-related area *doesn't* ''doesn't'' do this [[spoiler:until it grows, that is]].

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[[https://www.royalroad.com/fiction/15925/the-daily-grind ''The Daily Grind'']] is a webserial following a bored and stressed tech-support geek, who stumbles into an infinite office space that shows traits from [[RPGMechanicsVerse RPG mechanics]]. The monsters are made from stationery supplies, however, and the environments are twisted versions of cubicle farms that would give Creator/MCEscher a headache.

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[[https://www.->[+1 Skill Rank : Layout – Wiki - TVTropes]

''[[https://www.
royalroad.com/fiction/15925/the-daily-grind ''The The Daily Grind'']] Grind]]'' is a webserial following a bored and stressed tech-support geek, who stumbles into an infinite office space that shows traits from [[RPGMechanicsVerse RPG mechanics]]. The However, the monsters are made from stationery supplies, however, and the environments are twisted versions of cubicle farms that would give Creator/MCEscher a headache.
headache, and the whole place shows disturbing signs of being alive and aware.






* AlienGeometries: The dungeon, naturally, with walls that go up forever without quite meeting the ceiling and extending out as far as you can see while also curving slightly upwards. Also in smaller areas via orange orbs, creating endless corridors, or sections that are shorter in one direction than the other.
* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually, like an infinite lunchbag and wallet (though don't put anything that shouldn't be folded into the latter).

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* AlienGeometries: The dungeon, naturally, with walls that go up forever without quite meeting the ceiling and extending out as far as you can see while also curving slightly upwards. Also in smaller areas via space-warping orange orbs, creating endless corridors, or sections that are shorter in one direction than the other.
* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually, like an infinite lunchbag (that will only hold food) and am expanded wallet (though don't put anything that shouldn't be folded into the latter).latter; a gun comes out ''creased'').



* DiscussedTrope: Early on James and Anesh discuss which common RPG tropes they'll find, such as HealingPotion or BagOfHolding.
* DungeonBasedEconomy: The delver's develop a system of trade between themselves for the various orbs, and often use them as the stake in various random bets.

to:

* DiscussedTrope: Early on on, James and Anesh discuss which common RPG tropes they'll find, such as HealingPotion or BagOfHolding.
* DungeonBasedEconomy: The delver's delvers develop a system of trade between themselves for the various orbs, and often use them as the stake in various random bets.



* ElectronicTelepathy: The skulljacks with a wifi adaptor allow this.
* EmpoweredBadassNormal: Alanna was pretty scary before she became bullet-proof. Afterwards, well...

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* ElectronicTelepathy: The skulljacks with a wifi adaptor allow this.
this. The bigger challenge is limiting how much of yourself you share over the connection.
* EmpoweredBadassNormal: Alanna was pretty scary before before, and then she became bullet-proof. Afterwards, well...bullet-proof.



* GeniusLoci: [[spoiler:the dungeon]].
* HiveMind: The skulljack upgrades can create these, among other uses. Some of the delvers take to this more than others.

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* GeniusLoci: [[spoiler:the dungeon]].
[[spoiler:The dungeon]] appears to be able to think for itself.
* HiveMind: The skulljack upgrades can create these, among other uses. Some of the delvers take to this more than others. [[spoiler:Monster-Karen ''forced'' captured humans into one.]]



* InsistentTerminology: Much of the main cast enjoy arguing exactly what parts of the dungeon should be called, and they each have their preferred nomenclature.

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* InsistentTerminology: Much of the main cast enjoy arguing over exactly what parts of the dungeon should be called, and they each have their preferred nomenclature.



* LaserGuidedAmnesia: One of the major protective measures by the dungeon is to make those outside gradually forget about anyone who enters it. Which is fine if you're only in there a few minutes, and rather less so if you get stuck in one for a months or years.

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* LaserGuidedAmnesia: One of the major protective measures by the dungeon is to make those outside gradually forget about anyone who enters it. Which is fine if you're only in there a few minutes, and rather less so if you get stuck in one for a months or years.



* MagicEnhancement: Killing the creatures in the dungeon rewards coloured orbs, and these can be used to learn skills, solve problems, gain magical abilities or improve your "shell" or body.

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* MagicEnhancement: Killing the creatures in the dungeon rewards coloured orbs, and these can be used to learn skills, solve problems, gain magical abilities or improve your "shell" or body.(body).



* MalevolentArchitecture: Compared to [[spoiler:the school basement]] the office is positively *friendly*. Leaking pipes dripping unidentifiable corrosive liquids is one of least horrible things about it.

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* MalevolentArchitecture: Compared to [[spoiler:the school basement]] basement]], the office is positively *friendly*. ''friendly''. Leaking pipes dripping unidentifiable corrosive liquids is one of the least horrible things about it.it. The office does have a go at trapping them in Escher-space, though.



* MesACrowd: [[spoiler:Anesh, courtesy of an orange orb quest]].
* MindManipulation: Weaponised ideas are encountered frequently, and are far more powerful that they might otherwise sound. "No weapons allowed at work" becomes scary when said "work" is nightmare-office-dungeon full of hostile entities and you can no longer hold anything you consider a weapon.

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* MesACrowd: [[spoiler:Anesh, [[spoiler:Anesh can make copies of himself]], courtesy of an orange orb quest]].
quest.
* MindManipulation: Weaponised ideas are encountered frequently, and are far more powerful that than they might otherwise sound. "No weapons allowed at work" becomes scary when said "work" is a nightmare-office-dungeon full of hostile entities and you can no longer hold anything you consider a weapon.



* NotCompletelyUseless: "Ablate Rubber" is a much more useful ability than it seems when being attacked by a creature made entirely of electrical cables.
* OurMagesAreDifferent: All of the characters basically end up with magical abilities via using small coloured orbs scavenged from the corpses of living office stationery, but even among them Momo is unique in her ability to construct and use numerous types of magical devices.

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* NotCompletelyUseless: "Ablate "Sublimate Rubber" is a much more useful ability than it seems when being attacked by a creature made entirely of electrical cables.
* OurMagesAreDifferent: All of the characters basically end up with magical abilities via using small coloured orbs scavenged from the corpses of living office stationery, but even among them Momo is unique stands out in her ability to construct and use numerous types of magical devices.



* {{Polyamory}}: [[spoiler:James, Anesh and Alanna]].

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* {{Polyamory}}: [[spoiler:James, Anesh and Alanna]].Alanna. And Anesh.]]



* PunnyName: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them. "Camracondas" (cable snakes with a security camera for a face), "Maul Carts" (psychotic office mail carts) and "Mainframes" (giant PCs) are among the many examples.

to:

* PunnyName: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them. "Camracondas" (cable snakes with a security camera for a face), "Maul Carts" (psychotic office mail carts) and "Mainframes" "Maimframes" (giant PCs) are among the many examples.



* SemanticSuperpower: The blue orb abilities are these. "Affix" just lets you join two things together, but with some imagination it turns out that's incredibly powerful in a fight.
* SufficientlyAnalyzedMagic: What the R&D team are *attempting* to do, with varying degrees of success.
* SurprisinglyRealisticOutcome: Injuries are exactly as serious as they should be, at least first. The various upgrades do help with that though. And experience and training are still very important even given the upgrades.
* TheMole: [[spoiler:Nate, originally]].

to:

* SemanticSuperpower: The blue orb abilities are these. "Affix" just lets you join two things together, but with some imagination it turns out that's incredibly powerful in a fight.
fight. And anyone with a neck should not get in a fight against someone who has "Rotate Sixty Degrees".
* SufficientlyAnalyzedMagic: What the R&D team are *attempting* ''attempting'' to do, with varying degrees of success.
* SurprisinglyRealisticOutcome: Injuries are exactly as serious as they should be, at least at first. The various upgrades do help with that that, though. And experience and training are still very important even given the upgrades.
* TheMole: [[spoiler:Nate, originally]].originally.]]



* YearInsideHourOutside: The few minutes the door is open from our reality allows eight hours of dungeon-time.

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* YearInsideHourOutside: The few minutes the door is open from our reality allows eight hours of dungeon-time.dungeon-time.
----
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* DiscussedTrope: Early on James and Anesh discuss which common RPG tropes they'll find, such as HealingPotion or BagOfHolding.


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* GenreSavvy: The dungeon follows the expected tropes suspiciously well, and since the entire group plays D&D (among others) it is recognised for what it is very quickly.
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* BioAugmentation: The skulljacks the delvers eventually end up with are purely biological (the clip for the cable is keratin, for example), but fit a standard ethernet cable and let your brain talk to anything else with same connector.


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* ElectronicTelepathy: The skulljacks with a wifi adaptor allow this.


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* LongevityTreatment: A rare upgrade from a loot orb is extra lifespan.
* MagicEnhancement: Killing the creatures in the dungeon rewards coloured orbs, and these can be used to learn skills, solve problems, gain magical abilities or improve your "shell" or body.


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* ProHumanTranshuman: The delvers consider themselves this, seeking to use the powers and benefits from the dungeon for the benefit of humanity, such as copying organs for organ transplants.


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* WhatMeasureIsANonHuman: Not everything in the dungeon is immediately hostile, and one of the big questions the delvers have to answer as they progress is how they should treat the various inhabitants they encounter.

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* ActionGirl: It's quicker to list the female characters who *aren't* this, though obviously the various dungeon powerups help with that. Alanna and Theo are both this without any magical assistance though.
* AlienGeometries: The dungeon, naturally, but also in smaller areas via orange orbs.
* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually.

to:

* ActionGirl: It's quicker to list the female characters who *aren't* this, though obviously the various dungeon powerups help with that. Alanna is described as amazonian and Theo are both this without plays rugby on the weekends before any magical assistance though.
* AlienGeometries: The dungeon, naturally, but with walls that go up forever without quite meeting the ceiling and extending out as far as you can see while also curving slightly upwards. Also in smaller areas via orange orbs.
orbs, creating endless corridors, or sections that are shorter in one direction than the other.
* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually.eventually, like an infinite lunchbag and wallet (though don't put anything that shouldn't be folded into the latter).



* BiggerOnTheInside: Constantly. It's actually a surprise when a dungeon related area *doesn't* do this [[spoiler:until it grows, that is]].
* DungeonBasedEconomy: One of the initial drives for James is that the dungeon drops actual money, and completing quests grants even more.

to:

* BiggerOnTheInside: Constantly. It's actually a surprise when a dungeon related dungeon-related area *doesn't* do this [[spoiler:until it grows, that is]].
* DungeonBasedEconomy: One The delver's develop a system of trade between themselves for the initial drives for James is that various orbs, and often use them as the dungeon drops actual money, and completing quests grants even more.stake in various random bets.



* FakeMemories: One of the major protective measures by the dungeon is to make those outside gradually forget about anyone who enters it. Which is fine if you're only in there a few minutes, and rather less so if you get stuck in one for a months or years.



* HiveMind: The skulljack upgrades can create these, among other uses.

to:

* HiveMind: The skulljack upgrades can create these, among other uses. Some of the delvers take to this more than others.



* LaserGuidedAmnesia: One of the major protective measures by the dungeon is to make those outside gradually forget about anyone who enters it. Which is fine if you're only in there a few minutes, and rather less so if you get stuck in one for a months or years.



* MalevolentArchitecture: Compared to [[spoiler:the school basement]] the office is positively *friendly*.
* {{Masquerade}}: Enforced by the dungeon at first, though James decides he's not that bothered about keeping things hidden.

to:

* MalevolentArchitecture: Compared to [[spoiler:the school basement]] the office is positively *friendly*.
*friendly*. Leaking pipes dripping unidentifiable corrosive liquids is one of least horrible things about it.
* {{Masquerade}}: Enforced by the dungeon at first, via LaserGuidedAmnesia, though James decides he's not that bothered about keeping things hidden.



* NotCompletelyUseless: With a bit of creative thinking it turns out most the blue orb abilities fall into this category.
* OurMagesAreDifferent: Momo("Warwitch") is the prime example, but El also qualifies.

to:

* NotCompletelyUseless: With "Ablate Rubber" is a bit much more useful ability than it seems when being attacked by a creature made entirely of creative thinking it turns out most the blue orb abilities fall into this category.
electrical cables.
* OurMagesAreDifferent: Momo("Warwitch") is All of the prime example, characters basically end up with magical abilities via using small coloured orbs scavenged from the corpses of living office stationery, but El also qualifies.even among them Momo is unique in her ability to construct and use numerous types of magical devices.



* {{Pun}}: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them.

to:

* {{Pun}}: PunnyName: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them.them. "Camracondas" (cable snakes with a security camera for a face), "Maul Carts" (psychotic office mail carts) and "Mainframes" (giant PCs) are among the many examples.



* RealityIsOutToLunch: Magic tends to have this effect frequently. Admittedly, that is why it's magic.

to:

* RealityIsOutToLunch: Magic tends to have While this effect frequently. Admittedly, that describes much of the dungeon areas, [[spoiler:mis-calibrating an orange orb totem]] is why it's magic.really unpleasant to be around.



* SufficientlyAnalyzedMagic: What the R&D team are *attempting* to do.

to:

* SufficientlyAnalyzedMagic: What the R&D team are *attempting* to do.do, with varying degrees of success.
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[[https://www.royalroad.com/fiction/15925/the-daily-grind ''The Daily Grind'']] is a webserial following a bored and stressed tech-support geek, who stumbles into an infinite office space that shows traits from [[RPGMechanicsVerse RPG mechanics]]. The monsters are made from stationery supplies, however, and the environments are twisted versions of cubicle farms that would give Creator/MCEscher a headache.

The magic of that place can be brought back out to the real world, and James and his growing party of "delvers" have to navigate powers both in and outside the dungeon in their attempts to fix all of reality, which is far, far stranger than anyone imagined.


----

!! ''The Daily Grind'' contains examples of:

* ActionGirl: It's quicker to list the female characters who *aren't* this, though obviously the various dungeon powerups help with that. Alanna and Theo are both this without any magical assistance though.
* AlienGeometries: The dungeon, naturally, but also in smaller areas via orange orbs.
* BagOfHolding: Mostly absent, much to the characters' annoyance, though some limited versions do show up eventually.
* BedtimeBrainwashing: Secret often speaks to people in their dreams, and can influence their behaviour while doing so.
* BiggerOnTheInside: Constantly. It's actually a surprise when a dungeon related area *doesn't* do this [[spoiler:until it grows, that is]].
* DungeonBasedEconomy: One of the initial drives for James is that the dungeon drops actual money, and completing quests grants even more.
* DungeonCrawling: Being a massive geek, James immediately recognises the tropes in the office, and it's no surprise when his entire D&D group end up replacing the pretend version with doing it for real. They even discuss their disappointment at the lack of some common elements.
* EmpoweredBadassNormal: Alanna was pretty scary before she became bullet-proof. Afterwards, well...
* FakeMemories: One of the major protective measures by the dungeon is to make those outside gradually forget about anyone who enters it. Which is fine if you're only in there a few minutes, and rather less so if you get stuck in one for a months or years.
* FunctionalMagic: This is how El's abilities behave, since [[spoiler:each dungeon manifests its rewards differently]].
* GeniusLoci: [[spoiler:the dungeon]].
* HiveMind: The skulljack upgrades can create these, among other uses.
* ImmuneToMindControl: Turns out [[spoiler:Liz, Karen's daughter]] is immune to the effects of infomorphs.
* InsistentTerminology: Much of the main cast enjoy arguing exactly what parts of the dungeon should be called, and they each have their preferred nomenclature.
* InterspeciesRomance: Deb and [[spoiler:Frequency-Of-Sunlight]].
* JumpedAtTheCall: James definitely, and most of his friends too.
* ManaMeter: El has one, called "Velocity", and it's recharged by going fast (the faster the better).
* MalevolentArchitecture: Compared to [[spoiler:the school basement]] the office is positively *friendly*.
* {{Masquerade}}: Enforced by the dungeon at first, though James decides he's not that bothered about keeping things hidden.
* MesACrowd: [[spoiler:Anesh, courtesy of an orange orb quest]].
* MindManipulation: Weaponised ideas are encountered frequently, and are far more powerful that they might otherwise sound. "No weapons allowed at work" becomes scary when said "work" is nightmare-office-dungeon full of hostile entities and you can no longer hold anything you consider a weapon.
* MindVirus: Information is alive, given the right conditions, and "infomorphs" exist on all sides of the conflict in people's minds, willingly or otherwise.
* MundaneUtility: A lot of the incredible abilities and items acquired from the dungeon end up being used in far more practical ways than expected.
* NotCompletelyUseless: With a bit of creative thinking it turns out most the blue orb abilities fall into this category.
* OurMagesAreDifferent: Momo("Warwitch") is the prime example, but El also qualifies.
* PerceptionFilter: Used by the "Paper Pushers" of the dungeon when [[spoiler:they're carrying out missions outside the dungeon]].
* {{Polyamory}}: [[spoiler:James, Anesh and Alanna]].
* {{Pun}}: The main characters are overly fond of these, often refusing to name new dungeon monsters until they can come up with suitably painful puns for them.
* RandomDrop: While getting a powerup is guaranteed, what exactly that will be is completely random, much to the delvers' frustration at first.
* RealityIsOutToLunch: Magic tends to have this effect frequently. Admittedly, that is why it's magic.
* SemanticSuperpower: The blue orb abilities are these. "Affix" just lets you join two things together, but with some imagination it turns out that's incredibly powerful in a fight.
* SufficientlyAnalyzedMagic: What the R&D team are *attempting* to do.
* SurprisinglyRealisticOutcome: Injuries are exactly as serious as they should be, at least first. The various upgrades do help with that though. And experience and training are still very important even given the upgrades.
* TheMole: [[spoiler:Nate, originally]].
* UnnaturallyLoopingLocation: A common creation by orange orbs installed in "totems".
* UselessUsefulSpell: Knowledge of templating a New York phone book is useful if you're a graphic designer, not so much when trying to survive a dungeon. Many of the dungeon rewards are like this.
* YearInsideHourOutside: The few minutes the door is open from our reality allows eight hours of dungeon-time.

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