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* The Clans from ''TabletopGame/{{Battletech}}'' suffer from this when they invade the Inner Sphere. One of the biggest reasons for their failure is that the Inner Sphere refuses to fight to the Clans' rules, and actually takes advantage of the Clans' adherence to their code. Example: Clans traditionally begin battles with a challenge that states how many troops they are committing to the assault, and asks the enemy what they're preparing to defend with (this actually makes sense for inter-Clan warfare; they're short on resources, so they want to keep battles small so as to minimize casualties and collateral damage). The Inner Sphere, of course, would lie. Later averted by most Clanners, who simply come to the conclusion that anyone who doesn't want to fight by the rules shouldn't be protected by them.

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* The Clans from ''TabletopGame/{{Battletech}}'' suffer from this when they invade the Inner Sphere. One of the biggest reasons for their failure is that the Inner Sphere refuses to fight to the Clans' rules, and actually takes advantage of the Clans' adherence to their code. Example: Clans traditionally begin battles with a challenge that states how many troops they are committing to the assault, and asks the enemy what they're preparing to defend with (this actually makes sense for inter-Clan warfare; they're short on warfare as clan space is relatively lacking in resources, so they want to keep battles small so as to minimize casualties and collateral damage). The Inner Sphere, of course, would lie. Later averted by most Clanners, who simply come to the conclusion that anyone who doesn't want to fight by the rules shouldn't be protected by them.
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Characters who place HonorBeforeReason in TabletopGames.
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*** The Horus Heresy novel 'Know No Fear' shows us Guilliman's real problem with the Alpha Legion isn't so much that they were dishonorable, but that their thinking was inferior. Guilliman preferred strict structure and fighting enemy combatants, while Alpharius taught his Legion to favor unstructured combat and command; to attack from within, and to not limit their targeting to military targets. While in the 41st millennium Guilliman's attitude seems silly, it made a lot of sense in the 31st millennium -- It had made the Ultramarines the uncontested, most successful Space Marine legion of the Crusade, taking more planets then any other. In addition, their straight, honorable combat often made integrating whoever the conquered into the Imperium far smoother and easier due to the respect of their defeated foes. The Alpha Legion tended to leave planets confused, decimated, and altogether very, very unhappy with them. It should be noted, however, that the Alpha Legion did not turn to Chaos over this minor spat -- It's just why the current Ultramarines think they did. Which is more of a Pride Before Reason problem.

to:

*** The Horus Heresy novel 'Know No Fear' shows us Guilliman's real problem with the Alpha Legion isn't so much that they were dishonorable, but that their thinking was inferior. Guilliman preferred strict structure and fighting enemy combatants, while Alpharius taught his Legion to favor unstructured combat and command; to attack from within, and to not limit their targeting to military targets. While in the 41st millennium Guilliman's attitude seems silly, it made a lot of sense in the 31st millennium -- It had made the Ultramarines the uncontested, most successful Space Marine legion of the Crusade, taking more planets then any other. In addition, their straight, honorable combat often made integrating whoever the conquered into the Imperium far smoother and easier due to the respect of their defeated foes. The Alpha Legion tended to leave planets confused, decimated, and altogether very, very unhappy with them. It should be noted, however, that the Alpha Legion did not turn to Chaos over this minor spat -- It's just why the current Ultramarines think they did. Which is more of a Pride Before Reason problem. The Ultramarines and their successor chapters learned this lesson well, and now will push any advantage and deny the enemy as many opportunities as possible.

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** Prior to the introduction of the Clans, this was the hat of the Draconis Combine, which as a faction embrace a romanticized version of samurai honor. Probably the best example of it is this: if someone ordered a retreat, even if his unit was being overwhelmed by enemy forces and was in danger of being completely wiped out, he was expected to commit sepuku. Prior to the Clan invasion, the Draconis Combine's military took a very dim view of retreating from a fight regardless of the situation and placed a high expectation that you would try to fight individual duels with enemies instead of using group tactics. After the Clans invaded, the Combine was forced into adopting more [[CombatPragmatist pragmatic]] means of fighting since their traditional methods proved to be far less effective against the Clans' superior technology.

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** Prior to the introduction of the Clans, this was the hat of the Draconis Combine, which as a faction embrace a romanticized version of samurai honor. Probably the best example of it is this: if someone ordered a retreat, even if his unit was being overwhelmed by enemy forces and was in danger of being completely wiped out, he was expected to commit sepuku.seppuku. Prior to the Clan invasion, the Draconis Combine's military took a very dim view of retreating from a fight regardless of the situation and placed a high expectation that you would try to fight individual duels with enemies instead of using group tactics. After the Clans invaded, the Combine was forced into adopting more [[CombatPragmatist pragmatic]] means of fighting since their traditional methods proved to be far less effective against the Clans' superior technology.technology.
* In ''TabletopGame/BloodBowl'', the Bright Crusaders and the Heroes of Justice are the only teams who categorically refuse to cheat in any way. The problem is, [[CrapsackWorld naturally]], they're the only people who have this compunction -- in fact, for the Goblin team, cheating is their ''entire strategy''. And naturally, for these teams, FailureIsTheOnlyOption.
* The goddess Rondra and her church of the pen & paper RPG TabletopGame/TheDarkEye are a fine example of this trope: Over the course of time Rondra [[{{Flanderization}} degenerated]] from a goddess of war into a goddess of honor, going so far as to deem battles between armies and the art of war (strategy and tactics, that is) as "necessary evils" and only approving of one-on-one combats, which meet [[LetsFightLikeGentlemen certain standards of honorable behavior]]. This development hasn't been without consequences in the game world itself: it has been mentioned that army officers tend to worship Hesinde (a goddess of knowledge) or Phex (a trickster god of luck and wits) instead of Rondra. Not to mention Kor, a merciless god of bloodshed and mercenaries, who has a considerable amount of [[SociopathicHero followers among]] [[SlidingScaleOfIdealismVersusCynicism disillusioned]] [[AntiHero warriors]]. And it seems as if yet another god is preparing to compete with Rondra and take over her old domain: Nandus, a god of reason, whose followers unsurprisingly prefer [[CombatPragmatist reason over honor]].
* ''TabletopGame/DungeonsAndDragons''
** Prior to the release of 4th Edition, this was the hat of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being [[LawfulStupid people who followed the letter of the law without restriction or context]], because they would lose their powers if they didn't.
** Dragonborn, as a species, tend to be very serious about upholding their honor. All dragonborn view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable among dragonborn; it's considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, because to disobey one's tribal chief is to stain one's honor in the dragonborn's mind.
* High Compassion and Valor virtues in ''TabletopGame/{{Exalted}}'' can create an ersatz form of this trope.
** Additionally, the optional Merits and Flaws system gives "Code of Honor" as a Flaw; its value varies depending on how much it restricts your actions.
* A possible trait in TabletopGame/{{GURPS}} is "Code of Honor". However, this is an unusual variant that has different degrees, including [[HonorAmongThieves a Pirate's Code of Honor]] as a lower level than a Knightly one.
* The Adamantine Arrow of ''TabletopGame/MageTheAwakening'' have the importance of honour enshrined in their creed as "Enlightenment is Honour". The Arrow believe that oaths are a deep expression of one's soul, and that fighting without honour is meaningless, so when they [[IGaveMyWord give their word]] they take it ''very'' seriously. That said, they are still encouraged to consider a situation carefully before committing themselves to anything, that their oaths should be simple and state exactly what they intend, as well as accounting for all possibilities (for example "I will be dead before you have this grimoire" is considered less preferable to "I will be dead before ''the enemy'' has this grimoire" since the former doesn't account for former enemies becoming allies). Overall, while they should keep to their word and their code, they should be careful not to cripple themselves with it.
* ''TabletopGame/MagicTheGathering's'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.
* ''TabletopGame/MarvelSuperHeroes'' had this as a ''game mechanic''. You couldn't use MindControl ''in any circumstance'' without losing Karma unless you were a villain. The idea being, of course, that the GM should ''always'' include a way to win ''without'' removing a person's free will. This ''was'' a superhero game, after all!
* Virtues work this way in ''TabletopGame/{{Scion}}''. If a character wants to go against what their virtues would compel them to do they need to make a dice roll and fail to take the action, for example a character with Courage would have to fail a Courage roll to pass up on a fight with a dangerous opponent or willingly accept help from another person. If a Scion ignores their virtues too much they succumb to the virtue extremity and act out the extreme of the virtue. It's worth noting that the higher a Virtue, the more often you can call on it for extra dice in a pinch, and the more dice it gives you... but the dice pool you have to roll to ignore it increases as well. The more you allow your Virtues to define you, the more sway they have over your actions.
** The trope could be called "Virtue before Reason" in Scion's case, as even the ones that have almost nothing to do with honor (for example, Expression, which is all about creating art of all kinds) will still demand you follow them even when NOT following them is more prudent. This is even the case of the Dark Virtues that the Titans and their spawn use-for example, passing up an opportunity to torment a Scion or even attempting to invoke WhyDontYouJustShootHim requires a failed Malice roll. That's right-Titanspawn would rather engage in BondVillainStupidity instead of killing you right then and there. At least the game mechanics give a reason for it.
* In TabletopGame/{{Traveller}} there are several variations of this for different cultures. The ''Fteirle'' code of the Aslan is highly developed as befits a ProudWarriorRace.
* ''[[https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg?ref=nav_search Vow of Honor]]'' is built around this trope. You play as discount paladins who gain and lose power depending on how well they uphold [[TheOrder Fasaan]]'s tenets. Depending on the GM's whims, staying honourable may be a minor inconvenience or hair-pullingly frustrating. (One way to violate the Righteousness vow is to be ''be emotionally affected'' by "times of tribulation.") To top it all off, the game is specifically designed to encourage philosophical conflicts between players.



*** The Horus Heresy novel 'Know No Fear' shows us Guilliman's real problem with the Alpha Legion isn't so much that they were dishonorable, but that their thinking was inferior. Guilliman preferred strict structure and fighting enemy combatants, while Alpharius taught his Legion to favor unstructured combat and command; to attack from within, and to not limit their targeting to military targets. While in the 41st millennium Guilliman's attitude seems silly, it made a lot of sense in the 31st millennium - It had made the Ultramarines the uncontested, most successful Space Marine legion of the Crusade, taking more planets then any other. In addition, their straight, honorable combat often made integrating whoever the conquered into the Imperium far smoother and easier due to the respect of their defeated foes. The Alpha Legion tended to leave planets confused, decimated, and altogether very, very unhappy with them. It should be noted, however, that the Alpha Legion did not turn to Chaos over this minor spat - It's just why the current Ultramarines think they did. Which is more of a Pride Before Reason problem.

to:

*** The Horus Heresy novel 'Know No Fear' shows us Guilliman's real problem with the Alpha Legion isn't so much that they were dishonorable, but that their thinking was inferior. Guilliman preferred strict structure and fighting enemy combatants, while Alpharius taught his Legion to favor unstructured combat and command; to attack from within, and to not limit their targeting to military targets. While in the 41st millennium Guilliman's attitude seems silly, it made a lot of sense in the 31st millennium - -- It had made the Ultramarines the uncontested, most successful Space Marine legion of the Crusade, taking more planets then any other. In addition, their straight, honorable combat often made integrating whoever the conquered into the Imperium far smoother and easier due to the respect of their defeated foes. The Alpha Legion tended to leave planets confused, decimated, and altogether very, very unhappy with them. It should be noted, however, that the Alpha Legion did not turn to Chaos over this minor spat - -- It's just why the current Ultramarines think they did. Which is more of a Pride Before Reason problem.



** Not that the Eldar are immune- One Avatar of Khaine (a giant living metal incarnation of their WarGod that requires the willing sacrifice of an Eldar warrior) was summoned to fight a Tyranid fleet. He stood on the battlefield issuing chalenges to the Swarmlord... who promptly directed half a dozen Carnifexes at the Avatar.

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** Not that the Eldar are immune- immune -- One Avatar of Khaine (a giant living metal incarnation of their WarGod that requires the willing sacrifice of an Eldar warrior) was summoned to fight a Tyranid fleet. He stood on the battlefield issuing chalenges to the Swarmlord... who promptly directed half a dozen Carnifexes at the Avatar.



* ''TabletopGame/MarvelSuperHeroes'' had this as a ''game mechanic''. You couldn't use MindControl ''in any circumstance'' without losing Karma unless you were a villain. The idea being, of course, that the GM should ''always'' include a way to win ''without'' removing a person's free will. This ''was'' a superhero game, after all!
* The godess Rondra and her church of the pen & paper RPG TabletopGame/TheDarkEye are a fine example of this trope: Over the course of time Rondra [[{{Flanderization}} degenerated]] from a goddess of war into a goddess of honor, going so far as to deem battles between armies and the art of war (strategy and tactics, that is) as "necessary evils" and only approving of one-on-one combats, which meet [[LetsFightLikeGentlemen certain standards of honorable behavior]]. This development hasn't been without consequences in the game world itself: it has been mentioned that army officers tend to worship Hesinde (a godess of knowledge) or Phex (a trickster god of luck and wits) instead of Rondra. Not to mention Kor, a merciless god of bloodshed and mercenaries, who has a considerable amount of [[SociopathicHero followers among]] [[SlidingScaleOfIdealismVersusCynicism disillusioned]] [[AntiHero warriors]]. And it seems as if yet another god is preparing to compete with Rondra and take over her old domain: Nandus, a god of reason, whose followers unsurprisingly prefer [[CombatPragmatist reason over honor]].
* High Compassion and Valor virtues in ''TabletopGame/{{Exalted}}'' can create an ersatz form of this trope.
** Additionally, the optional Merits and Flaws system gives "Code of Honor" as a Flaw; its value varies depending on how much it restricts your actions.
* Virtues work this way in ''TabletopGame/{{Scion}}''. If a character wants to go against what their virtues would compel them to do they need to make a dice roll and fail to take the action, for example a character with Courage would have to fail a Courage roll to pass up on a fight with a dangerous opponent or willingly accept help from another person. If a Scion ignores their virtues too much they succumb to the virtue extremity and act out the extreme of the virtue. It's worth noting that the higher a Virtue, the more often you can call on it for extra dice in a pinch, and the more dice it gives you... but the dice pool you have to roll to ignore it increases as well. The more you allow your Virtues to define you, the more sway they have over your actions.
** The trope could be called "Virtue before Reason" in Scion's case, as even the ones that have almost nothing to do with honor (for example, Expression, which is all about creating art of all kinds) will still demand you follow them even when NOT following them is more prudent. This is even the case of the Dark Virtues that the Titans and their spawn use-for example, passing up an opportunity to torment a Scion or even attempting to invoke WhyDontYouJustShootHim requires a failed Malice roll. That's right-Titanspawn would rather engage in BondVillainStupidity instead of killing you right then and there. At least the game mechanics give a reason for it.
* The Adamantine Arrow of ''TabletopGame/MageTheAwakening'' have the importance of honour enshrined in their creed as "Enlightenment is Honour". The Arrow believe that oaths are a deep expression of one's soul, and that fighting without honour is meaningless, so when they [[IGaveMyWord give their word]] they take it ''very'' seriously. That said, they are still encouraged to consider a situation carefully before committing themselves to anything, that their oaths should be simple and state exactly what they intend, as well as accounting for all possibilities (for example "I will be dead before you have this grimoire" is considered less preferable to "I will be dead before ''the enemy'' has this grimoire" since the former doesn't account for former enemies becoming allies). Overall, while they should keep to their word and their code, they should be careful not to cripple themselves with it.
* One of the three Renown categories from ''TabletopGame/WerewolfTheApocalypse'' is honour, which is often associated with the law-keeper Philodox and 'just' deeds.
** It becomes one of five Renown categories in ''TabletopGame/WerewolfTheForsaken'', where it's associated with the Philodox-equivalents, the Elodoth.
* A possible trait in TabletopGame/{{GURPS}} is "Code of Honor". However, this is an unusual variant that has different degrees, including [[HonorAmongThieves a Pirate's Code of Honor]] as a lower level than a Knightly one.
* In TabletopGame/{{Traveller}} there are several variations of this for different cultures. The ''Fteirle'' code of the Aslan is highly developed as befits a ProudWarriorRace.



** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]]. Also in ''Total War: Warhammer'', a Bretonnian player has to abide by the rules of chivalry during a campaign: That means no warring against other Bretonnian factions, no sacking settlements or killing prisoners of civilized foes, ''always'' razing the cities and killing the prisoners of uncivilised foes, no ambushes, no raiding and [[ArsonMurderAndJaywalking no establishing brothels or giving out bribes]]. Also if you get the Blessing of the Lady through a Heroic Victory, no retreating from a battle - ''under any circumstances''.

to:

** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]]. Also in ''Total War: Warhammer'', a Bretonnian player has to abide by the rules of chivalry during a campaign: That means no warring against other Bretonnian factions, no sacking settlements or killing prisoners of civilized foes, ''always'' razing the cities and killing the prisoners of uncivilised foes, no ambushes, no raiding and [[ArsonMurderAndJaywalking no establishing brothels or giving out bribes]]. Also if you get the Blessing of the Lady through a Heroic Victory, no retreating from a battle - -- ''under any circumstances''.



* In ''TabletopGame/BloodBowl'', the Bright Crusaders and the Heroes of Justice are the only teams who categorically refuse to cheat in any way. The problem is, [[CrapsackWorld naturally]], they're the only people who have this compunction - in fact, for the Goblin team, cheating is their ''entire strategy''. And naturally, for these teams, FailureIsTheOnlyOption.
* ''[[https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg?ref=nav_search Vow of Honor]]'' is built around this trope. You play as discount paladins who gain and lose power depending on how well they uphold [[TheOrder Fasaan]]'s tenets. Depending on the GM's whims, staying honourable may be a minor inconvenience or hair-pullingly frustrating. (One way to violate the Righteousness vow is to be ''be emotionally affected'' by "times of tribulation.") To top it all off, the game is specifically designed to encourage philosophical conflicts between players.
* ''TabletopGame/MagicTheGathering's'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.
* ''TabletopGame/DungeonsAndDragons''
** Prior to the release of 4th Edition, this was the hat of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being [[LawfulStupid people who followed the letter of the law without restriction or context]], because they would lose their powers if they didn't.
** Dragonborn, as a species, tend to be very serious about upholding their honor. All dragonborn view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable among dragonborn; it's considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, because to disobey one's tribal chief is to stain one's honor in the dragonborn's mind.

to:

* In ''TabletopGame/BloodBowl'', the Bright Crusaders and the Heroes of Justice are the only teams who categorically refuse to cheat in any way. The problem is, [[CrapsackWorld naturally]], they're the only people who have this compunction - in fact, for the Goblin team, cheating is their ''entire strategy''. And naturally, for these teams, FailureIsTheOnlyOption.
* ''[[https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg?ref=nav_search Vow of Honor]]'' is built around this trope. You play as discount paladins who gain and lose power depending on how well they uphold [[TheOrder Fasaan]]'s tenets. Depending on the GM's whims, staying honourable may be a minor inconvenience or hair-pullingly frustrating. (One way to violate the Righteousness vow is to be ''be emotionally affected'' by "times of tribulation.") To top it all off, the game is specifically designed to encourage philosophical conflicts between players.
* ''TabletopGame/MagicTheGathering's'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.
* ''TabletopGame/DungeonsAndDragons''
** Prior to the release of 4th Edition, this was the hat
One of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being [[LawfulStupid people who followed the letter of the law without restriction or context]], because they would lose their powers if they didn't.
** Dragonborn, as a species, tend to be very serious about upholding their honor. All dragonborn view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor
three Renown categories from ''TabletopGame/WerewolfTheApocalypse'' is more than a word and honour, which is often considered more important than life itself. Cowardice is not simply undesirable among dragonborn; associated with the law-keeper Philodox and 'just' deeds.
** It becomes one of five Renown categories in ''TabletopGame/WerewolfTheForsaken'', where
it's considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, because to disobey one's tribal chief is to stain one's honor in associated with the dragonborn's mind.Philodox-equivalents, the Elodoth.

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** The Modrons are an entire species of this, thanks to being the "elemental embodiments" of the LawfulNeutral alignment. If something does not match up with their procedural assessment of the situation, then they won't react to it. In one of the first adventures of the Great Modron March campaign, the party has to try and help a town that is in the way of the Modrons. See, three centuries ago, the last March established strict routes and procedures to take so they wouldn't cause any damage. But since then, things have changed in the town. The Modrons won't listen to the town's leaders when they explain this and stick to their routes from three centuries ago. And if this means smashing through buildings, or killing anyone who can't get out of the way fast enough, so be it. This makes them enemies of anything they just so happen to smash through, but they retain their honor in their own minds.
** Dragonborn as a species tend to be very serious about their honor. All dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, because to disobey one's tribal chief is to stain one's honor in the dragonborn's mind.

to:

** The Modrons are an entire species of this, thanks to being the "elemental embodiments" of the LawfulNeutral alignment. If something does not match up with their procedural assessment of the situation, then they won't react to it. In one of the first adventures of the Great Modron March campaign, the party has to try and help a town that is in the way of the Modrons. See, three centuries ago, the last March established strict routes and procedures to take so they wouldn't cause any damage. But since then, things have changed in the town. The Modrons won't listen to the town's leaders when they explain this and stick to their routes from three centuries ago. And if this means smashing through buildings, or killing anyone who can't get out of the way fast enough, so be it. This makes them enemies of anything they just so happen to smash through, but they retain their honor in their own minds.
** Dragonborn
Dragonborn, as a species species, tend to be very serious about upholding their honor. All dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was is more than a word and was is often considered more important than life itself. Cowardice was is not simply undesirable among dragonborn, it was dragonborn; it's considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, because to disobey one's tribal chief is to stain one's honor in the dragonborn's mind.
Is there an issue? Send a MessageReason:
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** Dragonborn as a species tend to be very serious about their honor. All dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, becaus eto disobey one's tribal chief is to stain one's honor in the dragonborn's mind.

to:

** Dragonborn as a species tend to be very serious about their honor. All dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, becaus eto because to disobey one's tribal chief is to stain one's honor in the dragonborn's mind.
Is there an issue? Send a MessageReason:
None


** The Modrons are an entire species of this, thanks to being the "elemental embodiments" of the LawfulNeutral alignment. If something does not match up with their procedural assessment of the situation, then they won't react to it. In one of the first adventures of the Great Modron March campaign, the party has to try and help a town that is in the way of the Modrons. See, three centuries ago, the last March established strict routes and procedures to take so they wouldn't cause any damage. But since then, things have changed in the town. The Modrons won't listen to the town's leaders when they explain this and stick to their routes from three centuries ago. And if this means smashing through buildings, or killing anyone who can't get out of the way fast enough, so be it. This makes them enemies of anything they just so happen to smash through, but they retain their honor in their own minds.

to:

** The Modrons are an entire species of this, thanks to being the "elemental embodiments" of the LawfulNeutral alignment. If something does not match up with their procedural assessment of the situation, then they won't react to it. In one of the first adventures of the Great Modron March campaign, the party has to try and help a town that is in the way of the Modrons. See, three centuries ago, the last March established strict routes and procedures to take so they wouldn't cause any damage. But since then, things have changed in the town. The Modrons won't listen to the town's leaders when they explain this and stick to their routes from three centuries ago. And if this means smashing through buildings, or killing anyone who can't get out of the way fast enough, so be it. This makes them enemies of anything they just so happen to smash through, but they retain their honor in their own minds.minds.
** Dragonborn as a species tend to be very serious about their honor. All dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive. They also come in one of two flavors -- LawfulGood dragonborn that come from a metallic dragon lineage, and ChaoticEvil dragonborn that come from a chromatic one. This has led to situations where a good dragonborn is serving an evil dragonborn's whims, becaus eto disobey one's tribal chief is to stain one's honor in the dragonborn's mind.

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* ''TabletopGame/DungeonsAndDragons'': Prior to the release of 4th Edition, this was the hat of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being LawfulStupid.

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* ''TabletopGame/DungeonsAndDragons'': ''TabletopGame/DungeonsAndDragons''
**
Prior to the release of 4th Edition, this was the hat of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being LawfulStupid.[[LawfulStupid people who followed the letter of the law without restriction or context]], because they would lose their powers if they didn't.
** The Modrons are an entire species of this, thanks to being the "elemental embodiments" of the LawfulNeutral alignment. If something does not match up with their procedural assessment of the situation, then they won't react to it. In one of the first adventures of the Great Modron March campaign, the party has to try and help a town that is in the way of the Modrons. See, three centuries ago, the last March established strict routes and procedures to take so they wouldn't cause any damage. But since then, things have changed in the town. The Modrons won't listen to the town's leaders when they explain this and stick to their routes from three centuries ago. And if this means smashing through buildings, or killing anyone who can't get out of the way fast enough, so be it. This makes them enemies of anything they just so happen to smash through, but they retain their honor in their own minds.
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* Virtues work this way in ''TabletopGame/{{Scion}}''. If a character wants to go against what their virtues would compel them to do they need to make a dice roll and fail to take the action, for example a character with Courage would have to fail a Courage roll to pass up on a fight with a dangerous opponent or willingly accept help from another person. If a Scion ignores their virtues too much they succumb to the virtue extremity and act out the extreme of the virtue.

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* Virtues work this way in ''TabletopGame/{{Scion}}''. If a character wants to go against what their virtues would compel them to do they need to make a dice roll and fail to take the action, for example a character with Courage would have to fail a Courage roll to pass up on a fight with a dangerous opponent or willingly accept help from another person. If a Scion ignores their virtues too much they succumb to the virtue extremity and act out the extreme of the virtue. It's worth noting that the higher a Virtue, the more often you can call on it for extra dice in a pinch, and the more dice it gives you... but the dice pool you have to roll to ignore it increases as well. The more you allow your Virtues to define you, the more sway they have over your actions.



** Exploited by the Chaos character Wulfrik the Wanderer, who is able to issue inescapable challenges to enemy characters by insulting them. Battle needs your full attention? Screw that, a Viking two feet taller than you just called you a coward, let's go show him who's arrrrgh.

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** Exploited by the Chaos character Wulfrik the Wanderer, who is able to issue inescapable challenges to enemy characters by insulting them. Battle needs your full attention? Screw that, a Viking two feet taller than you just called you a coward, let's go show him who's arrrrgh. The justification is that he's able to forge the perfect insult and deliver it ''in your native tongue'', such that it's really, ''really'' hard to ignore.
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* ''{{Magic The Gathering}}'s'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.

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* ''{{Magic The Gathering}}'s'' ''TabletopGame/MagicTheGathering's'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.
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** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]] because they thought he'd done it deliberately. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers.
** The aforementioned grudges don't even need to apply to living things. In one battle inside a mountain pass, an Orc shaman who [[PowerIncontinence exploded]] caused a landslide that killed ten thousand Dwarf warriors. The Dwarfs' response was to declare a grudge on the ''mountain pass'' and proceeded to mine and demolish the entire mountain pass to pure rubble in retaliation.

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** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two and a half pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple robbed of the pennies means that caused the lord responsible [[DisproportionateRetribution be killed dwarfs to raise an army and his lands looted]] because they thought he'd done repossess the construction project... By leveling it deliberately.with artillery. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers.
** The aforementioned grudges don't even need to apply to living things. In one the battle inside a mountain pass, of Grimspike Pass, an Orc shaman who [[PowerIncontinence exploded]] caused a landslide that killed ten thousand Dwarf warriors. The Dwarfs' response was to declare a grudge on the ''mountain pass'' and proceeded to mine and demolish the entire mountain pass to pure rubble in retaliation.



** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]]. Also in ''Total War: Warhammer'', a Bretonnian player has to abide by the rules of chivalry during a campaign: that means no warring against other Bretonnian factions, no sacking settlements or killing prisoners of civilised foes, ''always'' razing the cities and killing the prisoners of uncivilised foes, no ambushes, no raiding and [[ArsonMurderAndJaywalking no establishing brothels or giving out bribes]]. Also if you get the Blessing of the Lady through a Heroic Victory, no retreating from a battle - ''under any circumstances''.

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** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]]. Also in ''Total War: Warhammer'', a Bretonnian player has to abide by the rules of chivalry during a campaign: that That means no warring against other Bretonnian factions, no sacking settlements or killing prisoners of civilised civilized foes, ''always'' razing the cities and killing the prisoners of uncivilised foes, no ambushes, no raiding and [[ArsonMurderAndJaywalking no establishing brothels or giving out bribes]]. Also if you get the Blessing of the Lady through a Heroic Victory, no retreating from a battle - ''under any circumstances''.
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* ''{{Magic The Gathering}}'s'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.

to:

* ''{{Magic The Gathering}}'s'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.return.
* ''TabletopGame/DungeonsAndDragons'': Prior to the release of 4th Edition, this was the hat of the Paladin class, who got some cool divine powers but also got a lot of stupid behavior restrictions in the form of a magical Code of Conduct that would instantly strip them of all their abilities should they ever voluntarily do something to violate it. Even when playing with a game master who wasn't a KillerGM, Paladins were generally restricted to being LawfulStupid.
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* The still-really-popular Marvel Superheroes RPG had this as a ''game mechanic''. You couldn't use MindControl ''in any circumstance'' without losing Karma unless you were a villain. The idea being, of course, that the GM should ''always'' include a way to win ''without'' removing a person's free will. This ''was'' a superhero game, after all!

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* The still-really-popular Marvel Superheroes RPG ''TabletopGame/MarvelSuperHeroes'' had this as a ''game mechanic''. You couldn't use MindControl ''in any circumstance'' without losing Karma unless you were a villain. The idea being, of course, that the GM should ''always'' include a way to win ''without'' removing a person's free will. This ''was'' a superhero game, after all!
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** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]].

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** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]]. Also in ''Total War: Warhammer'', a Bretonnian player has to abide by the rules of chivalry during a campaign: that means no warring against other Bretonnian factions, no sacking settlements or killing prisoners of civilised foes, ''always'' razing the cities and killing the prisoners of uncivilised foes, no ambushes, no raiding and [[ArsonMurderAndJaywalking no establishing brothels or giving out bribes]]. Also if you get the Blessing of the Lady through a Heroic Victory, no retreating from a battle - ''under any circumstances''.
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** It gets quite funny in the ''VideoGame/TotalWarWarhammer'' video game, where this is a gameplay mechanic. One grudge requires you to send a saboteur to punish a rival Dwarf clan because they stole a halfling cook who made a special nutty fig pudding that High King Thorgrim Grudgebearer was fond of. Because nevermind that [[TheEndOfTheWorldAsWeKnowIt the End Times]] are upon us and [[BigBad Archaeon]] is rampaging through the Old World at the head of a colossal Chaos host and half of the continent is a burning hellscape, [[SkewedPriorities we simply cannot ignore the infamous "halfling pudding grudge"]].

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** Not that the Eldar are immune- One Avatar of Khaine (a giant living metal incarnation of their WarGod that requires the willing sacrifice of an Eldar warrior) was summoned to fight a Tyranid fleet. He stood on the battlefield issuing chalenges to the Swarmlord... who promptly directed half a dozen Carnifexes at the Avatar.



* Dwarves in TabletopGame/{{Warhammer}} are this trope's posterboys. If they have some great dishonor that befalls them, sometimes as minor as not keeping a promise or a young dwarf being turned down by the girl they fancy, to something as major as kinslaying or failing to stop an assault on a stronghold, they lose the will to live. However, Dwarves physically and psychologically find it impossible to commit suicide, so they become slayers and go fight the biggest baddest thing they can find until they find one that can kill them (they never fight to lose either).

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* Dwarves in TabletopGame/{{Warhammer}} are this trope's posterboys. If they have some great dishonor that befalls them, sometimes as minor as not keeping a promise or a young dwarf being turned down by the girl they fancy, to something as major as kinslaying or failing to stop an assault on a stronghold, they lose the will to live. However, Dwarves physically and psychologically find it impossible to commit suicide, so they become slayers Slayers and go fight the biggest baddest thing they can find until they find one that can kill them (they never fight to lose either).either). The paradox arises when Slayers become better and better at killing things (from trolls and giants to dragons and daemons) lose more and more honor.



** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]]. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers.

to:

** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]].looted]] because they thought he'd done it deliberately. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers.



** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned. The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]].

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** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned. spurned (ranged weapons being only fit for commoners are acknowledged to be useful in combat, but they outlaw better weapons because it might give them ideas above their station). The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]].balls]].
** Exploited by the Chaos character Wulfrik the Wanderer, who is able to issue inescapable challenges to enemy characters by insulting them. Battle needs your full attention? Screw that, a Viking two feet taller than you just called you a coward, let's go show him who's arrrrgh.
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** Notably averted with the Tau, who stand out among the various races for actually doing pragmatic stuff like retreating when the situation turns dire (they consider last stands to be a desperate manouver and any commander who gets himself into such a position to be incompetent at best) and actually installing ejecting systems into their vehicles to save the pilots. The Imperial Guard ''wants'' to avert this, but the Commissar often "insist" they not.
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* A possible trait in TabletopGame/{{GURPS}} is "Code of Honor". However, this is an unusual variant that has different degrees, including [[HonorAmongThieves a Pirate's Code of Honor"]] as a lower level than a Knightly one.

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* A possible trait in TabletopGame/{{GURPS}} is "Code of Honor". However, this is an unusual variant that has different degrees, including [[HonorAmongThieves a Pirate's Code of Honor"]] Honor]] as a lower level than a Knightly one.

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** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]]. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers....

to:

** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]]. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers....Slayers.
** The aforementioned grudges don't even need to apply to living things. In one battle inside a mountain pass, an Orc shaman who [[PowerIncontinence exploded]] caused a landslide that killed ten thousand Dwarf warriors. The Dwarfs' response was to declare a grudge on the ''mountain pass'' and proceeded to mine and demolish the entire mountain pass to pure rubble in retaliation.
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** The Dwarfs take it to an extreme with the Book of Grudges, where they recount every slight they've ever suffered, whether it be losing thousands of Dwarfs in battle to being slighted by two pennies for a construction project. The Dwarfs '''must''' avenge [[RevengeBeforeReason every single grudge they've ever suffered,]] and the grudges usually have some disproportionately high standards in which they must be fulfilled, i.e. the aforementioned act of being slighted by a couple of pennies means that the lord responsible [[DisproportionateRetribution be killed and his lands looted]]. If they can't fulfill their grudges, well... there's a ''reason'' why there's a lot of Slayers....
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** From a gameplay standpoint models or characters who act as champions have rules requiring them to issue and accept challenges. No matter how unwise that might be. A cultist champion with nothing but some dirty robes and a spiked club, WILL [[CurbStompBattle try to slug it out with a space marine captain in terminator armor with a thunder hammer]].
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** The obsession the DarkAngels have with hunting their turncoat members, the Fallen, ultimately falls into this. The sheer dedication the Dark Angels have to both wiping out all of their traitors and keeping their very existence secret from the Imperium in order to preserve their reputation as noble, honorable, loyal Space Marines means they will do things like abandon critical war objectives to chase after rumors of the Fallen, leave allies to be slaughtered, use their allies as bait or cannon fodder, and murder any Imperial who may have potentially discovered the secret. All of which is ''causing'' their reputation to be lost and making the Imperium regard them with just as much distrust and loathing as they fear the revelation of the Fallen's existence will bring. And any of their number who realise this and argue that they should stop this self-destructive spiral simply gets labelled as a Fallen.

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** The obsession the DarkAngels Dark Angels have with hunting their turncoat members, the Fallen, ultimately falls into this. The sheer dedication the Dark Angels have to both wiping out all of their traitors and keeping their very existence secret from the Imperium in order to preserve their reputation as noble, honorable, loyal Space Marines means they will do things like abandon critical war objectives to chase after rumors of the Fallen, leave allies to be slaughtered, use their allies as bait or cannon fodder, and murder any Imperial who may have potentially discovered the secret. All of which is ''causing'' their reputation to be lost and making the Imperium regard them with just as much distrust and loathing as they fear the revelation of the Fallen's existence will bring. And any of their number who realise this and argue that they should stop this self-destructive spiral simply gets labelled as a Fallen.
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** The trope could be called "Virtue before Reason" in Scion's case, as even the ones that have almost nothing to do with honor (for example, Expression, which is all about creating art of all kinds) will still demand you follow them even when NOT following them is more prudent. This is even the case of the Dark Virtues that the Titans and their spawn use-for example, passing up an opportunity to torment a Scion or even attempting to invoke WhyDontYouJustShootHim requires a failed Malice roll. That's right-Titanspawn would rather engage in BondVillainStupidity instead of killing you right then and there. At least the game mechanics give a reason for it.
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** One race encountered prior to the Heresy had abandoned all-out warfare in favor of battles in specialized arenas. When the Imperium dropped by, they found the aliens armored up, weapons in hand... aligned neatly in the arenas and looking up at the ships in orbit waiting for the humans to land and fight them. [[DeathFromAbove They didn't last long.]]
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** This is a major problem in the GotrekAndFelix series; a Slayer's shame will not be relieved until death, but Gotrek seems to be completely unbeatable. Another is that the shame must be foremost on their mind when they die to relieve it, and Snorri, another slayer, has taken a ''lot'' of blows to the head over his career as a slayer and can't remember what it was.

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** This is a major problem in the GotrekAndFelix Literature/GotrekAndFelix series; a Slayer's shame will not be relieved until death, but Gotrek seems to be completely unbeatable. Another is that the shame must be foremost on their mind when they die to relieve it, and Snorri, another slayer, has taken a ''lot'' of blows to the head over his career as a slayer and can't remember what it was.
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* ''[[https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg?ref=nav_search Vow of Honor]]'' is built around this trope. You play as discount paladins who gain and lose power depending on how well they uphold [[TheOrder Fasaan]]'s tenets. Depending on the GM's whims, staying honourable may be a minor inconvenience or hair-pullingly frustrating. (One way to violate the Righteousness vow is to be ''be emotionally affected'' by "times of tribulation.") To top it all off, the game is specifically designed to encourage philosophical conflicts between players.

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* ''[[https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg?ref=nav_search Vow of Honor]]'' is built around this trope. You play as discount paladins who gain and lose power depending on how well they uphold [[TheOrder Fasaan]]'s tenets. Depending on the GM's whims, staying honourable may be a minor inconvenience or hair-pullingly frustrating. (One way to violate the Righteousness vow is to be ''be emotionally affected'' by "times of tribulation.") To top it all off, the game is specifically designed to encourage philosophical conflicts between players.players.
* ''{{Magic The Gathering}}'s'' Bant setting is so honor-bound that several knights wear ''backless'' suits of armor. This works due to the plane's color alighnment: White mana (law and order) dominates the plane, while Red (mindless destruction) and Black (corruption, selfishness) are absent. Sadly, it proves a bit less effective when those colors return.
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** Bretonnia is pretty big on this as well. Advanced weaponry that'd give them an advantage over [[TheUsualAdversaries Beastmen]], such as guns and crossbows, are outright spurned. The Bretonnians get away with it through [[ImmuneToBullets magical]] PlotArmour and [[{{Determinator}} sheer balls]].

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