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-> ''HERESY!!''
-->-- '''Every [[Characters/Warhammer40000ImperialGuard Commissar]] ever'''

From [[TabletopGame/{{Warhammer 40000}} Khornate Knights]] to general rage involving the fluff. Lets keep the crunch out and chew on the angry bits of rage.

Keep in mind:
* Sign your entries with your own handle. We can see it in the edit history.
* This is for in game fluff only, not for gameplay nerfs or the KillerDM.
* Specific moments only. Don't just say something like, "Everything he said," or "The whole game."
* Do not remove an entry from the page nor create a Administrivia/JustifyingEdit to defend a moment - it's an opinion. Caveat: A Moment may be removed if it is blatantly untrue or otherwise breaks the rules. However, if you ''do'' remove an entry, move it to discussion and explain what is wrong (blatantly untrue, multiple entries for the same work, unsigned, etc). Even if the rules were broken, people should know what they did wrong.
* No Administrivia/{{natter}}.
* Try and make entries actual [=DMoSs=], not just a protracted whinge about how the game has become.
* No ALLCAPS, no '''bold''', and no ''italics'' unless it's the title of a work. We are not yelling the [=DMoSes=] out loud.
* Editing another person's entry should only be done for the following reasons, or ones very like them:
** Correcting grammar, spelling, format, and punctuation,
** Fixing red links and other broken links, renamed tropes, and examples of SquarePegRoundTrope.
** Removing inappropriate uses of ALLCAPS, '''bold''', and ''italics''

* Blackjack254: The Introduction of 6:5 Blackjack (in which a Blackjack will only net you $12 on a $10 bet instead of $15). Back when it was first introduced in the early 2000s, it was only used on Single Deck games, where it's a little bit acceptable, but now some casinos in Las Vegas have 6:5 Payouts entirely, regardless of deck count or minimum bet. Apparently they don't know if people don't lose so quickly, they'll have more fun even if they do end up losing and will want to come back. The low house edge on standard 3:2 Blackjack is what makes it so appealing in the first place.
* Shadow Revolution: Khornate Knights of ''TabletopGame/{{Warhammer 40000}}'' is pretty much one of the major problems with the writing of Matt Ward, apparently the Grey Knights are not resistant enough towards corruption even though WordOfGod states no Grey Knight can be corrupted. So why did they need the blood of surviving Sisters Of Battle anyway when the [=GKs=] have been proven to be resistant to the Warp?
** Especially considering that some Sisters of Battle have been corrupted before!
* MiriOhki: [[TabletopGame/BattleTech Katherine Steiner-Davion]] was a frustrating enough character as it was. Much of her storylines were one MoralEventHorizon after another, starting with her assassinating her mother, and doing her best to kill or frame just about the entire rest of her family. So she's heinous. But that isn't the problem. She prosecutes a seven year long Civil War and commits a multitude of crimes, not only against [=FedCom=] citizens, but killing the daughter of the ruler of an uninvolved nation, just because she was dating Katherine's brother and the leader of the enemy forces. She finally loses the battle and is arrested. You would think there would be people lining up to lynch her throughout three fifths of the Inner Sphere. Then suddenly, Vlad Ward of the crusader Wolves swoops in and rattles his saber, saying that if they didn't surrender Katherine to him, the Wolves would invade. It was mostly a bluff but nobody even considered trying to call him on it. Now to be fair, he didn't come in quite as a GiantSpaceFleaOutOfNowhere, as he had secret dealings with her that he wouldn't want to come out, but her KarmaHoudini status is especially frustrating.
* MrInsecure: In-canon metaplots tend to devolve into flame wars and {{Broken Base}}s on a good day, but special mention must be given out to [[TabletopGame/WorldOfDarkness Samuel Haight]], all time king of [[{{Munchkin}} template-stacking bullcrap]] and [[CreatorsPet authorial favoritism.]] While he started with a fairly interesting premise- a mortal man from a clan of werewolves seeks out means to steal their power out of a combination of jealousy and spite- the Dethroning came when writers started granting him more and more powers from different corners of the World of Darkness. By the time the writers realized how unpopular he was, he had already become one of the most powerful people in the setting, with the powers of [[TabletopGame/WerewolfTheApocalypse werewolves,]] [[TabletopGame/MageTheAscension mages,]] [[TabletopGame/ChangelingTheDreaming kinfolk,]] and [[TabletopGame/VampireTheMasquerade an independent ghoul,]] all at once. Fortunately, this problem was solved when he tried to take on a [[EldritchAbomination Methuselah]] by himself, which resulted in him getting killed and subsequently [[TabletopGame/WraithTheOblivion soulforged]] [[FateWorseThanDeath into]] [[CrowningMomentOfFunny an ashtray.]]
* yunatwilight: At least Samuel Haight didn't take down the entire setting with him. ''TabletopGame/{{Planescape}}'' started building up a long "something is going horribly wrong with the whole multiverse" arc that worked on the high concept level but had wretchedly poor execution. The capper to the whole thing, though -- and the final product in the ''Planescape'' line -- was ''Faction War,'' based on the premise that the city of Sigil descends into anarchy. The adventure itself is completely mundane, and the only evidence of any "war" in its story is that all the [=NPCs=] have "gone to ground" and can't be found. The metaplot concludes with an incomprehensible set piece -- one the book sheepishly admits the players can't possibly understand without reading the module! As a final slap in the face, the Lady of Pain is apparently so pissed off by all of this that she dissolves the factions (and, in the process, Sigil's government) and boots most of the named [=NPCs=] out of Sigil, wrecking what made the setting interesting in the first place.
** justanid: A bit of trivia: ''Faction War'' was published in January 1998, after TSR was acquired by Creator/WizardsOfTheCoast in the previous year. It was written during TSR's financial troubles and was possibly intended to TrashTheSet. Instead, Sigil only shows up a few times in [=WotC's=] 3rd edition ''D&D''. Nevermind Creator/{{Hasbro}}'s [[http://bitey.com/lady-of-pain/ 4th edition.]] For me, the biggest [=DMoS=] is in the 2nd edition, 2000 adventure ''Die Vecna Die!'' [[spoiler:At the climax Vecna (from ''TabletopGame/{{Greyhawk}}'') actually sets foot in Sigil, getting past the Lady of Pain's previously impervious defenses, which is nowhere near as bad as her new portrayal as a generic NPC.]] Oh, and [[OnlyICanKillHim only the heroes]] can save the day because Vecna has JokerImmunity.
* Tropers/{{Icarael}}: If one had to name ''TabletopGame/MagicTheGathering'''s nadir (in terms of design, anyway), it would have to be ''Homelands''. While the flavor and WorldBuilding aspects of the set were well-done, it had a lot of things that brought it down in comparison to its successors. The set's power level was absurdly low, even by the time's standards; it introduced no new mechanics; had little synergy with itself; and had awkward design. If one were to take a lesson from it, as [[http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr97 Mark Rosewater]] has, it's that ''Magic'' lives and dies by its mechanics.
** Glimmer: If one had to name its low point in story, the recent set Eldritch Moon makes for a good contender. Ignoring the questionable design choices behind it (creating the third white-aligned Planeswalker of the set, reintroducing an Emrakul card hilariously underpowered compared to its prior appearance, making some of the most powerful creatures of the set require two cards to play), from a story perspective we're treated to the series' Eldritch Abominations being shoehorned for no reason except to give us a Big Bad (Emrakul) and to make the local population talk annoyingly, the [[MilitariesAreUseless local angelic protectors being totally helpless and distraught in the face of invaders]]... ''again'', and a genocidal Nahiri getting off scot-free after trying to destroy an entire plane for petty revenge ("only" managing to destroy just a couple of provinces and countless lives in the meantime) and somehow defeating one of the series' most powerful characters and imprisoning him in stone. You'd think that Arlinn, Chandra, or Gideon could have just taken time away from doing nothing to thrash her, since, besides Sorin, she managed to peeve off at least ''7'' other demi-god-like beings with Emrakul's emergence.
*** And the worst part? [[LethalJokeCharacter No new Tibalt!]]
** Zenblade: The moment where I absolutely turned my back on Magic lore was with the reveal that Sorin trapped Nahiri in the Helvault on Innistrad. For those not keeping track, a long time ago, Sorin, Ugin, and Nahiri trapped these reality-munching monsters called the Eldrazi. Thousands of years later, the seal keeping the Eldrazi trapped is starting to weaken. Sorin tries to summon Ugin and Nahiri to seal the Eldrazi again, but neither of them answer. He has no idea where they are or what happened to them, something that he explicitly says more than once. Leaving the seal weakened is a pretty bad idea, so he goes off to do it himself. The seal is destroyed completely by another character, thus unleashing the Eldrazi on the multiverse again. While the Eldrazi are busy destroying Zendikar, Sorin retreats to his home plane, Innistrad. He doesn't really do much there, but it's important to know that while he's there, the Helvault, essentially a supernatural prison he created, was destroyed, thus unleashing everything that was inside. After Innistrad, Sorin heads off to Tarkir, Ugin's home plane. Sorin still doesn't know where Ugin or Nahiri are, and even wonders if it's possible that Nahiri killed Ugin. Turns out Ugin is dead, but killed by Bolas instead. Due to time travel stuff, Ugin returns alive and talks with Sorin. Ugin asks Sorin where Nahiri is. Sorin says he knows where Nahiri is, and will retrieve her. Wait, what? Sorin had no idea where either Ugin or Nahiri is, but now he suddenly knows where Nahiri was this whole time? But it gets worse. It turns out Nahiri is in the Helvault because he put her there. She was in the Helvault. The Helvault that was destroyed. Destroyed the last time Sorin was in Innistrad. During the period where he had no idea where Ugin and Nahiri where, or what happened to them. You can see the problem here. Ever since then, I've been completely unable to invest myself in the Magic story, because I just don't trust Wizards not to completely ditch all continuity and rewrite everything in a few months. Beyond the major contradiction, it makes absolutely no sense at all for Sorin to have imprisoned Nahiri in the Helvault in the first place, and the excuse is incredibly flimsy. By the block's conclusion, Sorin gets completely shafted and fused into a wall, despite being one of the most powerful planeswalkers ever. Meaning the most interesting planeswalker in Magic has been PutOnABus indefinitely. His relationships with Avacyn and Nahiri, who are essentially surrogate daughter figures, could've been incredibly interesting to explore, but are instead destroyed completely, with the former dead and the latter turned into the most insufferable wangsting villain I've ever seen.