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Adventure-Friendly World for the part that makes RPG-like adventuring a justified part of the setting
You're adding Dungeon-Based Economy if there's a whole industry associated with clearing the gates- people selling parts from monsters or things that can be gathered inside the rifts, manufacturers making specialty gear for adventurers, unions and guilds handling negotiations and support for the adventurers, etc
Thanks, and also would those mean making a trope for that setting be is redundant?
"What does freedom really mean when demanded of you by a god?"That depends- the important part is whether it forms a distinct narrative framework independent of those two tropes
I'd suggest checking out People Sit on Chairs, The Same, but More Specific, Tropes Are Flexible, Not a Trope, and Playing with a Trope for a crash course in what makes a trope vs a variation
Edited by Scorpion451
The increasingly common setting in korean Manhwa and webtoons/webcomics where in a modern day setting there was a big event invariably called something along the lines of the great cataclysm where lots of rifts/gates full of monsters started appearing and some people end up becoming awakened hunters to fight it and overtime most end up working for for-profit guilds or the government to "clear" the gates/rifts in order to stop the monsters inside from spilling out. Its just an oddly specific trope I've seen a lot in Korean media but haven't noticed that setting/genre anywhere else.