I probably could have posted this one last week, but I delayed.
The Internet has changed the way I work on writing fiction.
- Function: It serves to initiate the story and keep the plot moving, frequently acting as the catalyst for a "treasure hunt" or "quest" narrative.
- Irrelevance: The MacGuffin's intrinsic value is unimportant; it could be replaced without significantly altering the story's outcome.
- Examples: Famous examples include the One Ring in The Lord of the Rings, the Ark of the Covenant in Raiders of the Lost Ark, or the Heart of Te Fiti in Moana.
- Characters' Desire: The importance lies solely in the fact that everyone in the story desperately wants or needs it. [1, 2, 3, 4, 5]
- Magical Artifacts: Ancient, powerful items (e.g., swords, gems, amulets) that heroes must find or destroy.
- Kidnapped Persons/Objects: A "kidnapped" figure or crucial stolen item to be recovered.
- Secrets/Information: A hidden location, map, or piece of knowledge, such as the Death Star plans.
- Subversion: Sometimes, the "Fake MacGuffin" is used, where the object initially pursued is revealed to be worthless, shifting the focus to character development. [1, 2, 3, 4]
- The Chosen One: A protagonist, often plucked from obscurity, destined to fulfill a great purpose or defeat evil.
- The Dark Lord: A personification of absolute evil seeking world domination (e.g., Sauron, Voldemort).
- The Mentor: A wise, often elderly figure (like Gandalf) who guides the protagonist.
- The Quest: A journey undertaken by a group to achieve a specific, often world-saving, goal.
- Reluctant Hero: A character who did not ask to be part of a grand adventure but is forced into it.
- Five-Man Band: A group dynamic comprising a leader, lancer, strong man, healer, and smart person.
- Medieval European Setting: Defined by kingdoms, castles, swords, and dragons.
- Tavern Meetings: The default, cliché location for assembling a party or gathering information.
- Magic Schools: Institutions where characters learn to control their abilities.
- Good vs. Evil: A clear, moral dichotomy, though often shifting toward "grey-and-grey" morality in modern fantasy.
- Elves vs. Dwarves: Specific, often rigid portrayals of fantasy races as either graceful/tall or grumpy/masculine.
- Enemies to Lovers: Characters who begin as rivals or antagonists falling in love.
- Marriage of Convenience: A political or arranged marriage that drives plot tension.
- Forbidden Love: Romance between individuals from different worlds, such as a royal and a commoner.
Instead of avoiding them, many authors revitalize tropes by adding unique twists, subverting reader expectations, or focusing on character development over the formulaic structure.
Ten Fantasy Clichés That Should Be Put To Rest
#characters, #fantasy, #plotting, #worldbuilding, #writing advice
Anyone who follows celebrity gossip knows there is a downside to fame. Addictions, bankruptcy, and sex scandals threaten to tarnish a star’s image. Perhaps the biggest downside of fame is that, for most, fame is temporary. Why? Imitation. A hit record or a hit movie creates an army of fans. Producers start looking for the “next big thing” to satisfy the demands of those fans. Copycat acts start appearing, the market becomes saturated, and the fans move on.
The copycats are even worse when it comes to fiction because that market does not move as quickly. Imitation survives far longer than it should, until it calcifies into cliché. But there is hope. Writers can avoid using clichés, and readers can avoid stories that are lousy with clichés. To that end, I offer the following top ten list of fantasy clichés that deserve to be put to rest, once and for all.
1. A Prophecy or Destiny
One of the most enjoyable aspects of reading is watching characters develop as they struggle to overcome challenges. If the readers, or worse the characters, have some foreknowledge of how these challenges will be met, the drama loses all impact. It’s a shortcut, a cheat code. At best, the reader will want to skip the hundreds of pages a character spends resisting prophecy or destiny. At worst, the reader will throw the book across the room, suspecting that the ending has been spoiled. And as far as false prophets, a surprise interpretation of prophecy, or a mistaken chosen one, skip those as well. These twists are no longer surprising.
2a. The Orphan/Chosen One
Harry Potter, Luke Skywalker, and King Arthur/Wart. Across media, this is a common cliché, often related to prophecy. As children, we all dreamed of being picked from obscurity to become a celebrity, a hero, or a doer-of-great-deeds. Let’s leave those dreams in childhood and not in our fantasy novels, okay?
2b. The Wise, Old Wizard
Otherwise known as the bearded deus ex machina. Does the protagonist have a guide or a mentor? Fine. But I draw the line at stories in which the protagonist and his friends have been struggling for the past two chapters, only to have a wizard swoop in and solve their problems with a wave of his wand or a magical phrase. I think readers would prefer a wizardless solution, where the protagonist solves problems for himself.
3. The Dark Lord (Corollary: the Pure Superhero)
Similarly, I would argue that it is acceptable for a story to contain a tyrant king or a bloodthirsty general. But if the antagonist is evil for the sake of being evil, that story has crossed the line into cliché. A villain never sees himself as a villain but as a hero in his own mind. Unjustified evil is boring. And so too is unmitigated goodness. That’s why Batman is better than Superman.
4. White Hat Good/Black Hat Bad (Corollary: good people are beautiful; evil people are ugly.)
Any story that relies on some form of simplistic shorthand to divide good from evil should be avoided. Now that’s not to say that you can’t have symbols or uniforms for opposing sides in a war, but any sort of Manichean marker, such as the color of clothing, race, or species is too reductionist. Tolkien’s The Lord of the Rings trilogy fell victim to this cliché, with his Aryan/good elves and dark/bad Orcs and Uruk-hai, but George R. R. Martin’s A Song of Ice and Fire series flipped the cliché, with (mostly) honorable men wearing the black of the Night’s Watch, while corrupted men wear the white of the King’s Guard.
5. The Races/Species are Uniform
Just as an entire race or species shouldn’t be purely angelic or demonic (even angels or demons need complexity and variation), members of a race or species shouldn’t look or act the same as if they were clones of one another. Look at humanity: the variation is quite dramatic. Yet it is rare to see such variation among elves, dwarves, or other fantasy creatures.
6. Men, Front and Center (Corollary: women are to be put on pedestals or martyred.)
Take a look at the protagonist and secondary characters. Are they all men? Are the women in your story afterthoughts? A beautiful princess in need of rescue? A goddess sacrificing her immortality for the sake of a handsome hero? A grandmother or witch? Just as races or species shouldn’t be simple stereotypes, neither should female characters. Look for stories that challenge sexist conventions. Readers prefer strong female characters. Choose Buffy Summers over Snow White.
7. Unrealistic Fighting (Corollary: unrealistic healing from wounds.)
A hero cannot take on a dozen assailants simultaneously and win. And a group of assailants would not wait to attack the hero one after the other. The hero would likely be killed, or at least horribly injured. And in a society where medical knowledge is limited, these injuries would have long-lasting consequences (barring magical healing, but see cliché number 8). Broken bones not set properly would cause pain and limit motion.
Arthritis would be common, not to mention pain and nerve damage. Again, George Martin does inflict long-lasting injuries on many characters in his A Song of Ice and Fire series.
8. Magic Without Limits
This follows from clichés two and three. Magic should be constrained in some way. There should be a cost to acquiring a magical ability and limits on the exercise of magic. Otherwise, magic can be used to solve all problems and overcome all challenges posed in the story.
9. The Church of Witch Burning
Religion can be a difficult subject in fiction. Historically, churches have been a source of community, of spiritual and worldly education, and of political power. Although a fictional religion can stand in opposition to magic or magicians, or even actively struggle against them, a fictional religious order shouldn’t be reduced to one overarching cause. Religion becomes reactionary, making it difficult to justify all those religious adherents. Check out Mary Doria Russell’s portrayal of the Jesuits in The Sparrow or Walter M. Miller’s monks in A Canticle for Leibowitz for examples of a more complete portrayal of a religious order.
10. Strange Spellings
Stories should not have to rely on capitalizing words or spelling them differently to invoke a sense of mystery or power about the word or concept. The context in which the word is used should be sufficient. The same goes for changing the names of recognizable animals in order to make the beast sound more fantastic. Robert Jordan’s The Wheel of Time series relies on creative spelling and excessive apostrophes quite heavily: Dhai’mon, Dhjin’nen, Ghob’hlin, Gho’hlem, Ghraem’lan, and Ko’bal, for example.
Readers may recognize elements of The Lord of the Rings, Harry Potter, and Joseph Campbell’s Hero’s Journey among my clichés. Please understand that I am not criticizing these stories themselves. I am criticizing imitations of these stories. A familiar character or plot device becomes a cliché only if it lacks originality. Execution is the key to storytelling. If an author is able to bring creativity and beauty to a story, the idea will likely rise above cliché, becoming something else entirely. For example, the first book of Gene Wolfe’s The Wizard Knight is about a boy transported to a sword-and-sorcery world where he must find a magic sword and become a knight. Yet Wolfe’s talent prevents that story from becoming a cliché.
I encourage readers to look for stories that challenge conventions that twist clichés into something new, favor complexity over simplicity, and aim for originality. Celebrate those stories, and ignore the knock-offs.
10 Common Fantasy Tropes (and How to Give Them a Fresh Twist)
https://www.quillandsteel.com/blogs/writing-tips/common-fantasy-tropes
Fantasy writers (and readers), we need to talk about tropes. Love them or hate them, common fantasy tropes are like the trusty spices in your kitchen—they’re always there, and when used right, they can add the perfect flavor to your dish story.
But overdo it, and, well...you get the point.
In this post, we’ll dive into some of the most common tropes in fantasy, how you can twist them to make them your own, and examples of where they’ve been done right.
What are common fantasy tropes, and why do they matter?
Tropes are recurring themes, characters, or plot devices that show up again and again in stories. Think of them as the familiar building blocks of the genre.
From "the chosen one" to "ancient prophecies," tropes are common in fantasy because they resonate with readers. They create a sense of familiarity—a shared language that makes the genre what it is.
But here’s the thing: just because a trope is common doesn’t mean it has to be boring. With a little creativity, you can take these familiar elements and give them a fresh twist.
And if you’re worldbuilding, a unique take on a trope can make your setting feel fresh and intriguing.
10 common fantasy tropes
1. The chosen one
You know this one. The farm boy or orphan girl who turns out to be the only person who can save the world. It’s everywhere—from Frodo Baggins to Harry Potter.
How to twist it:
What if the "chosen one" doesn’t want the job and actively resists their destiny? (Think of Buffy Summers—reluctant but badass.)
Or maybe the prophecy was misinterpreted, and the real chosen one is someone unexpected—like the antagonist.
Examples:
City of Bones by Cassandra Clare
Mistborn by Brandon Sanderson
2. Ancient prophecies
Every fantasy realm seems to have one. An old scroll, a cryptic poem…you know the drill.
How to twist it:
What if the prophecy was planted as misinformation by the villain?
Or what if it’s fulfilled in a completely unexpected way? (Think of Tyrion Lannister’s role in "Game of Thrones.")
💡 Tip: Include snippets of your world’s prophecy in your story to create intrigue—just don’t give it all away at once.
3. Good vs. evil
Black-and-white morality has dominated classic fantasy for decades, but readers today want nuance. Villains with tragic backstories and heroes with flaws are way more compelling.
How to twist it:
Create a villain who truly believes they’re the hero.
Show the cost of being a "good guy."
Examples & tips:
"The Witcher" series is a masterclass in moral ambiguity.
Think about your characters’ internal conflicts while fleshing out their arcs.
4. The wise mentor
From Gandalf to Dumbledore, the mentor is always there to guide the hero…and often meets a tragic end.
How to twist it:
What if the mentor is secretly working against the hero?
Or what if the mentor’s advice is outdated or flat-out wrong?
💡Tip: Use the "wise mentor" trope as an opportunity to explore intergenerational conflict. Maybe the hero’s world is too different from what the mentor experienced.
5. Magical artifacts
The enchanted sword, the cursed amulet…these are staples of fantasy. But they don’t have to be cliché.
How to twist it:
Make the artifact’s power come at a huge personal cost.
Or let the artifact have a will of its own, complicating things for the hero.
Examples:
The One Ring in The Lord of the Rings
6. The ragtag team of heroes
Every hero needs a squad. The misfit crew with clashing personalities is a fan favorite (and for good reason).
How to twist it:
What if the team falls apart mid-quest due to internal conflict?
Or what if one member is a spy for the villain?
Example:
Six of Crows by Leigh Bardugo nails this trope.
7. Forbidden love
Ah, romance that’s doomed from the start. Whether it’s a princess and a commoner or a human and an elf, this trope keeps readers turning pages.
How to twist it:
What if the couple’s love actually causes the downfall of the realm?
Or what if they don’t end up together, but their love still changes them?
Examples:
The "romantasy" genre loves this trope—think Fourth Wing by Rebecca Yarros, Spark of the Everflame by Penn Cole, and A Court of Thorns and Roses by Sarah J. Maas.
8. The ancient evil awakens
There’s always a slumbering force of darkness ready to wreak havoc, right?
How to twist it:
What if the "ancient evil" is actually misunderstood and not evil at all?
Or what if the hero unwittingly caused its awakening?
💡Tip: Tie the "ancient evil" into your hero’s personal stakes to make the conflict more compelling.
9. The hidden truth or inheritance
Sometimes the biggest secrets are hidden in plain sight. This trope often involves a hero discovering their royal lineage, magical abilities, or a family secret that changes everything.
How to twist it:
What if the hidden inheritance is something the hero doesn’t want, like a curse or an obligation?
Or what if the hero’s entire life was built on a lie, and uncovering the truth puts them in danger?
Examples & tips:
In The Priory of the Orange Tree, Ead Duryan discovers hidden truths about her lineage.
If you’re writing about secret inheritances, consider how it changes your character’s motivations. This could be a perfect opportunity to dive into character arcs.
10. The quest
The backbone of many fantasy stories, the quest sends heroes on a journey to find something of great value—a magical artifact, a kidnapped loved one, or even self-discovery.
How to twist it:
What if the goal of the quest changes halfway through the story?
Or what if the object they’re seeking turns out to be something intangible, like forgiveness or understanding?
Examples:
In The Hobbit, Bilbo’s quest for treasure becomes a journey of personal growth.
Mistakes to avoid when using common fantasy tropes
Overusing tropes without adding originality
Simply copying tropes as they are can make your story feel derivative or predictable. Without a unique twist, readers might lose interest quickly.Relying on stereotypes instead of depth
Leaning on shallow or clichéd character archetypes, like the damsel in distress or the evil sorcerer, can lead to one-dimensional characters that lack depth and relatability.Ignoring internal consistency
Introducing tropes that don’t align with your story’s established worldbuilding can break immersion. For instance, a sudden "chosen one" prophecy might feel forced if the concept of prophecy hasn’t been set up in your world.Using tropes as a crutch for poor storytelling
Depending too heavily on tropes to drive the narrative often results in weak plots. Tropes should enhance your story, not replace original ideas or well-developed arcs.Failing to adapt tropes to modern expectations
Readers today often expect complexity and subversion. Blindly sticking to traditional tropes like clear-cut good vs. evil can feel outdated unless you add nuance or a modern twist.
Wrapping it all up
Common fantasy tropes are only as tired as you let them be. By adding your unique spin, you can turn a familiar idea into something fresh and unforgettable.
And if you’re feeling stuck, remember that the best stories come from your own authentic experiences and imagination.
Need help fleshing out your world, magic, plot, and characters? Grab our Complete Fantasy Writers’ Workbook Bundle and start building the fantasy realm of your dreams.
Frequently asked questions about common fantasy tropes
What is the best way to avoid making tropes feel overused?
The key to avoiding overused tropes is to combine them in unexpected ways or subvert them entirely. For instance, pairing the "chosen one" with "moral ambiguity" can create a hero who questions their role.
How can I create unique characters within common fantasy tropes?
Focus on giving your characters distinct motivations, flaws, and backgrounds. Even a "wise mentor" can feel fresh if their wisdom stems from unconventional experiences.
Are there any tropes to avoid completely in fantasy writing?
No trope needs to be avoided completely, but it’s wise to tread carefully with those that rely on stereotypes or lack originality. Always aim to add depth and nuance.
Fantasy is the wide-eyed child of the speculative fiction genre. Like science fiction, it is also filled with tropes.
What is a trope?
A trope is a commonly-used literary device. It can be a cliché and it can be used well.
Fantasy tropes are everywhere. For example, summoning a devil to make a contract for the small price of your soul. People like this image. How would you feel if the devil emailed you a contract with a space to put in your digital signature?
Suggested reading: A Complete Glossary Of Terms For Fantasy Writers and The 4 Pillars Of Fantasy.
How is it used?
Tropes are used as shorthand to explain complicated things. For example, The Dark Lord is used to explain to your reader that it’s okay for your Hero not to worry too much about how many henchmen they had to kill to right a ‘great evil’. If you do this, you don’t have to waste words trying to educate your reader when you want to get on with the plot.
This list is not a comment on whether the tropes are good or bad. If you want to write fantasy, it’s a good place to start.
101 Fantasy Tropes For Writers
- The Dark Lord. An ancient evil from the elder days is once again threatening the world.
- The Chosen One (protagonist) whose job it is to defeat the Dark Lord (antagonist) and restore the natural order of the world. Often a sword is involved.
- The Chosen One or Hero has been orphaned. It doesn’t matter how they were orphaned, only that family members are a liability to your protagonist and a headache to fit into the plot. (See any Disney cartoon for more information.)
- The Hero needs a mysterious parental figure. But, never an actual parent. They are there to guide them on their journey and offer advice.
- It helps if their mysterious parental figure is a wizard with contacts in the magic sword business. Either way, they usually like long flowing robes.
- Your Hero must to go on a quest to find or destroy the magic item giving the Dark Lord his power.
- They will need a landscape to trudge through. Remember it has to resemble Medieval Europe or everyone will make fun of you.
- Unless of course it resembles Ancient Rome or Japan, because that’s just as cool, man.
- Maybe, look up China while you’re at it. After all who doesn’t like Kung Fu?
- Nobody cares about peasants! Treat them like props, but if they speak out of turn mow them down like the cannon fodder they are.
- Your character must be a peasant.
- Of course, secretly they are also the descendent of the long lost king with a birth mark to prove it.
- For some reason everyone except the Dark Lord’s evil advisor will like your secretly noble Hero. It must be their royal grace shining through, right?
- The advisor must have a black goatee beard.
- They will need friends. Maybe a party or a fellowship?
- They will help your Hero along the journey, supporting the Hero whenever the Hero has lost all hope. This happens around scene 45.
- They should all be improbably, overly capable. Your elf should not just a good archer, but the best there ever was.
- They should also be princes, nobles, wizards, clerics and even the rulers of entire nations. Nobody delegates in Middle Earth. King Arthur sends his best men on pointless errands all the time. Probably, to get Lancelot away from his wife, but still.
- Your Hero will need to be trained by a master swordsman/magician who is secretly their…
- Your Hero will need to be descended from a master.
- Your Hero will need to be the best fighter in the whole realm.
- They are never allowed to use a helmet or a shield. That is for nameless support characters without exception – except if they only hunt goblins.
- Real Heroes use two swords.
- Real Heroes have magic swords.
- Real Heroes don’t cast spells. That’s the wizard’s job.
- Your Hero can out-think the wizard who is the smartest person in the world.
- This means they can beat any spell-caster with just their wits and cunning.
- You Hero must be a nerdy kid who likes magic. Sure they get beaten up at first but soon they become the greatest mage of all time. Then they get even with the bullies…
- Your wizard Hero is the best of all time and keeps getting better.
- Your wizard Hero is just okay, but through hard work comes out on top.
- Your “wizzard” Hero is just the worst spell-caster of all time but they have personality and people just like them. Give them an endearing spell like “Cause Mild Discomfort” or “Summon Milk”
- Your Hero is bored with their life and wants to make a name for themselves in the wide world.
- Your Hero loves their home town and never wants to leave but those damn orcs/trolls/goblins/wizards/invaders destroy this idyllic life and they are forced to right this injustice.
- Your Hero gets caught up in circumstances that soon take over their life and makes them believe in a greater cause.
- Your Hero falls in love with a princess who needs to be rescued from the Dark Lord.
- Turns out the princess was the real Dark Lord all along.
- She killed her whole family just to rule the kingdom.
- She was actually good after all, and just pretending to be bad to learn the Dark Lord’s secrets. Her family were all secretly monsters, though.
- Your Hero needs to rescue her from the Dark Lord’s Castle.
- Oh, no. Your Hero got captured while freeing the princess.
- Now, she needs to mount a rescue for the Hero.
- For some reason, her farther, the king, won’t help her so she needs to gather allies and infiltrate the castle on her own.
- Your Hero has found the magic item they need to save the world while locked up at the Dark Lord’s Castle.
- They insist that they steal it before they leave the castle.
- Conveniently, the Dark Lord, or maybe a dragon, is asleep and they can retrieve it.
- But, the Dark Lord wakes up just as they are making their escape.
- The Dark Lord, or their minions, chase the Heroes until they are saved by a secret magical kingdom – usually in a forest populated by elves.
- Or they are forced underground into dangerous caves – sometimes populated with elves.
- But, not the nice elves Dark Elves. These are evil creatures worshipping demonic gods. They are a foul and irredeemable lot.
- Except, of course, there is one good dark elf who is wandering the world making up for his race’s evil ways.
- Perhaps, this dark elf paladin helps lead your Hero back into the light – even though it hurts his beautiful lavender eyes just to see the sun. He probably writes poetry while crying.
- In the dark under the world, the Under Dark, there are as many fabulous creatures as anywhere else in the world. Even though, I mean, what would they eat?
- They live in magical cities.
- They live as savage beasts or wild tribes.
- They prey on wary travellers not used to the blinding darkness.
- Glowing red eyes follow your Hero on their journey.
- They turn out to be an ally who guides them to safety.
- They turn out to be a stealthy assassin come to collect the bounty on your Hero’s head.
- They are a swarm of monsters that dog your Hero’s every move.
- But, your Hero makes it back to the surface to find much has changed.
- They have been under a spell, and it is a hundred years too late to save the kingdom from the Dark Lord’s rule.
- All hope is lost and the world lies in ruin.
- Your Hero cries out in despair. When the darkness is at its fullest a light answers their call.
- Your Hero has gained the notice of a god/dess who wants to help them right the wrongs of the world.
- Your Hero finds an impossibly old ally still fighting the good fight.
- This ally has gained ancient knowledge and needs to pass it on to your Hero.
- This knowledge comes at a price.
- The price is a part of your Hero’s soul is lost each time they use this black magic. Oh, the tragedy.
- Your Hero defeats the Dark Lord, spending all of their soul, and becomes the next Dark Lord, completing the cycle, as foretold in an ancient prophecy.
- Your Hero refuses to give into this dark magic and instead ascends to a new level of power. This may change their hair colour.
- This power gives them a chance at victory and a better tomorrow.
- This power comes from the last magic of an elder race, and using it means that they will fade from the earth and the world will be a less magical place. A forced relocation into the west often happens simultaneously.
- Your Hero wins, but dies in the process.
- Your Hero dies, but that goddess from earlier has plans for them and brings them back to life.
- That god/dess reincarnates them as a small child with all the memories of their past life.
- Your Hero does not die, but gets to retire and have a good life and maybe raise a child.
- This child inherits the powers of your Hero and must learn to live with this responsibility.
- They are easy prey for an evil organisation that wants to hurt your Hero.
- They steal your Hero’s little girl and try to kill your Hero.
- But, they survive and if it is the last thing the Hero does, they will rescue their little girl.
- They are old now and past their prime. But, with age comes skill and they are deadlier than ever.
- The task is long and hard but they are tough and will see it though even if it kills them.
- Standing over the smoking ruins of the organisation that stole their little girl, the Hero has won.
- They have won, but it is just too much for them. They have seen their child freed and safe and at long last is allowed to rest – you know in a sad way.
- Perhaps, they have served their god/dess well and they are allowed a day to say goodbye to their friends.
- Maybe, their spirit is so strong it becomes a magical beast that prowls the woods keeping evil at bay.
- You Hero is allowed to ascend to heaven as a reward for their service.
- The war is won and everyone returns home. Many farewells occur.
- But, have they changed, or has the world they left moved on without them?
- It’s time they settled down, but they are haunted by the call to adventure.
- They seek a new adventure at every turn, but are never satisfied. Ships and golden fleeces are often involved.
- Eventually, they bite off more than they can chew and end up dead.
- They die nobly protecting the next generation.
- They pass on what they have learnt so that the story can continue with someone else.
- They find they have become the crazy old person in the tavern who all the kids make fun of.
- But, every now and then, wizards, dwarves, and elves are seen talking to the crazy old person.
- One day the old person gives a gift to their nephew.
- They give them a magic clock or wardrobe that leads to another world.
- They give them a magic sword that leads them on a quest to be king
- They give them a book of magic spells. Which will conveniently solve every obstacle in the narrative.
- And of course, the One Ring to rule them all.
https://medium.com/worldbuilding-wednesday/you-cant-rely-on-tropes-or-can-you-5238484f4da7
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- Bloggery committed by chris tower - 2604.08 - 10:10
- Days ago: MOM = 3933 days ago & DAD = 587 days ago
- New note - On 1807.06, I ceased daily transmission of my Hey Mom feature after three years of daily conversations. I post Hey Mom blog entries on special occasions. I post the days since ("Days Ago") count on my blog each day, and now I have a second count for Days since my Dad died on August 28, 2024. I am now in the same time zone as Google! So, when I post at 10:10 a.m. PDT to coincide with the time of Mom's death, I am now actually posting late, so it's really 1:10 p.m. EDT. But I will continue to use the time stamp of 10:10 a.m. to remember the time of her death and sometimes 13:40 EDT for the time of Dad's death. The blog entry numbering in the title has changed to reflect total Sense of Doubt posts since I began the blog on 0705.04, which include Hey Mom posts, Daily Bowie posts, and Sense of Doubt posts. Hey Mom posts will still be numbered sequentially. New Hey Mom posts will use the same format as all the other Hey Mom posts; all other posts will feature this format seen here.

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