There’s a great many lists out there complaining about the worst and most overused tropes in fiction. I want to pass the mic to tropes that will never get old. The love-to-hate ones, the knife-twisting ones, the shipping fodder.
1. Killing the character who knew too much
Or, the “Maes Hughes” effect. Your story centers around a massive mystery or conspiracy and one lone character is unfortunately not genre-savvy enough to remember that the phrase “the early bird gets the worm” ends in “but the second mouse gets the cheese”.
This is the character who has unraveled the partial, if not entire truth, coming to a shocking realization moments before their untimely murder. Usually, they’re alone. Usually, this death rocks the remaining characters, sometimes for the entirety of the remaining plot (see FullMetal Alchemist). Usually, they become genre-savvy at exactly the moment they realize there’s no way out of this. Conveniently, they’re never on the phone with the right person, or there’s never any cell service. They didn’t write their findings down or didn’t hit record.
This whole entire tragedy is only a tragedy because this character made the wrong choice that is also the only choice this character would have made.
2. The enemy of my enemy
As OSP once said, anyone can be a minion, even the presumed Big Bad. Whether it’s a serialized cartoon with well established sides of good and bad or a single movie, having two entities that loathe each other reluctantly and bitterly join forces to deal with an even Bigger Bad… that’s the good stuff.
Either the villain has been minion-ed, or the good guys and the bad guys’ enduring battle of morals is interrupted by a wild card third party that insults them both or threatens the world both sides are trying to save in their own ways.
This is not a redemption arc. This is the temporary alliance that usually terminates once the threat is dealt with (see: Transformers Prime, or ‘Marabounta’ from Code Lyoko). Extra points if they’re age-old rivals who fight better together than the hero does with the rest of their team. Extra extra points if they both realize this and firmly deny that it happens (and even more if the villain tries to exploit the hero with this fact later on).
3. The redemption arc
***Emphasis on the word ‘arc’*** The ones that span 56 out of 61 episodes (see: you know the show). The ones that cost the redeemer their ideals, the friends they thought they had on the wrong side, maybe a limb or two. The ones that start with a villain so convinced they’re right, only to slowly question everything they’ve come to know and, without shedding their entire personality, do the right thing and still survive the process.
This is not redemption equals death. This is not a half-assed heel turn at the very last second—that’s a button mash impulsive act for shock value. This is taking a character almost all of the heroes have given up on trying to save, someone they themselves have nearly written off, and deciding to try anyway. This is a character deciding to do the right thing even if it doesn’t ever redeem them at all. This is a character whose whole life ahead of them is spent doing better than what was done before, and we love them for it.
4. The haunted ashes of a fallen empire
This one is a bit more tricky to define but think Prometheus of the Alien franchise, or Xerxes from FMAB. These are characters in the present exploring the ruins of a civilization that never should have fallen, but did due to the Big Bad they either created or tried to imprison. This is those characters looking around at what used to be, and making history repeat itself whether they’re genre-savvy or not.
These are the glaring red sign posts telling the heroes to turn around every step further in or else and they do it anyway. Or, these are the heroes who know exactly what happened and in their own hubris, are convinced it won’t happen this time to them.
5. The Most Dangerous Game
The originator: An island owned by a big game hunter who has evolved into hunting humans. The trope: Powerful and/or incredibly skilled character in any other situation is trapped in the confines of a dwindling clock matched up against the very antithesis of who they are and what they represent, but who is also just like them.
I just love seeing characters who are normally incredibly competent and rarely fazed, tripped up by the horror of being hunted by someone just like them who lost their humanity. So many juicy existential questions arise, so much angst. Double points if the character has a firm no-kill policy or extremely picky morals and has to wager tossing them aside to survive.
6. Stranger in a strange land
Whether it’s a character in a foreign country trying to learn and respect the ways of the people who saved them (see: Last Samurai, or Avatar '09), or an alien who crash-landed on Earth and struggles to assimilate and not get caught by the government (see any PG 13 alien adventure movie), a time traveler to the past or the future (Outlander, Back to the Future), either drama or hilarity ensues, often with a heaping helping of socio-political commentary.
It gets kind of troublesome when the writer is a white guy taking all the wrong messages from throwing his white guy protagonist into a land of the ‘savages’ (see uhhhh all variations of Pocahontas). But then you have strange lands like Wonderland, or Narnia.
7. Magical Otherworlds
Speaking of Narnia and Wonderland—magical hidden otherworlds. They can be incredibly blandly executed sometimes, but some of our most cherished stories come from living vicariously through Harry Potter or the Pevensie siblings. In this case I’m specifically talking about complete otherworlds, not hidden-in-plain-sight otherworlds (see: Percy Jackson) because of the complete freedom and creativity you have in geography, history, and world mechanics.
The possibilities are endless! Double points if the otherworld is a metaphor for childhood adventure and living without adult responsibilities (see: Peter Pan), a world in which we know, no matter how cool the world is, the protagonist was never meant to stay there. They must always inevitably, inexorably, return home and take what they’ve learned there to live a better and profound life.
8. “I know you’re in there somewhere”
Is it done to death? Yes. Is every situation different because it’s completely dependent on the relationship between the characters involved? Also yes. Tends to overlap with a redemption arc, but more often a hero-turned-temporary-villain. The drama! The angst! The shipping fodder! (see: many, many anime, too many to count)
This trope also has some uncertainty to it. You never know if the confrontation will be a success, if the character in question will commit some heinous act to wrack them with guilt later, if they even want to be saved, or if they really were saved and not just faking it. Either we get a POV of the stricken character’s battle in the mind or are left watching on the edge of our seat as unknowing as those trying to save them, and sometimes, rarely, they’re just not salvageable.
9. On the Run
The base has been discovered, the ship has been overrun, the house has burned down, the government is on the hunt. The hero team is forced apart with only the clothes on their back and what they can carry with only one or two others and loses all contact with most of their team, scattered to the wind. They leave a trail of sketchy motel rooms and diner take-away boxes, or they sleep in their car, or are forced to hide out in old bases that the villain definitely knows about but wouldn’t bother checking, built in a bygone era with a friend that’s no more.
Everything they ever knew has been called into question. The character they find themselves stuck with wasn’t their closest buddy on the hero team, but both forge a newfound respect for each other in this new unknown. Poignant conversations are had as one keeps watch in the dark so the other can sleep, and yet doesn’t, as they mourn the passing of the life both knew and vow to take it all back in their darkest hour.
10. The Thing
As in, a mysterious entity or illness has invaded the story and knowing which characters are infected and compromised is impossible. This entity either bodysnatches other characters and can be expunged, zombifies them, or kills and replicates them (see many zombie shows, iterations of The Thing, or “Croatoan” from Supernatural). This entity is a sickness slowly spreading throughout the town or the base or the ship and the heroes (or villains) realize far too late that something is very, very wrong.
This entity brings characters to their breaking point, paranoia making them do very bad things in the name of survival, killing off characters the audience knows is clean, but their murderer doesn’t, for extra knife-twisty fun. This entity brings a morally devout character near to ruin as they almost cross a line trying to do what’s right. This is an entity where, even when it’s defeated, is never really gone for certain… is it?
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