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.