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* ''TabletopGame/{{Toon}}'': Since Toons are, by their very nature, already nutty, exposure to Things Toons Were Not Meant to Know instead drives them '''sane'''. This can lead to dire fates such as becoming a public accountant or taking up stamp collecting.

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* ''TabletopGame/{{Toon}}'': Since Inverted in ''TabletopGame/{{Toon}}''; since Toons are, by their very nature, already nutty, exposure to Things Toons Were Not Meant to Know instead drives them '''sane'''. This can lead to dire fates such as becoming a public accountant or taking up stamp collecting.
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** ''Lankhmar: The New Adventures of Fafhrd and the Gray Mouser''. Sheelba of the Eyeless Face says that any mortal viewing her true form would be driven mad. Likewise, it is said that anyone who views Ningauble will go insane.

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** ''Lankhmar: The New Adventures of Fafhrd and the Gray Mouser''. Sheelba of the Eyeless Face says that any mortal viewing her true form would be driven mad. Likewise, it is said that anyone who views sees the body of Ningauble of the Seven eyes will go insane.
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** ''Lankhmar: The New Adventures of Fafhrd and the Grey Mouser''. Sheelba of the Eyeless Face says that any mortal viewing her true form would be driven mad. Likewise, it is said that anyone who views Ningauble will go insane.

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** ''Lankhmar: The New Adventures of Fafhrd and the Grey Gray Mouser''. Sheelba of the Eyeless Face says that any mortal viewing her true form would be driven mad. Likewise, it is said that anyone who views Ningauble will go insane.
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** ''Lankhmar: The New Adventures of Fafhrd and the Grey Mouser''. Sheelba of the Eyeless Face says that any mortal viewing her true form would be driven mad. Likewise, it is said that anyone who views Ningauble will go insane.
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** The Seekers of Truth were a Space Marine Chapter whose Chapter Master hated having to carry out mass executions for the Inquisition, so he prayed each night for a way to know who was lying and who was not. Tzeentch prompty granted the entire chapter the ability to hear every lie spoken by mankind, which drove them mad in a matter of days and caused them to turn traitor, becoming a Chaos Space Marine warband known as "The Scourged".

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* ''TabletopGame/{{Pathfinder}}'': A mage named Nethys got a look at the fundamental secrets of reality, and the experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".

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* ''TabletopGame/{{Pathfinder}}'': ''TabletopGame/{{Pathfinder}}'':
**
A mage named Nethys got a look at the fundamental secrets of reality, and the experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".


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** There's a helpful table in the Dominion of the Black writeup in "Valley of the Brain Collectors" for the ''Iron Gods'' adventure path listing which scholars of the Dominion in the Inner Sea region are keeping it together and which have suffered psychologically for their studies. Five out of eight are listed as "insane" (a further two are "unstable"); one of them, with a SplitPersonality, is still functional enough to hold a teaching position at the Sincomakti School in Rozenport, but the other four are listed as "agitated", "babbling", "semi-catatonic" and "[[AxCrazy homicidal]]" respectively.

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* In the ''TabletopGame/AllFleshMustBeEaten'' supplement ''Pulp Zombies'', Zaxxor in the "Zombies Inc." Deadworld discovered, quite by accident, a way to reanimate the dead as intelligent zombies (the exact degree of intelligence depending on how long they were dead before the process). The realization that this blew a hole through ''everything'' he had ever believed about the afterlife shattered his psyche, and the only way he found to cope was through turning to megalomania and crime. The end result is the campaign's BigBad.

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* the ''TabletopGame/AllFleshMustBeEaten'': In the ''TabletopGame/AllFleshMustBeEaten'' supplement ''Pulp Zombies'', Zaxxor in the "Zombies Inc." Deadworld discovered, quite by accident, a way to reanimate the dead as intelligent zombies (the exact degree of intelligence depending on how long they were dead before the process). The realization that this blew a hole through ''everything'' he had ever believed about the afterlife shattered his psyche, and the only way he found to cope was through turning to megalomania and crime. The end result is the campaign's BigBad.



** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god'' that goes mad, overwhelmed by contact with millions of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]

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** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god'' that goes mad, overwhelmed by contact with millions of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]



** The ''TabletopGame/{{Ravenloft}}'' campaign setting had tons of things that could drive a character insane, or at least prompt a Madness Check. Like direct mind-to-mind contact with a fiend. More common are Horror Checks (which cause lasting mental trauma, but usually not insanity) and Fear Checks (which simply cause the victim to panic.)

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** The ''TabletopGame/{{Ravenloft}}'' campaign setting had has tons of things that could can drive a character insane, or at least prompt a Madness Check. Like direct mind-to-mind contact with a fiend. More common are Horror Checks (which cause lasting mental trauma, but usually not insanity) and Fear Checks (which simply cause the victim to panic.)



** The Arcanis world-setting, along with the Living Arcanis campaign, featured Larissa. She started as the goddess of Fate, Prophecy, and all that jazz but one day she looked too far into the future and, well, went mad from the revelation. Now she's the goddess of sensuality, lust, and ladies (and men) of the evening. Apparently she's convinced that the fate she saw will come to pass and that she needs to get in as much pleasure now before it all goes kablooey.

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** The Arcanis world-setting, along with the Living Arcanis campaign, featured features Larissa. She started as the goddess of Fate, Prophecy, and all that jazz but one day she looked too far into the future and, well, went mad from the revelation. Now she's the goddess of sensuality, lust, and ladies (and men) of the evening. Apparently she's convinced that the fate she saw will come to pass and that she needs to get in as much pleasure now before it all goes kablooey.



* ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}''

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* ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}''''TabletopGame/Warhammer40000''



-->'''Inquisitor Czevak:''' Ask not the Eldar a question for they will give you three answers, all of which are true and terrifying to know.
** And then, because ''TabletopGame/{{Warhammer 40000}}'' takes everything up to eleven, we have Kairos Fateweaver. Kairos was a freaking ''daemon'' whose god, Tzeentch, threw him into the Well of Eternity, a pool of infinite knowledge. Kairos came back with full knowledge of the past, present, and future, as well as two heads which are both insane. At any time one of them lies and the other tells the truth. Let's be absolutely clear: the premier avatar of the Warhammer 40,000 universe's god of knowledge and fate ''went insane when it found out the truth about the universe'', every other aspect of the god that's tried it ''did not survive'', and the god himself is ''too scared to look''. [[CrapsackWorld Crapsack universe]] doesn't begin to describe this place.

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-->'''Inquisitor --->'''Inquisitor Czevak:''' Ask not the Eldar a question for they will give you three answers, all of which are true and terrifying to know.
** And then, because ''TabletopGame/{{Warhammer 40000}}'' takes everything up to eleven, we have Kairos Fateweaver. Kairos Fateweaver was a freaking ''daemon'' daemon whose god, Tzeentch, threw him into the Well of Eternity, a pool of infinite knowledge. Kairos came back with full knowledge of the past, present, and future, as well as two heads which are both insane. At any time one of them lies and the other tells the truth. Let's be absolutely clear: the premier avatar of the Warhammer 40,000 universe's god of knowledge and fate ''went insane when it found out the truth about the universe'', every other aspect of the god that's tried it ''did not survive'', and the god himself is ''too scared to look''. [[CrapsackWorld Crapsack universe]] doesn't begin to describe this place.



* The Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of them walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the Wyrm (the cosmic embodiment of suffering and hatred). The Black Spiral Labyrinth is a nightmarish spiritual realm within the mind of the Wyrm, with nine circles that test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations and the Wyrm kept destroying them, driving it insane.

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* ''TabletopGame/WerewolfTheApocalypse'':
**
The Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of them walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the Wyrm (the cosmic embodiment of suffering and hatred). The Black Spiral Labyrinth is a nightmarish spiritual realm within the mind of the Wyrm, with nine circles that test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the The Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations and the Wyrm kept destroying them, driving it insane.



** Over in the TabletopGame/{{New World of Darkness}}, the Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to have completely gone off their collective nut on finding the site of Father Wolf's murder.

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** Over in In the TabletopGame/{{New World Time of Darkness}}, Judgement scenario where the Silver Fangs fall to the Wyrm, the inciting event is the tribe entreating Falcon to remove their hereditary madness. He does so, and the Silver Fangs' newfound clarity allows them to see the world without any delusions or self-deceit -- meaning that they also see, perfectly well, how thoroughly doomed Gaia and her defenders are. Within days, the tribe goes over to the Wyrm.
* ''TabletopGame/WerewolfTheForsaken'': The
Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to have completely gone off their collective nut on finding the site of Father Wolf's murder.
murder.
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Up To Eleven is being dewicked.


** And then, because ''TabletopGame/{{Warhammer 40000}}'' takes everything UpToEleven, we have Kairos Fateweaver. Kairos was a freaking ''daemon'' whose god, Tzeentch, threw him into the Well of Eternity, a pool of infinite knowledge. Kairos came back with full knowledge of the past, present, and future, as well as two heads which are both insane. At any time one of them lies and the other tells the truth. Let's be absolutely clear: the premier avatar of the Warhammer 40,000 universe's god of knowledge and fate ''went insane when it found out the truth about the universe'', every other aspect of the god that's tried it ''did not survive'', and the god himself is ''too scared to look''. [[CrapsackWorld Crapsack universe]] doesn't begin to describe this place.

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** And then, because ''TabletopGame/{{Warhammer 40000}}'' takes everything UpToEleven, up to eleven, we have Kairos Fateweaver. Kairos was a freaking ''daemon'' whose god, Tzeentch, threw him into the Well of Eternity, a pool of infinite knowledge. Kairos came back with full knowledge of the past, present, and future, as well as two heads which are both insane. At any time one of them lies and the other tells the truth. Let's be absolutely clear: the premier avatar of the Warhammer 40,000 universe's god of knowledge and fate ''went insane when it found out the truth about the universe'', every other aspect of the god that's tried it ''did not survive'', and the god himself is ''too scared to look''. [[CrapsackWorld Crapsack universe]] doesn't begin to describe this place.

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* This is a common consequence of trucking with the Abyss in ''TabletopGame/MageTheAwakening''. The things that live in there include such friendly fellows as the Nemesis Continuum, a set of Abyssal ''scientific proofs'' that burn themselves into your cerebral cortex and force you to derive more and more of them - and as you prove they exist, they begin to alter the physical laws of the world. (For example, you might "prove" that gravity follows Aristolian and not Newtonian laws - and suddenly objects start falling at different speeds.) Or take the Abyssal Assistant, a nifty tool that lets you invent things that aren't physically possible - too bad it makes you ''addicted'' to building them, and the more you build, the worse your health (and the health of the surrounding neighborhood) gets. If you're lucky, ''only'' your mind will be shot to pieces by the time the Guardians of the Veil arrive to clean up the mess...

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* ''TabletopGame/MageTheAwakening'': This is a common consequence of trucking with the Abyss in ''TabletopGame/MageTheAwakening''. Abyss. The things that live in there include such friendly fellows as the Nemesis Continuum, a set of Abyssal ''scientific proofs'' that burn themselves into your cerebral cortex and force you to derive more and more of them - -- and as you prove they exist, they begin to alter the physical laws of the world. (For example, you might "prove" that gravity follows Aristolian and not Newtonian laws - and suddenly objects start falling at different speeds.) Or take the Abyssal Assistant, a nifty tool that lets you invent things that aren't physically possible - -- too bad it makes you ''addicted'' to building them, and the more you build, the worse your health (and the health of the surrounding neighborhood) gets. If you're lucky, ''only'' your mind will be shot to pieces by the time the Guardians of the Veil arrive to clean up the mess...



* In ''TabletopGame/TheOthers2015'', a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.

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* In ''TabletopGame/TheOthers2015'', ''TabletopGame/InNomine'': Some demons and outcast angels claim that ArchangelGabriel's madness stems from a vision of the end of days -- one where Heaven falls and Hell stands triumphant. Her tormented ravings and wanderings, the story goes, are a desperate attempt to escape the fate that she knows will come.
* ''TabletopGame/TheOthers2015'': A
corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.



* ''TabletopGame/UnknownArmies''

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* ''TabletopGame/UnknownArmies''''TabletopGame/UnknownArmies'':
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* In the ''TabletopGame/AllFleshMustBeEaten'' supplement ''Pulp Zombies'', Zaxxor in the "Zombies Inc." Deadworld discovered, quite by accident, a way to reanimate the dead as intelligent zombies (the exact degree of intelligence depending on how long they were dead before the process). The realization that this blew a hole through ''everything'' he had ever believed about the afterlife shattered his psyche, and the only way he found to cope was through turning to megalomania and crime. The end result is the campaign's BigBad.
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* This is a common consequence of trucking with the Abyss in ''TabletopGame/MageTheAwakening''. The things that live in there include such friendly fellows as the Nemesis Continuum, a set of Abyssal ''scientific proofs'' that burn themselves into your cerebral cortex and force you to derive more and more of them - and as you prove they exist, they begin to alter the physical laws of the world. (For example, you might "prove" that gravity follows Aristolian and not Newtonian laws - and suddenly objects start falling at different speeds.) Or take the Abyssal Assistant, a nifty tool that lets you invent things that aren't physically possible - too bad it makes you ''addicted'' to building them, and the more you build, the worse your health (and the health of the surrounding neighborhood) gets. If you're lucky, ''only'' your mind will be shot to pieces by the time the Guardians of the Veil arrive to clean up the mess...
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None


* In ''TabletopGame/TheOthers''a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.

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* In ''TabletopGame/TheOthers''a ''TabletopGame/TheOthers2015'', a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.
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** [[https://magic.wizards.com/en/articles/archive/feature/seers-parables-2008-08-05 The Seer's Parables]] is an InUniverse epic poem about a kithkin who asked a seer a serious of questions about the nature of the world. Finally, they ask how the world will end. The Seer then reveals that it is the Divinity of Pride, and imparts the kithkin with this knowledge.
-->''It burns\\
My brain\\
Oh heavens\\
How it burns.''
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** You are a normal guy who realizes that humanity is just the playthings of vampires, werewolves, fairies, zombies, etc, and always has been since the dawn of time. The voices in your head telling you this is the truth doesn't exactly help.

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** You are a normal guy who realizes that humanity is just the playthings of vampires, werewolves, fairies, zombies, etc, and always has been since the dawn of time. The voices in your head telling you this is the truth doesn't don't exactly help.



* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, you're always a little off even if you can avoid those three disastrous paths above.

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* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world world, is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) science), forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, power]] and/or [[OmnicidalManiac destruction]]. And even if you can avoid those three disastrous paths, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, so you're always a little off even if off; major violations smack you can avoid those three disastrous paths above.with Paradox, which may injure your body, your mind, and/or just make things weird.



** A more mundane (and comedic) example is with the orks. When a Waaagh leaves a planet the spores left behind will produce feral orks who have no access or concept of technology; if a tribe of feral orks is shown technology more complex than a basic steam engine or catapult they will completely lose their minds becoming 'madboyz'.

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** A more mundane (and comedic) example is with the orks. When a Waaagh leaves a planet planet, the spores left behind will produce feral orks who have no access or concept of technology; if a tribe of feral orks is shown technology more complex than a basic steam engine or catapult catapult, they will completely lose their minds minds, becoming 'madboyz'.
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* ''TabletopGame/{{Toon}}'': Since Toons are, by their very nature, already nutty, exposure to Things Toons Were Not Meant to Know instead drives them '''sane'''. This can lead to dire fates such as becoming a public accountant or taking up stamp collecting.

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* ''TabletopGame/CallOfCthulhu''
** This game can (appropriately enough) be basically considered the TropeCodifier at least as far as role-playing games are concerned. Practically everything even mildly disturbing to a character's worldview has a chance of nibbling away at his or her sanity score, and full exposure to the horrors of the Mythos can cause him or her to snap (temporarily or permanently) rather quickly; thus, part of the challenge of playing is puzzling out a solution to the problems and pitfalls posed by the scenario without learning ''too much'' in the bargain. One edition of the rulebook even joked about it: "The only game where the big prize for finishing an adventure is a moldy old book which, when read, causes your face to melt off."
** ''TabletopGame/CthulhuTech'', on the other hand, plays with this. Reading arcane texts, for example, can slowly drive you over the brink, as you'd expect exposure to the Necronomicon would. So does exposure to god-like aliens or their avatars or anything else that every natural law is struggling against. Realizing that the [[BodyHorror Doahanoids]] you [[ShootTheDog vaporized with a charge cannon]] ''weren't'' isn't good for your grip on reality, either. However, since the JapaneseMediaTropes the game adds to the Mythos call for a certain level of idealism, society at large is entirely aware of these effects, and [[ThereAreNoTherapists There Are Therapists]] to reduce or eliminate the dementia characters gain.
** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god'' that goes mad, overwhelmed by contact with millions of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]
** 7th Edition has an optional rule called "Mythos Hardening" that downplays this: If you ever manage to survive having more points in Mythos Lore than your current sanity, you'll only lose half as much sanity points from all sources from then on, even if you become more sane later.



* ''TabletopGame/{{Pathfinder}}'': A mage named Nethys got a look at the fundamental secrets of reality, and the experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".
** Something like this also happened to the god Zon-Kuthon. Once a god of art and beauty named Dou-Bral, he felt jealous of his twin sister Shelyn being AlwaysSomeoneBetter, and left to explore the cosmos for inspiration. He encountered [[EldritchAbomination something]] that warped his mind, and returned as Zon-Kuthon, the twisted god of pain and darkness.
* The Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of them walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the Wyrm (the cosmic embodiment of suffering and hatred). The Black Spiral Labyrinth is a nightmarish spiritual realm within the mind of the Wyrm, with nine circles that test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations and the Wyrm kept destroying them, driving it insane.
** The Wyrm itself was originally a general [[DarkIsNotEvil elegant destroyer]] [[BalanceBetweenGoodAndEvil to keep pattern from overwhelming order]] and provide fresh unordered energy for the Wyld, before the Weaver tied it up. The central Wyrm went mad from the impossibility of essentially imprisoning a fireball with string, and what few pieces escaped went crazy from realizing what had happened to the world without them.
** Over in the TabletopGame/{{New World of Darkness}}, the Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to have completely gone off their collective nut on finding the site of Father Wolf's murder.
* In ''TabletopGame/VampireTheMasquerade'', this is the schtick of the insane seers of Clan Malkavian, and is also a popular trait amongst the utterly inhuman Tzimisce.
* Fan game ''TabletopGame/GeniusTheTransgression'' has the [[ScienceRelatedMemeticDisorder Genius condition]] being somewhat contagious- exposure to mad science can turn an ordinary human into a [[TheIgor Beholden]], or even cause a Breakthrough to becoming a full fledged [[MadScientist Genius]]. This isn't generally encouraged as [[PerpetualPoverty there's enough fighting over resources]] as it is.
* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, you're always a little off even if you can avoid those three disastrous paths above.

to:

* ''TabletopGame/{{Pathfinder}}'': A mage named Nethys got a look at the fundamental secrets of reality, and the experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".
** Something like this also happened to the god Zon-Kuthon. Once a god of art and beauty named Dou-Bral, he felt jealous of his twin sister Shelyn being AlwaysSomeoneBetter, and left to explore the cosmos for inspiration. He encountered [[EldritchAbomination something]] that warped his mind, and returned as Zon-Kuthon, the twisted god of pain and darkness.
* The Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of them walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the Wyrm (the cosmic embodiment of suffering and hatred). The Black Spiral Labyrinth
This is a nightmarish spiritual realm within the mind of the Wyrm, with nine circles that test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations and the Wyrm kept destroying them, driving it insane.
** The Wyrm itself was originally a general [[DarkIsNotEvil elegant destroyer]] [[BalanceBetweenGoodAndEvil to keep pattern from overwhelming order]] and provide fresh unordered energy for the Wyld, before the Weaver tied it up. The central Wyrm went mad from the impossibility of essentially imprisoning a fireball with string, and
what few pieces escaped went crazy from realizing what had happened to the world without them.
** Over
Insight and Madness stunt dice represent in the TabletopGame/{{New World of Darkness}}, LovecraftLite ''TabletopGame/{{Fiasco}}'' playset [[http://bullypulpitgames.com/fiasco-playset-special-unaussprechlichen-klutzen/ Unausspreclichen Klutzen]]. When you get the Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to have completely gone off their collective nut on finding Madness die, you go mad. When you get the site of Father Wolf's murder.
* In ''TabletopGame/VampireTheMasquerade'', this is the schtick of the insane seers of Clan Malkavian, and is also
Insight die, you go mad...but, you know, in a popular trait amongst the utterly inhuman Tzimisce.
happy way.
* Fan game ''TabletopGame/GeniusTheTransgression'' has the [[ScienceRelatedMemeticDisorder Genius condition]] being somewhat contagious- contagious -- exposure to mad science can turn an ordinary human into a [[TheIgor Beholden]], or even cause a Breakthrough to becoming a full fledged [[MadScientist Genius]]. This isn't generally encouraged as [[PerpetualPoverty there's enough fighting over resources]] as it is.
* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, you're always a little off even if you can avoid those three disastrous paths above.
is.



* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, you're always a little off even if you can avoid those three disastrous paths above.



* ''TabletopGame/CallOfCthulhu''
** This game can (appropriately enough) be basically considered the TropeCodifier at least as far as role-playing games are concerned. Practically everything even mildly disturbing to a character's worldview has a chance of nibbling away at his or her sanity score, and full exposure to the horrors of the Mythos can cause him or her to snap (temporarily or permanently) rather quickly; thus, part of the challenge of playing is puzzling out a solution to the problems and pitfalls posed by the scenario without learning ''too much'' in the bargain. One edition of the rulebook even joked about it: "The only game where the big prize for finishing an adventure is a moldy old book which, when read, causes your face to melt off."
** ''TabletopGame/CthulhuTech'', on the other hand, plays with this. Reading arcane texts, for example, can slowly drive you over the brink, as you'd expect exposure to the Necronomicon would. So does exposure to god-like aliens or their avatars or anything else that every natural law is struggling against. Realizing that the [[BodyHorror Doahanoids]] you [[ShootTheDog vaporized with a charge cannon]] ''weren't'' isn't good for your grip on reality, either. However, since the JapaneseMediaTropes the game adds to the Mythos call for a certain level of idealism, society at large is entirely aware of these effects, and [[ThereAreNoTherapists There Are Therapists]] to reduce or eliminate the dementia characters gain.
** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god'' that goes mad, overwhelmed by contact with millions of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]
** 7th Edition has an optional rule called "Mythos Hardening" that downplays this: If you ever manage to survive having more points in Mythos Lore than your current sanity, you'll only lose half as much sanity points from all sources from then on, even if you become more sane later.

to:

* ''TabletopGame/CallOfCthulhu''
** This game
''TabletopGame/{{Nobilis}}'' has a variant in Dementia Animus. If you are a mortal who succumbs to this as a result of witnessing miracles, you don't go mad; you go sane in such a way that you can (appropriately enough) be basically considered the TropeCodifier at least as far as role-playing games are concerned. Practically see Mythic Reality, in which everything even mildly disturbing to a character's worldview has a chance of nibbling away at his or her sanity score, spirit and full exposure to there's a guy holding up the horrors of sky. Of course, to everyone else who ''cannot'' see the Mythos spirit of your toaster, you appear totally bonkers and will usually come to a bad end. Fortunately, at least in third edition, you can cause him or her to snap (temporarily or permanently) rather quickly; thus, part of receive succor, and forget what you have seen, by meeting Surolam, the challenge dog-headed god of playing ordinary things.
* In ''TabletopGame/TheOthers''a corruption story
is puzzling out a solution to played with the problems Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and pitfalls posed by the scenario without learning ''too much'' in the bargain. One edition of the rulebook even joked about it: your character is damaged due to something that is bothering their mind. 3 is "The only game where the big prize for finishing an adventure is a moldy old book which, when read, Guilty One" and causes your face to melt off."
** ''TabletopGame/CthulhuTech'', on
the other hand, plays with this. Reading arcane texts, for example, can slowly drive you over apocalypse track to raise when revealed. 4 is "Former Hell Club" and the brink, as you'd expect exposure to the Necronomicon would. So does exposure to god-like aliens or player remembers their avatars past and takes either 3 wounds or anything else that every natural law 3 corruption. 5 is struggling against. Realizing that "Psychopathy Trigger" and the [[BodyHorror Doahanoids]] you [[ShootTheDog vaporized with a charge cannon]] ''weren't'' isn't good player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your grip on character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.
* ''TabletopGame/{{Pathfinder}}'': A mage named Nethys got a look at the fundamental secrets of
reality, either. However, since and the JapaneseMediaTropes experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the game adds god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".
** Something like this also happened
to the Mythos call god Zon-Kuthon. Once a god of art and beauty named Dou-Bral, he felt jealous of his twin sister Shelyn being AlwaysSomeoneBetter, and left to explore the cosmos for a certain level of idealism, society at large is entirely aware of these effects, and [[ThereAreNoTherapists There Are Therapists]] to reduce or eliminate the dementia characters gain.
** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god''
inspiration. He encountered [[EldritchAbomination something]] that goes mad, overwhelmed by contact with millions warped his mind, and returned as Zon-Kuthon, the twisted god of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]
** 7th Edition has an optional rule called "Mythos Hardening" that downplays this: If you ever manage to survive having more points in Mythos Lore than your current sanity, you'll only lose half as much sanity points from all sources from then on, even if you become more sane later.
pain and darkness.



* ''TabletopGame/UnknownArmies''
** The Madness Meters have many varieties of ways to show how a multitude of stressful experiences, among them anything dealing with the supernatural, can either harden you into a sociopath or drive you insane.\\\
The Unnatural Madness Meter is meant to represent the psychological strain of seeing something that doesn't conform to your worldview, not the inability to comprehend or accept what you've seen. One of the themes in the game is that magic and the supernatural may be weird and freaky, even to those that are clued in, but it is also part of the world and is not beyond understanding. Even {{Reality Warper}}s aren't an offense to that natural order of things, but the ones that dictate and sometimes change the natural order as needed. The {{Muggles}} also aren't as helpless as with most [[TheMasquerade Masquerades]] [[spoiler: and are in fact the ultimate source of magical power due to a symbolic variant of ClapYourHandsIfYouBelieve.]]
* In ''TabletopGame/VampireTheMasquerade'', this is the schtick of the insane seers of Clan Malkavian, and is also a popular trait amongst the utterly inhuman Tzimisce.
* ''[[TabletopGame/VictorianaRPG Victoriana]]'' demonologists have a spell that can expose the recipient to all the beauty of Entropy in two seconds. The recipient invariably goes mad (at least temporarily).



* ''TabletopGame/UnknownArmies''
** The Madness Meters have many varieties of ways to show how a multitude of stressful experiences, among them anything dealing with the supernatural, can either harden you into a sociopath or drive you insane.\\\
The Unnatural Madness Meter is meant to represent the psychological strain of seeing something that doesn't conform to your worldview, not the inability to comprehend or accept what you've seen. One of the themes in the game is that magic and the supernatural may be weird and freaky, even to those that are clued in, but it is also part of the world and is not beyond understanding. Even {{Reality Warper}}s aren't an offense to that natural order of things, but the ones that dictate and sometimes change the natural order as needed. The {{Muggles}} also aren't as helpless as with most [[TheMasquerade Masquerades]] [[spoiler: and are in fact the ultimate source of magical power due to a symbolic variant of ClapYourHandsIfYouBelieve.]]
* ''[[TabletopGame/VictorianaRPG Victoriana]]'' demonologists have a spell that can expose the recipient to all the beauty of Entropy in two seconds. The recipient invariably goes mad (at least temporarily).
* ''TabletopGame/{{Nobilis}}'' has a variant in Dementia Animus. If you are a mortal who succumbs to this as a result of witnessing miracles, you don't go mad; you go sane in such a way that you can see Mythic Reality, in which everything has a spirit and there's a guy holding up the sky. Of course, to everyone else who ''cannot'' see the spirit of your toaster, you appear totally bonkers and will usually come to a bad end. Fortunately, at least in third edition, you can receive succor, and forget what you have seen, by meeting Surolam, the dog-headed god of ordinary things.
* This is what Insight and Madness stunt dice represent in the LovecraftLite ''TabletopGame/{{Fiasco}}'' playset [[http://bullypulpitgames.com/fiasco-playset-special-unaussprechlichen-klutzen/ Unausspreclichen Klutzen]]. When you get the Madness die, you go mad. When you get the Insight die, you go mad...but, you know, in a happy way.
* In ''TabletopGame/TheOthers''a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.

to:

* ''TabletopGame/UnknownArmies''
**
The Madness Meters have many varieties Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of ways to show how a multitude of stressful experiences, among them anything dealing walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the supernatural, can either harden you into a sociopath or drive you insane.\\\
Wyrm (the cosmic embodiment of suffering and hatred). The Unnatural Madness Meter Black Spiral Labyrinth is meant to represent a nightmarish spiritual realm within the psychological strain of seeing something that doesn't conform to your worldview, not the inability to comprehend or accept what you've seen. One mind of the themes in the game is Wyrm, with nine circles that magic test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations
and the supernatural may be weird Wyrm kept destroying them, driving it insane.
** The Wyrm itself was originally a general [[DarkIsNotEvil elegant destroyer]] [[BalanceBetweenGoodAndEvil to keep pattern from overwhelming order]]
and freaky, even provide fresh unordered energy for the Wyld, before the Weaver tied it up. The central Wyrm went mad from the impossibility of essentially imprisoning a fireball with string, and what few pieces escaped went crazy from realizing what had happened to those that are clued in, but it is also part of the world and is not beyond understanding. Even {{Reality Warper}}s aren't an offense to that natural order of things, but the ones that dictate and sometimes change the natural order as needed. The {{Muggles}} also aren't as helpless as with most [[TheMasquerade Masquerades]] [[spoiler: and are in fact the ultimate source of magical power due to a symbolic variant of ClapYourHandsIfYouBelieve.]]
* ''[[TabletopGame/VictorianaRPG Victoriana]]'' demonologists have a spell that can expose the recipient to all the beauty of Entropy in two seconds. The recipient invariably goes mad (at least temporarily).
* ''TabletopGame/{{Nobilis}}'' has a variant in Dementia Animus. If you are a mortal who succumbs to this as a result of witnessing miracles, you don't go mad; you go sane in such a way that you can see Mythic Reality, in which everything has a spirit and there's a guy holding up the sky. Of course, to everyone else who ''cannot'' see the spirit of your toaster, you appear totally bonkers and will usually come to a bad end. Fortunately, at least in third edition, you can receive succor, and forget what you have seen, by meeting Surolam, the dog-headed god of ordinary things.
* This is what Insight and Madness stunt dice represent
without them.
** Over
in the LovecraftLite ''TabletopGame/{{Fiasco}}'' playset [[http://bullypulpitgames.com/fiasco-playset-special-unaussprechlichen-klutzen/ Unausspreclichen Klutzen]]. When you get TabletopGame/{{New World of Darkness}}, the Madness die, you go mad. When you get the Insight die, you go mad...but, you know, in a happy way.
* In ''TabletopGame/TheOthers''a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due
Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to something that is bothering have completely gone off their mind. 3 is "The Guilty One" and causes collective nut on finding the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end site of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.
Father Wolf's murder.
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** A more mundane (and comedic) example is with the orks. When a Waaagh leaves a planet the spores left behind will produce feral orks who have no access or concept of technology; if a tribe of feral orks is shown technology more complex than a basic steam engine or catapult they will completely lose their minds becoming 'madboyz'.
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** Many people who encounter the daemons of Chaos, especially the daemons of Tzeentch and Nurgle. (It's the smell, really...)

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** Many people who encounter the daemons of Chaos, especially the daemons of Tzeentch and Nurgle. (It's the smell, smell in the case of the latter, really...)
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* Likewise used in ''Trail of Cthulhu''. The scenario ''The Final Revelation'' ends with [[spoiler:the main characters learning to their abject horror that the entire world was devoured by terrible alien gods ''before they had even set out to stop them''; the few surviving humans including them and their loved ones are [[BodyHorror twisted monsters]], and everything they perceive about the world is just an illusion their damaged minds tell themselves. They all immediately go insane as London dissolves away into a surreal, inescapable waking nightmare. Talk about a DownerEnding.]]
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People [[GoMadFromTheRevelation going mad from the revelation]] in tabletop games.
----

* ''TabletopGame/ArkhamHorror'' has this as one of the major functions of the game. Anytime a character loses all of their sanity (or during rare specific situations), that character is "driven insane" and is moved to Arkham Asylum or Lost In Time And Space (depending on the situation), where they regain their sanity, but lose half of their possessions, which basically feels like losing both of your arms given how precious these things are. Situations that can easily make a player lose their mind: Failing a horror check so that their character cannot even comprehend their opponent, casting a spell but being unable to handle the strain, reading a tome and losing more sanity than a player has, or encountering an event anywhere in the game that results in a player losing sanity and driving them mad.
-->''A teller you've never seen before insists she just saw you come in and make a deposit the day before. She proves it by showing your signature. Gain $5, but lose 1 sanity.''
** The Dunwich Horror expansion introduces "Injury" and "Madness" cards. Now, instead of losing half of your belongings, you can take a madness card when driven insane. The effect is hardly much better as cards can make you lose sanity without another player around, force you to spend extra clue tokens for skill checks, repeatedly take sanity damage against monsters for the rest of the game, reduce your maximum clue tokens, or just outright lower your maximum sanity. You can also have multiple madness cards, making surviving the game incredibly difficult. Even worse, if you are driven insane a second time or more, and draw a madness card that matches one you already have, you are devoured, forcing you to pick out a new investigator and start your inventory over with their base inventory.
** A character drawing an Innsmouth Card or specific characters failing their personal quests can have their nightmares come full force back to them so they realize that they were never nightmares, they were memories of their life, as they're actually Deep Ones who lost their memories in human form. This results in that investigator card being treated as devoured (discard it an all belongings, that player draws a new card), and where the player token on the board was, a person places a Deep One monster.
* ''TabletopGame/DungeonsAndDragons''
** The ''TabletopGame/{{Ravenloft}}'' campaign setting had tons of things that could drive a character insane, or at least prompt a Madness Check. Like direct mind-to-mind contact with a fiend. More common are Horror Checks (which cause lasting mental trauma, but usually not insanity) and Fear Checks (which simply cause the victim to panic.)
** The ''Lords of Madness'' supplement indicates that the safest thing to do with the spellbook of an aboleth or the power stone of a mind flayer is to bury it, because trying to actually ''use'' the damn thing would do horrible things to the contents of your skull.
** The Arcanis world-setting, along with the Living Arcanis campaign, featured Larissa. She started as the goddess of Fate, Prophecy, and all that jazz but one day she looked too far into the future and, well, went mad from the revelation. Now she's the goddess of sensuality, lust, and ladies (and men) of the evening. Apparently she's convinced that the fate she saw will come to pass and that she needs to get in as much pleasure now before it all goes kablooey.
** Module Q1 ''Queen of the Demonweb Pits''. No mortal being can behold the true nature of Lolth's Web (an eye-torturing, blazing tangle of twisted, rope-like strands) and remain sane. If someone under the effect of a ''true seeing'', ''true sight'' or ''detect illusion'' spell looks at the Web for more than 1 minute, they will go raving mad.
* ''TabletopGame/{{Pathfinder}}'': A mage named Nethys got a look at the fundamental secrets of reality, and the experience 1) [[DeityOfHumanOrigin ascended him to godhood]] and 2) snapped his mind [[DualityMotif clean in half]]. He's now the god of magic -- ''all'' magic, regardless of scale or purpose, and blesses every kind of magical research, from "creating a new spell to feed a nation in a famine" to "hey, I bet if I combine these concepts I can rain horrible death from the sky".
** Something like this also happened to the god Zon-Kuthon. Once a god of art and beauty named Dou-Bral, he felt jealous of his twin sister Shelyn being AlwaysSomeoneBetter, and left to explore the cosmos for inspiration. He encountered [[EldritchAbomination something]] that warped his mind, and returned as Zon-Kuthon, the twisted god of pain and darkness.
* The Black Spiral Dancers from ''TabletopGame/WerewolfTheApocalypse'' get their name because every last one of them walked the Black Spiral Labyrinth, an equally metaphorical and literal path that brought them face-to-face with the Wyrm (the cosmic embodiment of suffering and hatred). The Black Spiral Labyrinth is a nightmarish spiritual realm within the mind of the Wyrm, with nine circles that test and torment visitors. The experience breaks the minds of all but the most strong-willed like a twig. Many Black Spiral Dancers take their deed name after whatever pathetic growls or mewling noises come out of their mouth upon "revelation."
** Similarly, the Weaver, originally a cosmic embodiment of order and purpose, went insane and became an all-consuming force for stasis. In one version of the story, the Weaver tried to define the Wyld (a cosmic embodiment of primal chaos) and got the biggest "DOES NOT COMPUTE" in history. In another version, the Weaver experienced an existential crisis after the Wyld kept changing its creations and the Wyrm kept destroying them, driving it insane.
** The Wyrm itself was originally a general [[DarkIsNotEvil elegant destroyer]] [[BalanceBetweenGoodAndEvil to keep pattern from overwhelming order]] and provide fresh unordered energy for the Wyld, before the Weaver tied it up. The central Wyrm went mad from the impossibility of essentially imprisoning a fireball with string, and what few pieces escaped went crazy from realizing what had happened to the world without them.
** Over in the TabletopGame/{{New World of Darkness}}, the Bale Hounds of ''TabletopGame/WerewolfTheForsaken'' are said to have completely gone off their collective nut on finding the site of Father Wolf's murder.
* In ''TabletopGame/VampireTheMasquerade'', this is the schtick of the insane seers of Clan Malkavian, and is also a popular trait amongst the utterly inhuman Tzimisce.
* Fan game ''TabletopGame/GeniusTheTransgression'' has the [[ScienceRelatedMemeticDisorder Genius condition]] being somewhat contagious- exposure to mad science can turn an ordinary human into a [[TheIgor Beholden]], or even cause a Breakthrough to becoming a full fledged [[MadScientist Genius]]. This isn't generally encouraged as [[PerpetualPoverty there's enough fighting over resources]] as it is.
* ''TabletopGame/MageTheAscension''. One could say that Awakening to the realization that all reality is controlled by the belief of people, that your beliefs can change it more than others, and that humanity has become an apathetic race unwilling to realize the wonderment of the world is simply the start of a long, torturous road to death or complete insanity. Some Mages make the (subconscious) decision to reject any reality but their own, wrapping themselves in a bubble of delusion, and unable to see anything outside it, eventually being ejected from the fabric of the world itself. Some Mages become brainwashed into reinforcing the frozen reality as it is (i.e. science) forming a contradiction in themselves against their dynamic nature. Then there's the Nephandi, the depths of depravity who would sell humanity out to [[EldritchAbomination Demons]] just [[DealWithTheDevil for power]]. Since, by being a mage, you change reality with your beliefs just by existing, you're constantly violating general reality, you're always a little off even if you can avoid those three disastrous paths above.
* ''TabletopGame/HunterTheReckoning''
** You are a normal guy who realizes that humanity is just the playthings of vampires, werewolves, fairies, zombies, etc, and always has been since the dawn of time. The voices in your head telling you this is the truth doesn't exactly help.
** And then there are the two groups who hear the voices far more clearly than anyone else. One goes insane to stop the voices from destroying their minds outright. The other experiences all the rage and hatred behind the voices, and starts coming up with genocidal plans against the supernatural without concern for anyone who gets in the way.
* ''TabletopGame/MagicTheGathering'' has some examples in the flavor text of some cards:
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426585 The Unspeakable]], from the Kamigawa block vignettes.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438766 Glimpse the Unthinkable]], whose flavor text provides a good quote on the Quotes page.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29721 Obsessive Search]], from the set called ''Torment''... and has the keyword ability ''Madness''[[note]]A card with Madness can be played as it's discarded from your hands for any reason. Since your hands represent the spell you have in your mind right now, it's a PowerBornOfMadness.[[/note]]...
** The ''Rise of Eldrazi'' set is understandably full of characters going batshit insane upon seeing the [[EldritchAbomination eponymous creatures]].
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193577 See Beyond]] does this partially, by allowing you to draw cards, but then forcing you to shuffle a card into your library (from a flavor standpoint, shuffling the card away means you didn't forget the spell, it's just lost somewhere inside your mind, and you might remember it later). The flavor text even points this out.
--->Ancient lore locked in a mind driven mad is just as safe as when it was locked deep underground.
* ''TabletopGame/CallOfCthulhu''
** This game can (appropriately enough) be basically considered the TropeCodifier at least as far as role-playing games are concerned. Practically everything even mildly disturbing to a character's worldview has a chance of nibbling away at his or her sanity score, and full exposure to the horrors of the Mythos can cause him or her to snap (temporarily or permanently) rather quickly; thus, part of the challenge of playing is puzzling out a solution to the problems and pitfalls posed by the scenario without learning ''too much'' in the bargain. One edition of the rulebook even joked about it: "The only game where the big prize for finishing an adventure is a moldy old book which, when read, causes your face to melt off."
** ''TabletopGame/CthulhuTech'', on the other hand, plays with this. Reading arcane texts, for example, can slowly drive you over the brink, as you'd expect exposure to the Necronomicon would. So does exposure to god-like aliens or their avatars or anything else that every natural law is struggling against. Realizing that the [[BodyHorror Doahanoids]] you [[ShootTheDog vaporized with a charge cannon]] ''weren't'' isn't good for your grip on reality, either. However, since the JapaneseMediaTropes the game adds to the Mythos call for a certain level of idealism, society at large is entirely aware of these effects, and [[ThereAreNoTherapists There Are Therapists]] to reduce or eliminate the dementia characters gain.
** The ''TabletopGame/CallOfCthulhu'' adventure "City Beneath the Sands" actually turns this trope ''against'' the EldritchAbomination. [[spoiler: If the heroes fail to prevent the bad guys from linking their sleeping god-alien's mind with the collective subconscious of human dreamers everywhere, it's the ''god'' that goes mad, overwhelmed by contact with millions of human psyches (which are just as disturbing to it as vice versa). Sleepers worldwide just mainline nightmares for a night.]]
** 7th Edition has an optional rule called "Mythos Hardening" that downplays this: If you ever manage to survive having more points in Mythos Lore than your current sanity, you'll only lose half as much sanity points from all sources from then on, even if you become more sane later.
* ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}''
** Many people who encounter the daemons of Chaos, especially the daemons of Tzeentch and Nurgle. (It's the smell, really...)
** Archaon, the Everchosen of Chaos, is rumored to have once been a templar of Sigmar who read a forbidden manuscript and went batshit after learning the truth about the Gods including his own Sigmar. He is now the BigBad among the warriors of Chaos and set to bring about the end of the world.
** The past three editions of the Eldar codex have all contained the following quote:
-->'''Inquisitor Czevak:''' Ask not the Eldar a question for they will give you three answers, all of which are true and terrifying to know.
** And then, because ''TabletopGame/{{Warhammer 40000}}'' takes everything UpToEleven, we have Kairos Fateweaver. Kairos was a freaking ''daemon'' whose god, Tzeentch, threw him into the Well of Eternity, a pool of infinite knowledge. Kairos came back with full knowledge of the past, present, and future, as well as two heads which are both insane. At any time one of them lies and the other tells the truth. Let's be absolutely clear: the premier avatar of the Warhammer 40,000 universe's god of knowledge and fate ''went insane when it found out the truth about the universe'', every other aspect of the god that's tried it ''did not survive'', and the god himself is ''too scared to look''. [[CrapsackWorld Crapsack universe]] doesn't begin to describe this place.
** This happens to nearly all of Tzeentch's followers. Tzeentch grants his more loyal followers, like [[EvilSorcerer sorcerers]], enhanced powers over the Warp and the ability to weave [[TheChessmaster vast, Machiavellian schemes]], but the new-found omniscience drives them to insanity.
* ''TabletopGame/UnknownArmies''
** The Madness Meters have many varieties of ways to show how a multitude of stressful experiences, among them anything dealing with the supernatural, can either harden you into a sociopath or drive you insane.\\\
The Unnatural Madness Meter is meant to represent the psychological strain of seeing something that doesn't conform to your worldview, not the inability to comprehend or accept what you've seen. One of the themes in the game is that magic and the supernatural may be weird and freaky, even to those that are clued in, but it is also part of the world and is not beyond understanding. Even {{Reality Warper}}s aren't an offense to that natural order of things, but the ones that dictate and sometimes change the natural order as needed. The {{Muggles}} also aren't as helpless as with most [[TheMasquerade Masquerades]] [[spoiler: and are in fact the ultimate source of magical power due to a symbolic variant of ClapYourHandsIfYouBelieve.]]
* ''[[TabletopGame/VictorianaRPG Victoriana]]'' demonologists have a spell that can expose the recipient to all the beauty of Entropy in two seconds. The recipient invariably goes mad (at least temporarily).
* ''TabletopGame/{{Nobilis}}'' has a variant in Dementia Animus. If you are a mortal who succumbs to this as a result of witnessing miracles, you don't go mad; you go sane in such a way that you can see Mythic Reality, in which everything has a spirit and there's a guy holding up the sky. Of course, to everyone else who ''cannot'' see the spirit of your toaster, you appear totally bonkers and will usually come to a bad end. Fortunately, at least in third edition, you can receive succor, and forget what you have seen, by meeting Surolam, the dog-headed god of ordinary things.
* This is what Insight and Madness stunt dice represent in the LovecraftLite ''TabletopGame/{{Fiasco}}'' playset [[http://bullypulpitgames.com/fiasco-playset-special-unaussprechlichen-klutzen/ Unausspreclichen Klutzen]]. When you get the Madness die, you go mad. When you get the Insight die, you go mad...but, you know, in a happy way.
* In ''TabletopGame/TheOthers''a corruption story is played with the Dark Past cards labeled 1 through 7. 1 is the best, labeled "Clear Conscience", however it is the only one that doesn't harm the character. 2 is "Slightly Troubled", and your character is damaged due to something that is bothering their mind. 3 is "The Guilty One" and causes the apocalypse track to raise when revealed. 4 is "Former Hell Club" and the player remembers their past and takes either 3 wounds or 3 corruption. 5 is "Psychopathy Trigger" and the player goes nuts, damaging themselves and all nearby players for two wounds. 6 is "Suicide Pact" and kills the player at the end of the round. Finally, 7 is "the Tainted One" and your character is forcibly taken control of by The Sin. All of these cards are activated by using corruption or being too corrupted by the enemy.

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