Fantasy Genre Conventions for Interactive Fiction¶
Craft guidance for writing fantasy—subgenres, magic systems, worldbuilding tropes, character archetypes, and quest structures.
Fantasy Subgenres¶
High Fantasy (Epic Fantasy)¶
Core Conventions:
- Secondary worlds with their own physical laws
- Grand scale plots with world-threatening conflicts
- Clear moral cosmology (good vs evil, order vs chaos)
- Extensive worldbuilding with histories, cultures, languages
- Long-form storytelling (trilogy or series format)
Reader Expectations:
- Complex magic systems integrated into society
- Political intrigue at kingdom or world level
- Multiple POV characters across the conflict
- High stakes affecting entire civilizations
Interactive Fiction Implications:
- Players expect meaningful choices affecting factions
- World state should reflect political consequences
- Epic scope requires careful state management
- Multiple storylines tracking different regions
Urban Fantasy¶
Core Conventions:
- Contemporary real-world settings with magical elements
- Present-day urban environments
- Supernatural creatures hidden in mundane world
- Borrowed noir and procedural conventions
- Secret magical societies maintaining "the masquerade"
Key Elements:
- Vampires, werewolves, demons, mages coexisting
- Mystery/investigation plot structures
- Romantic subplots frequently featured
- First-person perspectives common
Interactive Fiction Implications:
- Choices often involve "reveal magic or maintain cover"
- Relationship systems with mundane and supernatural NPCs
- Investigation mechanics requiring clue gathering
- Moral choices about using power in modern contexts
Dark Fantasy¶
Core Conventions:
- Blends fantasy with horror elements
- Supernatural rooted in terror and evil
- Morally gray or dark protagonists
- Gothic or Victorian aesthetics
- Grim, nihilistic worldviews
Tone Requirements:
- Aims to unnerve and frighten
- Consequences severe and often permanent
- No guaranteed happy endings
- Psychological horror elements
Interactive Fiction Implications:
- Choices should have genuinely disturbing consequences
- Sanity/corruption mechanics fit well
- Death and failure states feel meaningful
- Subvert darkness by offering genuine hope
Sword and Sorcery¶
Core Conventions:
- Action-oriented personal battles
- Protagonists are outsiders, mercenaries, drifters
- Self-interested heroes motivated by survival or profit
- Immediate, visceral prose style
- Pulp magazine roots (fast-paced, less contemplative)
Protagonist Types:
- Larger-than-life action heroes
- Motivated by money, survival, revenge
- Skilled warriors or rogues
- No grand destiny—just survival
Interactive Fiction Implications:
- Combat should feel consequential and dangerous
- Reward player cleverness and pragmatism
- Moral choices without clear "good" options
- Short-term goals rather than world-saving quests
Fairy Tale Fantasy¶
Core Conventions:
- Familiar story structures (transformation, curses, true love)
- Clear moral lessons or transformations
- Magical thinking and symbolic logic
- "Rule of three" patterns
- Talking animals, enchanted objects, wishes
- Bargains, tests, and trials
Interactive Fiction Implications:
- Player choices should feel like "tests of character"
- Consequences can be symbolic or literal
- Bargain mechanics (be careful what you wish for)
- Repetition with variation (three chances, three trials)
Magic System Design¶
Sanderson's Laws¶
First Law: Solve Problems Proportionally
"An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic."
Application:
- If magic will solve problems, explain it first
- Soft magic creates wonder but can't resolve conflicts
- Hard magic enables problem-solving and prediction
- Avoid deus ex machina by establishing rules early
For Interactive Fiction:
- Players need to understand magic to make informed choices
- Magic choices should feel like skill, not guesswork
- Establish limits before presenting magic-based puzzles
Second Law: Limitations Over Powers
"It's more interesting to know what powers CAN'T do than what they CAN do."
Three Constraint Types:
- Limitations: What magic cannot accomplish
- Weaknesses: What enemies can exploit
- Costs: What you sacrifice for power
Benefits:
- Creates tension and drama
- Forces creative problem-solving
- Prevents power escalation problems
For Interactive Fiction:
- Resource management (mana, stamina, sanity)
- Meaningful tradeoffs in magical choices
- Weaknesses players must work around
Third Law: Expand Before Adding
"Expand what you already have before adding something new."
Principle:
- Deep, interconnected systems beat wide, shallow ones
- Each magic type affects the entire world
- Consider societal implications of magical capabilities
Questions to Ask:
- If magic creates food, why do people farm?
- If magic heals, how do plagues affect society?
- If magic kills easily, why use conventional weapons?
Hard vs Soft Magic¶
Soft Magic:
- Rules deliberately obscure
- Creates sense of wonder and mystery
- Best for atmosphere and spectacle
- Should NOT solve plot problems
Hard Magic:
- Rules clearly explained and consistent
- Readers can predict outcomes
- Enables puzzle-solving and strategy
- Magic becomes a tool to master
For Interactive Fiction:
- Hard magic works better for puzzle/strategy choices
- Soft magic works better for atmospheric exploration
- Mix both: player powers hard, mysterious forces soft
Worldbuilding Tropes¶
Using Tropes Effectively¶
Tropes aren't enemies—they exist because they resonate emotionally. The challenge is using them thoughtfully.
Why Tropes Work:
- Readers enjoy predictability and comfort
- Familiar patterns create narrative shorthand
- Expectations enable meaningful subversion
Common Fantasy Tropes¶
The Medieval European Default:
- Pseudo-medieval technology
- Feudal political structures
- Castles, knights, peasants
When to use: Readers understand the social dynamics. When to subvert: Explore non-European cultures, different tech levels.
Ancient Lost Civilization:
- Ruins holding advanced magic/technology
- Forgotten knowledge to rediscover
- Warnings from the past ignored
The Dark Forest:
- Dangerous wilderness between civilizations
- Monsters make travel perilous
- Justifies isolated communities
Homogeneous Cultures:
- All elves live in forests
- All dwarves mine mountains
Problem: Reduces cultures to stereotypes. Fix: Show diversity within cultures, mixed communities.
Strategies for Trope Use¶
Establish Then Subvert:
Introduce familiar elements so readers form expectations, then introduce twists.
Character-Driven Subversion:
Let character flaws, fears, or growth drive unexpected outcomes.
Honor Emotional Truth:
Understand WHY the trope resonates, then fulfill that emotional contract in fresh ways.
Methods of Subversion:
- Inversion (flip roles)
- Deconstruction (examine consequences)
- Genre hybridization
- Context shifting
Character Archetypes¶
The Chosen One¶
Traditional Pattern:
- Destined to complete important task
- Identified through prophecy or lineage
- Often unaware of abilities initially
- Reluctant hero accepting destiny
Variations and Subversions:
- The Manufactured Chosen One — the prophecy was fabricated by a faction seeking a controllable figurehead. The "destiny" is political manipulation
- The Wrong One — chosen by mistake or misidentification; must succeed despite lacking the expected gifts
- The Reluctant Refuser — actively rejects destiny, forcing the world to find alternatives or collapse. The story explores what happens when the hero says no
- The Plural Chosen — multiple candidates compete or cooperate, each with partial claim. Prophecy was ambiguous
- The Traumatized Chosen — accepts the role but the burden causes psychological damage. Explores the cost of being "special" since childhood
- The Chosen Villain — destined to destroy, not save. The arc becomes: can fate be defied from the inside?
- The Post-Chosen — the prophecy was already fulfilled by someone else, long ago. The current protagonist inherits the aftermath
For Interactive Fiction:
- Player agency conflicts with predetermined destiny — let players negotiate with fate rather than follow or reject it entirely
- Track how the player interprets prophecy: literal, metaphorical, or irrelevant
- Allow "what if the chosen one failed?" as a legitimate path with its own narrative weight
The Mentor¶
Traditional Pattern:
- Source of knowledge, wisdom, training
- Guides but doesn't complete journey
- Often dies or departs before climax
- Provides crucial tools or gifts
Variations and Subversions:
- The Ulterior Mentor — genuinely teaches but has a hidden agenda. Their guidance steers the hero toward the mentor's goals, not the hero's
- The Peer Mentor — learning alongside the student, only slightly ahead. Vulnerability makes them more relatable and their eventual departure more painful
- The Wrong Mentor — confident and authoritative but fundamentally incorrect about something crucial. The hero must recognize the error and surpass the teacher
- The Reluctant Mentor — refuses the role, forcing the hero to learn by observation and inference rather than direct instruction
- The Adversarial Mentor — teaches through opposition and challenge. Harsh methods that work but damage the relationship
- The Collective Mentor — no single guide but a community of partial teachers, each contributing a fragment. The hero must synthesize contradictory wisdom
- The Fallen Mentor — once great, now broken by failure. Their knowledge is real but filtered through bitterness and defeat
For Interactive Fiction:
- Mentor relationships should shift based on player choices — deference, challenge, or rejection each produce different dynamics
- Multiple mentors with conflicting advice create meaningful player decisions about whose path to follow
- The mentor's departure or death should feel earned, not scripted
The Dark Lord¶
Traditional Pattern:
- Ultimate antagonist
- Desires power, control, destruction
- Distant threat for most of story
- Final confrontation at climax
Variations and Subversions:
- The Grievance Villain — a legitimate wrong drives their campaign. Their methods are monstrous but their cause has merit
- The Utilitarian Dark Lord — genuinely believes mass suffering now prevents greater suffering later. Forces the hero to engage with the math of morality
- The Mirror Villain — the hero's dark potential made manifest. Same origin, different choices. Their existence asks: what kept you from becoming me?
- The Sympathetic Tyrant — once a hero themselves, corrupted by the very power they used to save the world. Tragic rather than evil
- The Absent Villain — the Dark Lord died centuries ago but their systems, institutions, and followers perpetuate the evil. There is no one to defeat, only a structure to dismantle
- The Reluctant Villain — trapped in the role by prophecy, curse, or circumstance. Would stop if they could. May secretly aid the hero
- The Bureaucratic Evil — not a single dark lord but a committee, a system, an institution. Evil by procedure rather than passion
For Interactive Fiction:
- Allow players to discover the villain's perspective through found documents, captured lieutenants, or direct confrontation
- Meaningful moral choices: sympathy, understanding, or hardening against the villain
- Possible redemption arcs where player actions determine whether the villain can be turned
The Rogue¶
Traditional Pattern:
- Operates outside law and social norms
- Skilled in deception, stealth, or charm
- Morally flexible but usually good-hearted
- Provides comic relief and pragmatic solutions
Variations:
- The Gentleman Thief — steals from the powerful, follows a personal code. Robin Hood lineage
- The Survivor — amoral pragmatism born from hardship. Loyalty is earned, never assumed
- The Double Agent — serves multiple factions, loyalty genuinely uncertain. Even they may not know whose side they are truly on
- The Reformed Criminal — trying to go straight but the old skills keep being needed. Every use is a small relapse
For Interactive Fiction:
- Rogue characters naturally suit IF mechanics: lockpicking, social engineering, and alternate paths through obstacles
- Track the rogue's loyalty through actions, not declarations
The Healer¶
Traditional Pattern:
- Provides support and restoration
- Morally anchored, often pacifist
- Valued for compassion over combat
Variations:
- The Battlefield Medic — heals because someone must, not out of idealism. Pragmatic, exhausted, haunted by triage decisions
- The Poison Expert — understands healing because they understand harm. The line between medicine and murder is dosage
- The Reluctant Warrior — a healer forced to fight, deeply conflicted about violence even when necessary
- The Corrupt Healer — uses healing as leverage, withholding aid for political or personal gain
For Interactive Fiction:
- Healers create resource-management tension: who gets healed when supplies are limited?
- Triage decisions as moral choices
Quest Structures¶
The Hero's Journey¶
Three-Act Pattern:
Act 1: Departure
- Ordinary World
- Call to Adventure
- Refusal of the Call
- Meeting the Mentor
- Crossing the Threshold
Act 2: Initiation
- Tests, Allies, Enemies
- Approach to Innermost Cave
- Ordeal
- Reward
Act 3: Return
- The Road Back
- Resurrection
- Return with Elixir
For Interactive Fiction:
- Structure accommodates branching
- Player choices determine which tests, allies
- Multiple possible ordeals based on build
- "Return with Elixir" varies by playthrough
Prophecy in Fantasy¶
Types:
- Self-fulfilling (becomes true because believed)
- Conditional (will happen unless/if X)
- Inevitable (no way to prevent)
- Vague (multiple interpretations)
- False (manipulation or misunderstanding)
Subversions:
- Prophecy was metaphorical
- Applies to unexpected person
- Prophecy is propaganda
- Comes true unexpectedly
- Rejecting destiny has consequences
For Interactive Fiction:
- Prophecy as constraint vs player agency
- Let players interpret differently
- Accuracy based on player choices
- False prophecies as misdirection
Common Pitfalls¶
Info Dumps¶
The Problem: Stopping story to explain world.
Solutions:
- Iceberg Method: Show 10%, imply 90%
- Character Integration: Filter through perspective
- Delayed Revelation: Slice lore across scenes
- Show Through Consequence: Don't explain—show results
Good Example:
The ancient crown bore notches from seven blades—one for each tribe that had knelt.
Bad Example:
"The Kingdom of Valdris was founded in the Third Age by King Aldric the Conqueror, who united the seven warring tribes..."
Made-Up Words Overload¶
Problems:
- Unpronounceable consonant clusters
- Apostrophe abuse
- Inconsistent naming conventions
- Similar-sounding names
Best Practices:
- Create consistent sound patterns per culture
- Say names aloud—if you stumble, readers will too
- Keep frequently used names short
- Don't rename everything—"horse" doesn't need new name
Inconsistent Power Levels¶
Common Errors:
- Magic fails conveniently for plot
- Characters forget demonstrated abilities
- Power scales shift between scenes
- Rules apply differently to heroes vs villains
Solutions:
- List all character abilities explicitly
- Define costs, limitations, failure conditions
- Track energy expenditure across scenes
- Verify magical rules apply universally
The Idiot Ball¶
The Problem: Smart characters act stupidly for plot convenience.
Fix: Give actual reasons characters can't take obvious action:
- Time pressure
- Missing information
- Character flaw
- External constraint
- Reasonable miscalculation
Interactive Fiction Considerations¶
Delayed Branching¶
Early choices don't branch immediately but affect later scenes.
Example:
- Chapter 1: Choose "Brutality" or "Finesse"
- Chapter 5: Face heroes in combat
- Brutality path: win fair duel
- Finesse path: lose duel but can set trap
Benefits:
- Stories can be longer
- Choices feel meaningful
- Content requirements manageable
Player Agency vs Narrative¶
Solutions:
- Destiny through interpretation (prophecy says what, player chooses how)
- Constrained choice (fixed plot points, varied approach)
- Consequence variation (same events, different meanings)
- Multiple valid endings
- Failure states with continuation
Diegetic Choice Presentation¶
Bad (game-speak):
[ATTACK] [DEFEND] [USE MAGIC]
Good (world-grounded):
Draw your sword and charge Raise your shield and wait Speak the fire-words
Quick Reference¶
| Element | Guideline |
|---|---|
| Magic systems | Establish rules before using to solve problems |
| Limitations | More interesting than powers |
| Tropes | Use for shorthand, subvert for freshness |
| Chosen one | Player agency should feel meaningful |
| Villains | Need understandable motivations |
| Exposition | Integrate through action, not dumps |
| Naming | Consistent patterns, pronounceable |
| Power levels | Track and maintain consistency |
| Prophecy | Tool for tension, not railroad |
See Also¶
- Worldbuilding Patterns — Consistent fantasy worlds
- Horror Conventions — Dark fantasy elements
- Mystery Conventions — Magical mystery integration
- Branching Narrative Craft — Choices in fantasy settings