Dethroning Moment / Tabletop Gaming

HERESY!!
Every Commissar ever

From Khornate Knights to general rage involving the fluff. Lets keep the crunch out and chew on the angry bits of rage.

Keep in mind:
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  • This is for in game fluff only, not for gameplay nerfs or the Killer DM.
  • Specific moments only. Don't just say something like, "Everything he said," or "The whole game."
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  • No natter.
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  • Blackjack 254: 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 Warhammer 40,000 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 Word of God 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!
  • Miri Ohki: Katherine Steiner-Davion was a frustrating enough character as it was. Much of her storylines were one Moral Event Horizon 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 Giant Space Flea Out Of Nowhere, as he had secret dealings with her that he wouldn't want to come out, but her Karma Houdini status is especially frustrating.
  • yunatwilight: At least Samuel Haight didn't take down the entire setting with him. 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.
  • Icarael: If one had to name Magic: The Gathering's nadir (in terms of design, anyway), it would have to be Homelands. While the flavor and World Building aspects of the set were well-done, and it introduced things like Legendaries and artifact creatures that are still in use today, 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 Mark Rosewater has, it's that Magic lives and dies by its mechanics.


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