This is a place to rant about tropes in fiction that you dislike!
My list:
1. D&D style deities, i.e. patrons of concepts like beauty, justice, war, etc. It feels incredibly trite, as well as a fundamental misunderstanding of how religion and sacredness work. The idea of a patron you could serve in return for power is a good one, but worship? In settings like this, the only gods that are even mildly interesting are the evil ones, by sheer fiat of how twisted they are. If we're talking about something that isn't like Jewish/Christian/Islamic divinity but merely a powerful being, well, it can horrify far more easily than it can inspire - consider how interested you are in a character who worships the "benevolent goddess of beauty" and "spreads love and happiness" vs a character who serves the monkey-demonlord Azazgjfrrn, who will release his soul in exchange for him damning a thousand others.
This also leads to grimdark-feeling universes that weren't intended to be such, as the writer leans on the evil and horrific aspects of it to generate interest (feels a bit like this happened with Fall From Heaven, though Kael explicitly told me he wrote dark stories for the lore).
2. Unrealistic action girls. This trope is incredibly common these days (wonder why something called 'feminism' is so intent on portraying women as being just as violent and aggressive as men). It's okay in a comedic context, but when you open a serious story with a teenage girl beating up a heavily muscled man (nsfw) I immediately stop reading.
3. Use of dwarves, elves, halflings, and especially orcs/goblins. I mean, I can tolerate the first three, but it's a cringy read unless they are some seriously original twist on the theme. Is it really that hard to come up with your own thing?
Brandon Mull shows how it can be done. Take two major races from his Beyonders series: the Amar Kabal and the drinlings. The former are regular humans who have a "seed" attached to their bodies that can be planted after they die, which grows them fully restored to a young age inside a plant, memories and all - making them immortal. The drinlings are a humanoid race that develop and learn at an extremely fast pace, making them perfect soldiers, but only live two to three years. Two races every bit as good as elves and dwarves, but with very interesting characteristics that you actually have to learn about.
4. Starting off with the biggest bad evar of that setting being the antagonist. This is something that should always be worked up to, at the very least, and best avoided altogether. Again, using Beyonders as an example (that series does so much right that basically everything else gets wrong), the main antagonist isn't the most powerful wizard in history, whose coming was foretold in prophecy at the dawn of time. He isn't even a particularly powerful one. He's just the last wizard left who managed to hide while all the others destroyed themselves, and is basically unopposed in an age where wizardry has been forgotten. This has the triple benefit of (A) not making strangely weak or incompetent, as ultimate big baddies usually have to be to get defeated by the heroes; we know he's not invincible from the start, (B) preserving the mystique of the setting, so that you aren't served up what are claimed to be its best mysteries and powers (C) raising lots of interesting questions about how he survived and what his motives are that wouldn't be asked of a generic Dark Lord.
(Due to sci-fi's nature, 4 doesn't apply to it.)
My list:
1. D&D style deities, i.e. patrons of concepts like beauty, justice, war, etc. It feels incredibly trite, as well as a fundamental misunderstanding of how religion and sacredness work. The idea of a patron you could serve in return for power is a good one, but worship? In settings like this, the only gods that are even mildly interesting are the evil ones, by sheer fiat of how twisted they are. If we're talking about something that isn't like Jewish/Christian/Islamic divinity but merely a powerful being, well, it can horrify far more easily than it can inspire - consider how interested you are in a character who worships the "benevolent goddess of beauty" and "spreads love and happiness" vs a character who serves the monkey-demonlord Azazgjfrrn, who will release his soul in exchange for him damning a thousand others.
This also leads to grimdark-feeling universes that weren't intended to be such, as the writer leans on the evil and horrific aspects of it to generate interest (feels a bit like this happened with Fall From Heaven, though Kael explicitly told me he wrote dark stories for the lore).
2. Unrealistic action girls. This trope is incredibly common these days (wonder why something called 'feminism' is so intent on portraying women as being just as violent and aggressive as men). It's okay in a comedic context, but when you open a serious story with a teenage girl beating up a heavily muscled man (nsfw) I immediately stop reading.
3. Use of dwarves, elves, halflings, and especially orcs/goblins. I mean, I can tolerate the first three, but it's a cringy read unless they are some seriously original twist on the theme. Is it really that hard to come up with your own thing?
Brandon Mull shows how it can be done. Take two major races from his Beyonders series: the Amar Kabal and the drinlings. The former are regular humans who have a "seed" attached to their bodies that can be planted after they die, which grows them fully restored to a young age inside a plant, memories and all - making them immortal. The drinlings are a humanoid race that develop and learn at an extremely fast pace, making them perfect soldiers, but only live two to three years. Two races every bit as good as elves and dwarves, but with very interesting characteristics that you actually have to learn about.
4. Starting off with the biggest bad evar of that setting being the antagonist. This is something that should always be worked up to, at the very least, and best avoided altogether. Again, using Beyonders as an example (that series does so much right that basically everything else gets wrong), the main antagonist isn't the most powerful wizard in history, whose coming was foretold in prophecy at the dawn of time. He isn't even a particularly powerful one. He's just the last wizard left who managed to hide while all the others destroyed themselves, and is basically unopposed in an age where wizardry has been forgotten. This has the triple benefit of (A) not making strangely weak or incompetent, as ultimate big baddies usually have to be to get defeated by the heroes; we know he's not invincible from the start, (B) preserving the mystique of the setting, so that you aren't served up what are claimed to be its best mysteries and powers (C) raising lots of interesting questions about how he survived and what his motives are that wouldn't be asked of a generic Dark Lord.
(Due to sci-fi's nature, 4 doesn't apply to it.)