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Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff or {{Status Effect|s}} (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.

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Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff or {{Status Effect|s}} (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, GameplayAndStoryIntegration when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] commands indicates CharacterDevelopment or some other piece of characterization.



Do not confuse with TheComputerShallTauntYou.

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Do not confuse with TheComputerShallTauntYou. Compare ButThouMust, when a plot or DialogueTree presents the illusion of choice but only allows one course of action.
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* ''TabletopGame/FATECore'': The GameMaster can "Compel" a PlayerCharacter in exchange for a [[LuckManipulationMechanic Fate Point]], invoking one of their defining Aspects in a way that creates unexpected problems. For example, a character with StickyFingers could be compelled to steal a souvenir during a museum tour.

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* ''TabletopGame/FATECore'': ''UsefulNotes/{{Fate}}'': The GameMaster can "Compel" a PlayerCharacter in exchange for a [[LuckManipulationMechanic Fate Point]], invoking one of their defining Aspects in a way that creates unexpected problems. For example, a character with StickyFingers could be compelled to steal a souvenir during a museum tour.
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** If your heroes get infected with the Crimson Curse, the disease is generally ineffectual while dormant. However, infected heroes who go for long enough without ingesting The Blood will enter a "wasting" phase, taking stat debuffs and acting erratically until their thirst is quenched with a vial of The Blood. An infected hero downing The Blood at other disease phases enters Bloodlust, gaining a temporary stat boost but also acting erratically, including attacking their allies.

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** If your heroes get infected with the Crimson Curse, the disease is generally ineffectual while dormant. However, infected heroes who go for long enough without ingesting The Blood will enter a "wasting" phase, taking stat debuffs and acting erratically until their thirst is quenched with a vial of The Blood. An infected hero downing The Blood at other disease phases while in the craving phase enters Bloodlust, gaining a temporary stat boost but also acting erratically, including attacking their allies.
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** If your heroes get infected with the Crimson Curse, the disease is generally ineffectual while dormant. However, infected heroes who go for long enough without ingesting The Blood will enter a "wasting" phase, taking stat debuffs and acting erratically until their thirst is quenched with a vial of The Blood. An infected hero downing The Blood at other disease phases enters Bloodlust, gaining a temporary stat boost but also acting erratically, including attacking their allies.

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* In ''VideoGame/DarkestDungeon,'' heroes will contract various mental illnesses when their [[MoraleMechanic Stress]] hits 100. They may become Paranoid, and refuse to accept help, or Selfish and refuse to help anyone else. Masochistic heroes sometimes break formation, shoving their way up to the front and demanding that enemies attack them, or even cut themselves. The Flagellant has only one affliction, Rapturous, which acts like the "Confusion" status: he attacks at random. All over-levelled heroes will also refuse to enter dungeons they feel are "beneath" them.

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* In ''VideoGame/DarkestDungeon,'' heroes will contract various mental illnesses when their Present in ''VideoGame/DarkestDungeon'' in many ways:
** When your units'
[[MoraleMechanic Stress]] hits 100. They 100 they may become Paranoid, Afflicted, which drastically changes their behavior in and out of battle. Paranoid ones may refuse to accept help, buffs or healing, while Selfish and refuse to help anyone else. ones may treat only themselves. Masochistic heroes sometimes break formation, shoving their way up to ones may jump out of formation or goad the front and demanding that enemies to attack them, while Abusive ones will insult or even cut themselves. attack their companions. The Flagellant has only one affliction, his own unique Affliction, Rapturous, which acts like the "Confusion" status: and while he attacks gets a few buffs with that he also goes completely crazy and may act and attack at random. All over-levelled random.
** High-level
heroes will also will, by default, refuse to enter dungeons they feel are "beneath" them.low-level dungeons, deeming those quests as "beneath them".
** Several negative quirks on your heroes will affect their behavior in town or during your journey. Quirks like Kleptomaniac, Curious, Egomaniac, or Tippler can cause the hero to interact with certain curios as soon as you encounter them, without using any item that would make it safe to interact. Quirks like Faithless, Known Cheat, or Witness will prevent them from using certain Stress relief facilities while in town.
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* ''TabletopGame/ChroniclesOfDarkness'':
** ''TabletopGame/PrometheanTheCreated'': If a [[{{Golem}} Promethean]] fails a [[SanityMeter Humanity]] roll in certain stressful situations, they succumb to "Torment" where their personality is overwhelmed by [[ElementalPersonalities the alchemical humour that animates them]]. Frankensteins become [[RevengeBeforeReason vengeful]], Galateids [[StalkerWithoutACrush fixate on an object of affection]], Osirans become cruelly dispassionate, Golems enter UnstoppableRage, and Ulgans lose their minds to [[OurSpiritsAreDifferent spirits]].
** ''TabletopGame/VampireTheRequiem'': Vampires are prone to frenzy when they're provoked, [[WarmBloodbagsAreEverywhere hungry in the presence of blood]], or threatened by fire or sunlight. If they fail a dice roll to resist it, their [[EnemyWithin Beast]] takes over and forces them to fight, feed, or flee.
** ''TabletopGame/WerewolfTheForsaken'': Life-or-death situations can force a dice roll for the werewolf to resist Death Rage. If they fail, they shift into War Form for the rest of the scene, ignoring everything but their fight-or-flight instinct.
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[[folder:Anime and Manga]]

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[[folder:Anime [[AC:Anime and Manga]]

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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StatusEffects for infantry units that are under heavy fire (and so FearIsTheAppropriateResponse). Suppressed isn't actually this trope since suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness instead of entirely disobeying orders - but units that are [[PinnedDown pinned]], will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].

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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StatusEffects for infantry units that are under heavy fire (and so FearIsTheAppropriateResponse). FearIsTheAppropriateResponse).
**
Suppressed isn't actually this trope since suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness instead of entirely disobeying orders - but units that are [[PinnedDown pinned]], will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. retreat]].
**
A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].



** Due to units functioning as squads, individual units in a squad will often hold still or move the wrong way as they wait for their squadmates to catch up with them (such as after being blown away by an artillery blast). Unfortunately, this also means they don't attack despite being in range of an enemy until the squad is back together, but the enemy has no problems shooting ''them.'' Defeat-in-detail ensues.

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** Due to units functioning as squads, individual units in a squad will often hold still or move the wrong way as they wait for their squadmates to catch up with them (such as after being blown away by an artillery blast). It also applies when targeting enemies, breaking ranks to attack the center of the squad rather than the isolated units. Unfortunately, this also means they don't attack despite being in range of an enemy until the squad is back together, together (leaving the player to abuse the mouse as they frantically order the units to do ''something''), but the enemy has no problems shooting ''them.'' Defeat-in-detail ensues.


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** Vehicle and infantry pathfinding ''do not'' play nice with each other, often leading to an army falling apart because the infantry keep trying to make way for the vehicles, the vehicles stopping and starting at random, ignoring the player's orders, all while under fire.

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* ''VideoGame/GodOfWarPS4'': There's a section where Atreus and Kratos have a falling-out. Until they reconcile, Atreus won't obey your commands in combat, attacking on his own initiative instead.

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* ''VideoGame/GodOfWarPS4'': There's a section where in which Atreus and Kratos have a falling-out.falling-out, caused by Atreus' [[AcquiredSituationalNarcissism newfound arrogance]] upon learning of his DivineParentage. Until they reconcile, Atreus won't obey your commands in combat, attacking on his own initiative instead.


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[[folder:Anime and Manga]]
* In ''LightNovel/NoGameNoLife'', like in ''Literature/HarryPotter'' the chess pieces used in the match between Blank and Kurami have wills of their own, as Shiro is unable to sacrifice one of her pieces when the piece refuses her order. Sora, however, manages to turn this to his advantage by convincing Kurami's pieces to turn to his side, and when Kurami uses magic to compel her pieces to kill their enemies, her king ends up being assassinated by one of the other pieces.
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* In ''VideoGame/NeverwinterNights,'' if you order your companion to disarm a trap that is beyond their skill, they will refuse with a BluntNo. They will attempt it if there is even a 5% chance of success, but not if failure is certain.
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** If you give a Neopet an object that has the same amount of letters as their name, they will refuse to use it.

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** If you give a Neopet an object that has whose name uses the same amount of letters as their the pet's name, they will refuse to use it.it. However, this isn't as limiting as it sounds; you can freely change your language setting, and if the language is changed to something which uses a different number of letters for the item's name, your pet will suddenly become willing to use the item.
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** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition AD&D 1st Edition]]: The Cavalier [[ClassAndLevelSystem character class]], introduced in ''Unearthed Arcana'', is required to [[AttackAttackAttack charge the enemy full-speed]] in a specific order of preference (starting with powerful monsters and ending with peasants), ignoring all other considerations.
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* ''TabletopGameFATECore'': The GameMaster can "Compel" a PlayerCharacter in exchange for a [[LuckManipulationMechanic Fate Point]], invoking one of their defining Aspects in a way that creates unexpected problems. For example, a character with StickyFingers could be compelled to steal a souvenir during a museum tour.

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* ''TabletopGameFATECore'': ''TabletopGame/FATECore'': The GameMaster can "Compel" a PlayerCharacter in exchange for a [[LuckManipulationMechanic Fate Point]], invoking one of their defining Aspects in a way that creates unexpected problems. For example, a character with StickyFingers could be compelled to steal a souvenir during a museum tour.
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* ''TabletopGameFATECore'': The GameMaster can "Compel" a PlayerCharacter in exchange for a [[LuckManipulationMechanic Fate Point]], invoking one of their defining Aspects in a way that creates unexpected problems. For example, a character with StickyFingers could be compelled to steal a souvenir during a museum tour.
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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/TiberianDawn early]] [[VideoGame/RedAlert games]]:
** Units tend to move towards the location of the unit they're ordered to attack rather than attack it at maximum range. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange.

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* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/TiberianDawn early]] [[VideoGame/RedAlert games]]:
games]] (''especially'') since the AI doesn't suffer from it as much:
** Units tend to move towards the location of the unit they're ordered to attack rather than attack it at maximum range. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange.outrange and air units who will vaguely circle around the targeted unit and decide they don't feel like obeying.



* VideoGame/CityBuildingSeries:

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* VideoGame/CityBuildingSeries:''VideoGame/CityBuildingSeries'':
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-->''That isn't what Ruby meant to do! That isn't what Ruby meant to do at all!''
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* In ''VideoGame/SoulHackers'', demons have a personality that determines which kind of attacks they prefer to use. If you give them orders that go against their preferences, they might refuse, unless you made them loyal to you by having them use attacks they like.
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* ''VideoGame/ForTheKing'': StatusEffects and passive and active [[AntiDebuff Anti-Debuffs]] are a major element of the combat system. Effects include "Confused", which randomizes the target's actions on their turn, and "Scared", which forces them to [[ScrewThisImOuttaHere try to flee the combat]]. "Confused" can also be self-inflicted through [[IntoxicationMechanic some alcoholic drinks.]]
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Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff or StandardStatusEffect (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.

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Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff or StandardStatusEffect {{Status Effect|s}} (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.
Is there an issue? Send a MessageReason:
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Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.

to:

Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff or StandardStatusEffect (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.
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** The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]

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** The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive [[DistractedByMyOwnSexy who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]

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* ''TabletopGame/WarhammerFantasy'': The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]

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* ''TabletopGame/WarhammerFantasy'': ''TabletopGame/{{Warhammer}}'':
**
The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]
** Orcs and Goblins have the "Animosity" special rule, meaning that most greenskin units have a chance of ignoring orders to squabble amongst themselves, attack another greenskin unit making funny faces at them, or [[LeeroyJenkins let loose a mighty "WAAAGH!!!", break formation, and charge toward the enemy.]] On the bright side, if a greenskin general has no way of predicting their army's behavior, [[ConfusionFu neither can the enemy.
]]
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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StandardStatusEffects for infantry units that are under heavy fire (and so FearIsTheAppropriateResponse). Suppressed isn't actually this trope since suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness instead of entirely disobeying orders - but units that are [[PinnedDown pinned]], will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].

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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StandardStatusEffects StatusEffects for infantry units that are under heavy fire (and so FearIsTheAppropriateResponse). Suppressed isn't actually this trope since suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness instead of entirely disobeying orders - but units that are [[PinnedDown pinned]], will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].

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* ''VideoGame/EmpireEarth'': You can use a flare to signal allies to send troops at that point. AI players will either obey or respond with various degrees of snark, such as mentioning that all their bombers are busy at the moment (even in the Stone Age).

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* ''VideoGame/EmpireEarth'': ''VideoGame/EmpireEarth'':
**
You can use a flare to signal allies to send troops at that point. AI players will either obey or respond with various degrees of snark, such as mentioning that all their bombers are busy at the moment (even in the Stone Age).Age).
** Units ordered to attack a moving target will sometimes move in the opposite direction. This is actually a quirk of the pathfinding programming where the unit tries to move to where the target will be and overcompensates.
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* In the third ''Literature/NomesTrilogy'' book, Thing (a computer module) refuses allow Angelo (who DrivesLikeCrazy at the best of times) to pilot a starship. Angelo complains that it's a machine and has to do whatever it's told; Thing replies that, as an *intelligent* machine, it can defy orders that will get everyone killed. It does teach Angelo how to fly the ship, though.
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* ''VideoGame/{{Undertale}}'': The player character sometimes acts independently of the player to show that they're not merely a FeaturelessProtagonist. This is normally strongly {{Downplayed|Trope}}, like slowing down as they approach something frightening, but becomes more pronounced throughout a Genocide Run, culminating in them spontaneously killing [[spoiler:[[FinalBoss Asgore]] and [[BigBad Flowey]] as the Fallen Human [[DemonicPossession takes full possession]] of the PC.]]
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* ''VideoGame/{{Deltarune}}'': Until you [[DefeatMeansFriendship defeat her and Lancer in a battle]], Susie will ignore any commands given to her and will blindly attack the enemy closest to her no matter what. Even after she's come around, she'll still refuse to swap her equipment if doing so would result in her stats lowering, saying ''"I'm too good for that"'', and will refuse some armor point-blank because she dislikes how it looks.

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* ''VideoGame/{{Deltarune}}'': Until you [[DefeatMeansFriendship defeat her and Lancer in a battle]], Susie will ignore any commands given to her and will blindly attack the enemy closest to her no matter what. Even after she's come around, she'll still refuse to swap reequip her equipment if doing so would result in her stats lowering, [[StarterEquipment 0-attack starting ax]] once she's gotten an upgrade, saying ''"I'm too good GOOD for that"'', and will refuse some armor point-blank because she dislikes how it looks.

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* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes require a roll to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.

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* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes require a roll be tested to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.



** [[EmpathicWeapon Intelligent items]] resist being used in a way that conflicts with their purpose or alignment. Depending on the edition and the item, they might refuse to activate their special abilities, inflict penalties, or even try to [[WeaponWieldsYou take control of their owner]]. In ''[[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]]'', artifacts always eventually [[ButNowIMustGo disappear]] from their owner's possession forever, whether on good terms or bad.
** In ''[[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]]'', this is a hazard of SummonMagic:

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** [[EmpathicWeapon Intelligent items]] resist being used in a way that conflicts with their purpose or alignment. Depending on the edition and the item, they might refuse to activate their special abilities, inflict penalties, or even try to [[WeaponWieldsYou take control of their owner]]. In ''[[TabletopGame/DungeonsAndDragonsFourthEdition [[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]]'', Edition]], artifacts always eventually [[ButNowIMustGo disappear]] from their owner's possession forever, whether on good terms or bad.
** In ''[[TabletopGame/DungeonsAndDragonsFifthEdition [[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]]'', Edition]], this is a hazard of SummonMagic:



* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw to increase the chance of a roll failing or aggravate the effects of a failure, representing the character's darker impulses taking over.

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* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw on a related roll to increase the chance of a roll failing failure or aggravate the effects of a add extra consequences for failure, representing the character's darker impulses taking over.



** Chaos Dreadnoughts (which were renamed Hellbrutes in 7th Edition) had the "Crazed" special rule, which works as described above, until the rule was changed to a pure buff in 8th edition.
** {{Commissar}} units in Imperial Guard armies have a special ability to execute a random trooper to [[MoraleMechanic "restore" the squad's morale]]. The ''Franchise/{{Rambo}}''-inspired Catachan Jungle Fighters have a special rule to roll a d6 if a player chooses to do this; on a bad result, the troopers kill the commissar instead.

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** Chaos Dreadnoughts (which were renamed Hellbrutes in 7th Edition) had have the "Crazed" special rule, which works as described above, until rule. Prior to 8th edition, this gave them an equal chance of obeying orders, charging the rule was changed to a pure buff in 8th edition.
nearest enemy, or firing two shots at the nearest unit (friend or foe!).
** {{Commissar}} [[ThePoliticalOfficer Commissar]] units in Imperial Guard armies have a special ability to execute a random trooper to [[MoraleMechanic "restore" the squad's morale]]. The ''Franchise/{{Rambo}}''-inspired Catachan Jungle Fighters have a special rule to roll a d6 if a player chooses to do this; on a bad result, the troopers kill the commissar instead.



* At one point in the InteractiveComic ''Webcomic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looks like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.

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* At one point in the InteractiveComic ''Webcomic/AwfulHospital,'' the players readers voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looks like a rotten hamburger.]] She becomes so incensed that she [[NinjaProp breaks]] the DialogueTree over her knee and refuses to comply for the rest of that particular story arc.arc.
-->'''''ME:''''' I'M NOT LISTENING TO YOU. I MEAN IT THIS TIME. I CAN DO THIS ON MY OWN.
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** In ''VideoGame/PokemonRubySapphireAndEmerald'' and ''VideoGame/PokemonFireRedAndLeafGreen'', Mew and Deoyxs are programmed to always disobey the player unless they were obtained in a "fateful encounter" (AKA, given out via a real-life distribution event, which is the only way to legitimately obtain them).

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** In ''VideoGame/PokemonRubySapphireAndEmerald'' and ''VideoGame/PokemonFireRedAndLeafGreen'', Mew and Deoyxs Deoxys are programmed to always disobey the player unless they were obtained in a "fateful encounter" (AKA, given out via a real-life distribution event, which is the only way to legitimately obtain them).

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Moving Tabletop Games section to its own folder due to size; adding Dungeons And Dragons example and adjusting indentation.


[[folder:Tabletop Games]]
* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes require a roll to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.
* ''TabletopGame/DungeonsAndDragons'':
** [[EmpathicWeapon Intelligent items]] resist being used in a way that conflicts with their purpose or alignment. Depending on the edition and the item, they might refuse to activate their special abilities, inflict penalties, or even try to [[WeaponWieldsYou take control of their owner]]. In ''[[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]]'', artifacts always eventually [[ButNowIMustGo disappear]] from their owner's possession forever, whether on good terms or bad.
** In ''[[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]]'', this is a hazard of SummonMagic:
*** The spells Conjure Celestial and Conjure Fey summon powerful magical creatures that obey all of your orders unless they would violate their InUniverse CharacterAlignment. For example, a good-aligned unicorn will use its healing touch whenever you tell it to, but it won't commit evil actions.
*** If you lose concentration on the Conjure Elemental spell, the summoned {{Elemental|Embodiment}} does not disappear, but becomes hostile to you and takes whatever actions it chooses.
*** Summon Greater Demon and Infernal Calling summon powerful fiends, but you need to make repeated charisma checks versus their insight (Infernal Calling) or the fiend will make charisma saves at the end of each of its turns (Summon Greater Demon). If the fiend succeeds, it no longer has to obey you and can do whatever it wishes for a certain number of rounds before it disappears.
* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw to increase the chance of a roll failing or aggravate the effects of a failure, representing the character's darker impulses taking over.
* ''TabletopGame/WarhammerFantasy'': The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]
* ''TabletopGame/Warhammer40000'':
** Chaos Dreadnoughts (which were renamed Hellbrutes in 7th Edition) had the "Crazed" special rule, which works as described above, until the rule was changed to a pure buff in 8th edition.
** {{Commissar}} units in Imperial Guard armies have a special ability to execute a random trooper to [[MoraleMechanic "restore" the squad's morale]]. The ''Franchise/{{Rambo}}''-inspired Catachan Jungle Fighters have a special rule to roll a d6 if a player chooses to do this; on a bad result, the troopers kill the commissar instead.
** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.
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[[folder:Non-Video Game Examples]]

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[[folder:Non-Video Game [[folder:Non-Game Examples]]



[[AC:Tabletop Games]]
* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes require a roll to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.
* ''TabletopGame/DungeonsAndDragonsFifthEdition''
** The spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their InUniverse CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.
** Conjure Elemental is a concentration spell that summons a strong elemental, but if you lose concentration on the spell the elemental does not disappear. Instead, it becomes hostile to you and takes whatever actions it chooses.
** Summon Greater Demon and Infernal Calling summon powerful fiends, but you need to make repeated charisma checks versus their insight (Infernal Calling) or the fiend will make charisma saves at the end of each of its turns (Summon Greater Demon). If the fiend succeeds, it no longer has to obey you and can do whatever it wishes for a certain number of rounds before it disappears.
* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw to increase the chance of a roll failing or aggravate the effects of a failure, representing the character's darker impulses taking over.
* ''TabletopGame/WarhammerFantasy'': The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]
* ''TabletopGame/Warhammer40000'':
** Chaos Dreadnoughts (which were renamed Hellbrutes in 7th Edition) had the "Crazed" special rule, which works as described above, until the rule was changed to a pure buff in 8th edition.
** {{Commissar}} units in Imperial Guard armies have a special ability to execute a random trooper to [[MoraleMechanic "restore" the squad's morale]]. The ''Franchise/{{Rambo}}''-inspired Catachan Jungle Fighters have a special rule to roll a d6 if a player chooses to do this; on a bad result, the troopers kill the commissar instead.
** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.

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