Alright, I started this at first, then gave up because a bunch of these are pretty much normal mechanics/formula for RPGs and, IMO, do not qualify as "clichés". It's like saying "the final boss always has a ton of HP" and calling it a cliché. However, I decided to give this another shot, and mark out the ones that shouldn't count.
10. Luddite Rule (or, George Lucas Rule)
Yeah, the bad guys are the ones with technology. But it can't be helped. RPGM doesn't really give me enough technology to give it to the common man.
14. Garrett's Principle
Not a real cliché. This is just how RPGs work. Granted, I don't have every house in my towns open for uninvitation, but gotta have some homes to explore.
17. Hey, I Know You, Three!
Not a real cliché: aimlessly wandering townfolk. Limitation of technology and way too much effort to do otherwise. A few characters might know where they're going, but unlikely.
20. Just Nod Your Head And Smile
Not a real chiché. If you had every townsfolk in your game react to the fact that you're carrying weapons, it'd get pretty redundant eventually. Besides, my game takes place in a country full of dragon slayers and the occasional hunter. People carrying weapons isn't exactly unheard of.
22. MacGyver Rule
Not a real cliché: increasingly more powerful weapons in shops as you go along. It just wouldn't be good game design to do otherwise.
Also: most of the items they list are odd and it is a cliché when they're effective weapons. But gloves? Come on, have you ever heard of martial arts? A person can fight pretty well with their hands. Grab a pair of gloves with metal studs or spikes on the knuckles, of course it's gonna be an effective weapon!
24. Capitalism Is A Harsh Mistress
Not a real cliché. Technical limitations prevent a developer from keeping track of which items are sold to which vendors. Really, I can only recall one game that did.
25. Dimensional Transcendence Principle
Not a real cliché. It's just how RPGs are done. Plus it'd take more memory to make the buildings as big outside as they are on the inside. And it'd be one heck of a walk.
28. IDKFA
It's not really a story cliché, but I think I'll count this one. RPGs have given some weapons limited ammunition since the NES days. I'd do the same in my game if RPGM allowed for it better. Though, there are Mick's shuriken.
29. Indestructible Weapon Rule
Not a real cliché. I don't like it when weapons are given their own HP, anyway.
30. Selective Paralysis
Not a real cliché. RPGs aren't platformers. I will agree, though, pebbles and flowers should not make good obstacles.
31. Bed Bed Bed
Not a real cliché. Can you think of a better way for the party to get fully healed?
32. You Can't Kill Me, I Quit (Seifer Rule)
Actually, yeah, I do have one enemy who bothers you throughout most of the game but you don't fight until near the end.
35. Heads I Win, Tails You Lose (Grahf Rule)
This is... half-true.
37. Fake Ending
Take the word "disk" and replace with "memory card".
Quote:
39. "What are we going to do tonight, Vinsfeld?" The goal of every game--
FALSE!! Haha, take that, RPG cliché list!
45. Law Of Cartographical Elegance
Not a real cliché. It's just not good game design if you do otherwise.
50. Short Attention Span Principle
Not a real cliché. You think most games have the memory to have book-length books in their book shelves? Well, maybe Elder Scrolls. Gotta give props to the dudes that took the time to write all those.
55. Houdini's Postulate
Yeah, but would it really be that interesting if the player spent an extended amount of time in a prison cell? Something interesting has got to happen sometime.
56. Zeigfried's Contradiction
I can think of two people in Rockford.
57. Natural Monopoly Rule
Not a real cliché. Unless you count when a shop has more than one person at the counter, it isn't really necessary.
58. But They Don't Take American Express
To be fair, the dragons
did use to live in the same country as humans.
59. Apathy Principle
My group is the only group that actually see that the dragon slayers are in the wrong.
61. Henchman Quota (Nana, Saki, and Mio Rule)
The Awesome Trio!
68. Fourth Law of Travel
It's such an old plot, I'm not sure I even realized how overused it was when I created it.
72. Eighth Law of Travel
I suppose there could be a shortcut somewhere. Just need to find a place where the only thing separating a direct route from Point A to Point B is a wall.
79. Xenobiology Rule
Fine, let me see you come up with a more original list. Besides, we're kinda stuck with what RPG Maker gives us.
81. Dungeon Design 101
Actually, the waterfall is the exit to the secret behind it.
83. Dungeon Design 103 (or, Wallpaper Warning)
I hadn't even realized I was doing this until I read this one.
85. Dungeon Design 301
That list is so general, how can one
not create a puzzle in one of those categories?
93. Puddin' Tame Rule
Not really a cliché. See my reasonings for the book one.
94. Franklin Covey Was Wrong, Wrong, Wrong
Gotta give the player something to do on the side. Besides, I'd rather have the bosses prepared for those special items a little rather than them becoming a breeze when the player does.
96. Selective Invulnerability Principle
Yeah, pretty much. If I could put different clothes on my characters when they go through said hazardous locations, I would.
102. Perversity Principle
It's not that necessary in most cases, but sometimes the plot won't continue without a little help.
106. Law of Traps
I'm not really sure if this'll be a trap or not. Haven't quite gotten far enough to decide.
108. You Do Not Talk About Fight Club
Actually the dragon slayers happen to be hosting it.
120. Little Nemo Law
Yeah, the first one. And am I the only one who thinks of the fish movie when they read this rule?
128. First Law of Fashion
All of the above. See also: my response to rule #96.
129. Second Law of Fashion
See also: my repsonse to rule #96.
144. Materials Science 101
Not yet. But when I actually get around to naming my equipment, there's always a chance a weapon might be made of gold or silver.
147. Vivi's Spellbook Principle
Spells? Not really. The different strengths just target more enemy members at the cost of more HP. Character-specific abilities? Yes.
154. Gold Saucer Rule
Maybe, maybe not. I haven't decided what the prizes are, yet.
159. Bad Is Good, Baby!
Does it still count if the dragons are the good guys in this game?
160. Good Is Bad, Baby!
Okay.
161. General Leo's Exception
This actually makes up for half the bad guys.
163. All The Time In The World (Rinoa Rule)
Nimuay is in trouble! I've got to talk to everyone, buy items, look in dressers, and check the bookshelf for interesting reading before I rescue her! (Actual example.)
169. Gilligan's Prescription
However, it's not as extreme as most anmesia cases. Rather, it's of one specific event, with the remaining memory intact.
174. Flow of Goods Rule
Not a real cliché. In fact, this is basically another variation of rule #22.
175. Master Key Rule
Maybe.
181. Poetic Villain Principle (Kefka Rule)
Hey, these characters have their justifiable reason for why they're the bad guys.
182. Compression of Time
Biggest worry I have about the game. Even if I can't see any plot holes from using it.
190. Weapon Rule
Which is why I'm coming up with a reward other than some unneeded weapon.