Over the years, both in your games and in other campaigns with other groups, your players have developed a set of expectations about the way things usually go.

Orcs? Always evil, dumb and brutal.

Their mysterious patron? Always mysterious.

The black-robed guy in the tavern who offered them a job? Always planning to backstab them in the end.

That NPC who’s never had a kind word for the party? Always a dick.

There’s nothing inherently wrong with “always,” but it can get old. Don’t be afraid to do something different with campaign elements that are common RPG tropes, or that are common to your games.

Just make sure those changes make sense in the context of the game world (Why are these orcs our buddies? Why did our patron reveal herself?), don’t overdo it and have fun with them — your players are likely to appreciate the results.