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Basic Trope: Our main character has to run an errand to stretch out the plot.

  • Straight: Bob has to get a stone and give it to an NPC because they asked him to and there's a Broken Bridge situation.
  • Exaggerated: Bob traversed the Green Hill Zone, The Lost Woods and Shifting Sand Land, fought the daemons and risked his life on multiple occasions... for a stone?
  • Downplayed: The fetch quests are all just optional Side Quests.
  • Justified:
    • Bob is in a massive debt and the stone has a great value. The NPC and Bob have a business relation and Bob will get paid the stone's value so he can pay off his debt.
    • Bob is poor and takes odd jobs so he can feed his family.
    • Bob likes helping other people.
  • Inverted: Bob is a courier and the deliveries make up the plot. Combat sequences are used as plot stretchers.
  • Subverted: The stone turns out to be very relevant to the main plot.
  • Double Subverted: ...but only for a few moments. Afterwards, it is never seen or spoken of again.
  • Parodied:
    • The errand is to fetch something trivial, such as a sandwich or cup of coffee.
    • After Bob completes the quest, his reward is... another fetch quest!
  • Zig Zagged: ???
  • Averted: There are no errand quests.
  • Enforced: "Well, the game is pretty short, and we need to add in more content to pad out the game's length. So let's add a Broken Bridge situation and have Bob, our main character, deliver a stone to an NPC before the plot can continue."
  • Lampshaded: "Please go retrieve the stone from the dark forest! Why? I don't know, just do it!"
  • Invoked: ???
  • Exploited: The Big Bad, disguised as a peasant, sends the player on a lengthy fetch quest, buying her enough time to begin the first phase of her evil plan.
  • Defied: ???
  • Discussed: ???
  • Conversed: "Ugh, I hate these kinds of quests. It's like they're trying to waste my time."

Can you get the Fetch Quest Trope page for me? I'll make it worth your while.

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