You Have To Burn The Trope

Occasionally, an author will come along and tell a vast, sprawling yarn complete with a rich plot, vibrant characters and panoramic environments. Others, however, may make an adventure with the intention of ending it immediately as a joke--or perhaps to teach the audience a lesson. This trope's name comes from the game You Have to Burn the Rope, whose credit sequence is longer than its actual gameplay.
With the exception of a few inspired approaches to this, the use of this trope is highly frowned upon in the MSPAFA community.
Interestingly enough, the (now complete) forum adventure by the name "You Have to Burn the Rope" is NOT an example of this, as the author took a couple reader-suggested plot twists and went off the rails.
== Examples ==
* Adventures of a Dry Stick
A rare subversion.  The author was originally intending to play this trope straight to mock the trend of using inanimate objects as protagonists, but ultimately changed his mind and decided to turn it into a full adventure.
* Beardate
Lasted one update.
* Dumbledore's Hard Day 
Made with the intention of lasting "between one hour and one day."
* Get to Line
You reach the line and win the game before the end of the first page.
* Kick Something in the Nuts 
Created because of the number of people in CheeseDeluxe's crossover adventure suggesting that Crystal Raver kick Cyz in the nuts.
* Kool-AId Advennture
Made with the intention of telling readers to stop overusing jokes to death; bursting through a wall like the Kool-Aid Man had been a common suggestion at the time.
* Open the Chest
Was only two shown images of a man standing then dying on a chest.
* Peachworld
Lasted only a few posts, but had six alternate endings.
* Risk
No updates.
Category:Tropes