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1[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/heroine_rpg.png]]
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4''Heroine'' is an indie TabletopRPG created in 2013 by Josh Jordan of Ginger Goat Games. The game is ''very'' different from your regular DungeonCrawling and HeroicFantasy [=RPGs=]: not only are there no combat rules, but it is instead designed to recreate DownTheRabbitHole storybook narratives in the vein of ''Film/{{Labyrinth}}'', ''Literature/TheWonderfulWizardOfOz'', ''Literature/AliceInWonderland'', and ''Literature/TheChroniclesOfNarnia''.
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6At the start of the game, one of the players assumes the role of the eponymous Heroine -- a PluckyGirl TrappedInAnotherWorld of fantasy and magic, -- while the others play her quirky Companions. Together, they set out to find a way for her to return home and, along the way, to defeat some evil plaguing the MagicalLand, which is controlled by the [[GameMaster Narrator]].
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8!!The game contains examples of following tropes:
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10* AntiHoarding: There are only 14 Drama Points in the entire game. If there are no more "in the bank" and a player does something that should give them one, they instead take a Drama Point from the player who has the most of them at the table. Also, the player with the ''least'' Drama Points after the final scene gets to narrate the epilogue.
11* BigBad: The evil affecting the Other World is usually personified in the Antagonist -- a major villain whose appearance in a chapter is serious bad news (e.g. they are the only one who can inflict an Injury ''and'' a Division upon the players in the same chapter).
12* BumblingSidekick: The Companions can only help the Heroine in the end-of-chapter Challenges if they have Drama Points, and they can only earn these by getting themselves and/or her into trouble during earlier chapters.
13* ComingOfAgeStory: The Heroine's adventures should also facilitate her overcoming her original flaws and emerging as a stronger and more mature individual.
14* DebutQueue: The Heroine is always introduced in the prologue, followed (usually) by one Companion per early chapter.
15* DownTheRabbitHole: The game always starts with an exposition of the Heroine's ordinary RealLife, before the fantastic starts bleeding into it and eventually brings her over into the MagicalLand.
16* InvoluntaryGroupSplit: The Narrator can spend Drama Points to split the player characters at least until the end of the next Chapter.
17* GameMaster: Played with. Any Companion player (but not the Heroine) can "usurp" the Narrator's role permanently by paying a bunch of Drama Points, forcing the original Narrator to join the story as a new Companion. Of course, another Companion can then take over as the Narrator in the next chapter, if they have enough points...
18* KarmaMeter: Subverted. Even though the Heroine can influence how heroic and/or successful she has been at overcoming Challenges throughout the story, the ending is not determined by any counter, but by the group consensus on her behavior.
19* KidHero: The Heroine's age is restricted to the 8 to 18 range.
20* MagicalLand: The Other World is a shared fantasy land created by the players as they go along.
21* {{Magnetic Hero}}ine: Each Companion is drawn to the Heroine for a different reason, but they all immediately like her.
22* NonHumanSidekick: The Companions tend to be fantastic creatures, so the Heroine is usually the only human member of the bunch.
23* OneWordTitle: {{Job|Title}} of ProtagonistTitle.
24* TheOnlyOne: Unlike most [=RPGs=] where players form an EnsembleCast, the Heroine is unquestionably the main character in this game. Mechanically, this is expressed in only the Heroine player being able to resolve end-of-chapter challenges by having the Heroine take action -- while the Companions can only support her in said action.
25* PluckyGirl: Basically, this is the ideal of the Heroine, although individual players may bring a lot of variation into it.
26* RecklessSidekick: Even the more competent Companions must get into trouble to earn Drama Points, so they tend to be this.
27* RecruitmentByRescue: The Companions are usually introduced by the Heroine rescuing them from some predicament.
28* RolePlayingEndgame: The Campaign Endgame rules for the Heroine's return from the magical land (usually after saving it from the Villain and growing up as a human being) structure the epilogue narration also detailing the fates of her Companions and the magical land itself.
29* RPGsEqualCombat: Defied, as there are no rules for combat in the system.
30* RuleOfThree: Threes are all over this system: there are three basic roles (Heroine, Companion, Narrator), three ways for Heroine to overcome Challenges (Be Heroic, Be Successful, Take a Chance), her three primary attributes (clever, daring, and kind), three narrative themes (Confusion, Fear, Temptation), etc.
31* TrappedInAnotherWorld: As a rule of thumb, the Heroine cannot return back to the real world until she fulfills some kind of grand mission.
32* VirtueViceCodification: The Heroine's chief virtues are cleverness, daring, and kindness, and her potential flaws are confusion, cowardice, and selfishness. The Antagonist will try to lead her from one to the other by attempting to confuse, frighten, or tempt her, respectively.

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