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* Tsunomaki Watame and Hoshinova Moona of ''WebAnimation/{{Hololive}}'' have this as running gags:
** Watame has her catch phrase (悪くないよね?/Warukunai yo ne?/Not my fault, right?) that she first used when she (didn't) apologize for having a weak internet connection. She has since used it in other situations that call for it.
** In her channel's ''second'' video, Moona "apologized" and said that it's not her fault. She then followed it up by giving two rules: (1) Moona is never wrong, and (2) If Moona is wrong, go back to rule one. Funnily enough, this one was also due to internet issues.
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** Kore is even more so: while Psion Minmax is at least somewhat accepting of the fact that he's contributing to the sum of pain in the universe, Kore is quite convinced that anything which is against him is evil, solely for being against him -- or even being a small child who's tangentially in his way. This includes all the LawfulGood souls he's ensnared, which basically grant him the ability to take on whatever alignment he wants at any given time.
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* [[BigBad Monokuma]] from ''VisualNovel/DanganronpaTriggerHappyHavoc'' traps 15 students in a school, explains that the only way for them to escape is to start killing each other, and then if they don't, [[ManipulativeBastard starts providing incentives for them to do so and generally psychologically tortures them until the body count rises]]. If he's ever called out on this, though, he'll act offended that anyone would even ''think'' to make such an accusation. After all, ''they're'' the ones doing all the killing. This escalates in [[VisualNovel/SuperDanganRonpa2 the sequel]], where his "incentives" include [[spoiler:infecting a good chunk of the cast with a personality-altering disease and withholding food until somebody dies]].

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* [[BigBad Monokuma]] from ''VisualNovel/DanganronpaTriggerHappyHavoc'' traps 15 students in a school, explains that the only way for them to escape is to start killing each other, and then if they don't, [[ManipulativeBastard starts providing incentives for them to do so and generally psychologically tortures them until the body count rises]]. If he's ever called out on this, though, he'll act offended that anyone would even ''think'' to make such an accusation. After all, ''they're'' the ones doing all the killing. This escalates in [[VisualNovel/SuperDanganRonpa2 [[VisualNovel/Danganronpa2GoodbyeDespair the sequel]], where his "incentives" include [[spoiler:infecting a good chunk of the cast with a personality-altering disease and withholding food until somebody dies]].
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* In the ''Podcast/BlackJackJustice'' episode "The Reunion", the ''lack'' of this trope is the key clue. Jack and Trixie's client, Edie, is a woman trying to reunite with her estranged twin sister Jane after she basically stole the man her sister loved from her. Among the little things that tip the detectives off is that their client took full responsibility for her actions with no attempt to justify them, something they see all too often. They eventually realize [[spoiler: Jane killed Edie and was impersonating her. She hired Jack and Trixie to use them to make it look like they'd reunited amicably so she wouldn't be suspected when the Edie was missed]].

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* In the ''Podcast/BlackJackJustice'' episode "The Reunion", the ''lack'' of this trope is the key clue. Jack and Trixie's client, Edie, is a woman trying to reunite with her estranged twin sister Jane after she basically stole the man her sister loved from her. Among the little things that tip the detectives off is that their client took full responsibility for her actions with no attempt to justify them, something they see all too often. They eventually realize [[spoiler: Jane killed Edie and was impersonating her. She hired Jack and Trixie to use them to make it look like they'd reunited amicably so she wouldn't be suspected when the Edie was missed]].
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* ''Webcomic/{{Unordinary}}'': Something of a running theme with John following TheReveal. John either refuses or is psychologically incapable of owning up to his actions and how they affect everyone around him. He blames high-tiers for setting a horrible example for everyone beneath them and allowing mid-tiers to mercilessly bully low-tiers, but as Remi points out, [[spoiler: John is secretly the strongest high-tier around, yet does nothing as well, a fact he refuses to acknowledge. The biggest example of his tendency towards this though is after Seraphina starts getting targeted by Joker copycats. Cecille tells him that students wouldn't be able to get away with this if John hadn't created the joker persona in the first place. John responds by angrily refusing to accept any responsibility in the matter, and instead places the blame on the students for being "trash" and on Sera for not having an ability to defend herself.]]
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* ''WebAnimation/TheMostEpicStoryEverToldInAllOfHumanHistory'': Ridiculously Epic blames Little Miss Epic for his broken TV, even though he’s the one who threw his remote through it. She wasn’t even in the room.
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* Music/ReelBigFish also has a song blaming everyone else [[https://www.youtube.com/watch?v=eamRjDJNDds for being an asshole.]]
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* Music/{{Macabre}}'s "The Ted Bundy Song" reveals that Ted never took responsibility for the murders he committed, even when he was about to fried on the electric chair.
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** Othar Trevveyson, GENTLEMAN ADVENTURER! is this for his relentless conviction that he's the hero, and should, therefore, have ProtagonistCenteredMorality. In the ''Revenge of the Weasel Queen'' "radio drama", the Queen pours out her TragicVillain backstory to him and as good as says she wants to reform and he can help. Othar, only half-listening, assumes this is an evil subterfuge and declares he will "do whatever it takes to destroy you!" When the Weasel Queen responds "Fine! Just ... ''fine''!" and Othar is surrounded by killer rabbits, he criticises ''her'' for "resorting to violence instead of peaceful discussion".

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** Othar Trevveyson, Tryggvassen, GENTLEMAN ADVENTURER! is this for his relentless conviction that he's the hero, and should, therefore, have ProtagonistCenteredMorality. In the ''Revenge of the Weasel Queen'' "radio drama", the Queen pours out her TragicVillain backstory to him and as good as says she wants to reform and he can help. Othar, only half-listening, assumes this is an evil subterfuge and declares he will "do whatever it takes to destroy you!" When the Weasel Queen responds "Fine! Just ... ''fine''!" and Othar is surrounded by killer rabbits, he criticises ''her'' for "resorting to violence instead of peaceful discussion".
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* ''Webcomic/ImTheGrimReaper'': A common theme among sinners is [[InherentInTheSystem that they blame society for being rotten to the core.]] It's left ambiguous as to whether or not they're right to blame society, although it is acknowledged they live in a CrapsackWorld.

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* ''WebAnimation/FriendshipIsWitchcraft'' deliberately parodies this with Twilight Sparkle. In this universe, she's a psychotic narcissist who only cares about becoming a princess; as such, she refuses to believe that anything she does is wrong, often blaming [[ButtMonkey Spike]] for things she clearly messed up. One episode even goes into her memory and shows that she willfully misremembers things just to make Spike look bad.


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* ''WebVideo/FriendshipIsWitchcraft'' deliberately parodies this with Twilight Sparkle. In this universe, she's a psychotic narcissist who only cares about becoming a princess; as such, she refuses to believe that anything she does is wrong, often blaming [[ButtMonkey Spike]] for things she clearly messed up. One episode even goes into her memory and shows that she willfully misremembers things just to make Spike look bad.
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* In various ''WebSite/GoAnimate'' "[[YouAreGrounded Grounded]]" videos, many of the grounded tend to claim themselves faultless when they perform their actions. This is taken up to an extreme CycleOfRevenge in [=samster5677=]'s videos involving ''WesternAnimation/DoraTheExplorer''. In these videos, both Dora and her mother "Elena" believe themselves blameless and find themselves in a cycle of death, destruction and punishments as "Elena" will gleefully make sure Dora is miserable as possible, Dora acts out in revenge, "Elena" is shocked at her actions and grounds her further.
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* The song [[https://tony-goldmark.bandcamp.com/track/everyone-else "Everyone Else"]] by [[WebVideo/SomeJerkWithACamera Tony Goldmark]] mainly consists of this. The narrator steals a police car, leaves it in a no-parking zone to rob a church, and blames [[TitleDrop everyone else]] upon finding it gone.
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[[folder:Politics]]
* Played straight the world over, especially in the case of newly elected officials whose campaign promises end up evaporating once they're in power, usually blaming the previous holder of said office.
** A good historical example of this trope being Nazi Germany's blaming of Jews and other "undesirables" for the country's problems in the 30s, rather than the debt hole Germany had dug itself into back in UsefulNotes/WorldWarI, and the recall of US loans due to TheGreatDepression.
** Since the beginning of the 2000s, the Venezuelan government has blamed the United States for the economic crisis the country currently undergoes, allegedly because of the sanctions they've imposed. Never mind that most of the economic measures they've undertaken has discouraged investment from other countries, and they've all but destroyed the private sector with their tight control and regulations, and the sanctions didn't enter the picture until recently, when the economy was already going downhill by itself.
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** The trope in general is a recurring theme among RWBY villains. Salem blames Ozpin for all of the casualties in the war that she started because he dared to fight back rather than just let her destroy humanity, Cinder blames him for all the people that died in her invasion because he didn't submit to Salem, and Hazel claims that the blood of all the people he's killed is on Ozpin's hands for getting them involved in the first place. One of the early indications that [[spoiler:Ironwood]] is going to become an antagonist is when he starts to adopt this mentality, refusing to acknowledge his obvious mistakes at Beacon by claiming that it's all Oz's fault for not listening to him.
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-->'''Jeremy Hardy''' [''after the music came up on "With a Little Help From My Friends" to reveal he was a verse and a half ahead of the original'']: Who's been fiddling with the stereo?!
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** There is a regular game on the show called "Pick-up Song", where each panellist sings along to a song, continuing to sing as the music is faded out, with the object being to be as close as possible to the original recording when the music comes back on. If the sound is turned up to reveal the panellist is significantly out of time with the original, they will almost invariably make some comment about how the original artist has "lost it".

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[[folder:Card Games]]
* ''TabletopGame/MagicTheGathering'':
** Meta example: Mark Rosewater, the lead designer, is on record as saying that using "input randomness"[[note]]i.e., you don't control what you start with; compare "output randomness", where you control what you start with but don't control ''what it does''[[/note]] to build a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to a noob, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s, ''VideoGame/{{Hearthstone}}'' and {{Battle Royale Game}}s, -- seems to lend credence to Rosewater's case.
** In-universe: the planeswalker Azor the Lawbringer travels between worlds "gifting" them with what he considers to be perfect systems of governance. If his meddling results in immense suffering for the people of these worlds, that's not a flaw in his systems, it's the fault of the people living there for failing to live up to them.
[[/folder]]



* In ''TabletopGame/{{Paranoia}}'', the mission debriefing tends to devolve into ''[[BlameGame everyone]]'' [[BlameGame doing this at once]].
** More than "tends," it's totally expected and even encouraged. The official Mission Report form (included in the rulebook) has a series of yes/no checkboxes. One of them is "Did you accuse a fellow team member of being a traitor? If no, explain:_______."
* Part of the history of Wilson's Hussars in ''TabletopGame/BattleTech''. Their second commander is panicky, selfish, cowardly, and horribly incompetent; in other words, everything that a mercenary 'Mech commander shouldn't be. When he panicked in the middle of a bad situation and called for their DropShip to pull him out, it was shot down and crashed on his lance's position. Miraculously he survived, blaming everyone but himself for the string of bad choices that led to the losses. [[spoiler: It earns him a double PPC shot in the back from the man who would be the unit's much more reasonable and much better liked but long-suffering third commander.]]

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* In ''TabletopGame/{{Paranoia}}'', the mission ''TabletopGame/{{Paranoia}}'': Mission debriefing tends is fully expected to devolve into ''[[BlameGame everyone]]'' [[BlameGame doing this at once]].
** More than "tends," it's totally expected and even encouraged.
once]]. The official Mission Report form (included in the rulebook) has a series of yes/no checkboxes. One of them is "Did you accuse a fellow team member of being a traitor? If no, explain:_______."
* ''TabletopGame/BattleTech'':
**
Part of the history of Wilson's Hussars in ''TabletopGame/BattleTech''. Their second commander is panicky, selfish, cowardly, and horribly incompetent; in other words, everything that a mercenary 'Mech commander shouldn't be. When he panicked in the middle of a bad situation and called for their DropShip to pull him out, it was shot down and crashed on his lance's position. Miraculously he survived, blaming everyone but himself for the string of bad choices that led to the losses. [[spoiler: It earns him a double PPC shot in the back from the man who would be the unit's much more reasonable and much better liked but long-suffering third commander.]]



* The one thing that the darklords of ''TabletopGame/{{Ravenloft}}'' have in common. All of them committed terrible deeds (the Acts of Ultimate Darkness) [[ObliviouslyEvil and refuse to acknowledge that they did anything wrong]]. [[HeelRealization Acknowledging their crimes]] and their [[ItsAllMyFault responsibility for their own misfortune]] is actually the first step towards escaping their [[IronicHell realms]]. Then again, anyone who had the strength of character to do this would never have become a darklord in the first place.
* Excessively Righteous Blossom in ''TabletopGame/{{Exalted}}'' has a fairly simple flowchart. Did something he was involved with go well? Clearly, it was due to [[IgnorantOfTheirOwnIgnorance his brilliance at everything]]. Did it go poorly? It was ''clearly'' all the fault of his underlings, or jealous rivals, or something.
* ''TabletopGame/MagicTheGathering'':
** Meta example: Mark Rosewater, the lead designer, is on record as saying that using "input randomness"[[note]]IE you don't control what you start with; compare "output randomness", where you control what you start with but don't control ''what it does''[[/note]] to build a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to a noob, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s, ''VideoGame/{{Hearthstone}}'' and {{Battle Royale Game}}s, -- seems to lend credence to Rosewater's case.
** In-universe: the planeswalker Azor the Lawbringer travels between worlds "gifting" them with what he considers to be perfect systems of governance. If his meddling results in immense suffering for the people of these worlds, that's not a flaw in his systems, it's the fault of the people living there for failing to live up to them.
* Some members of Clan Tremere (a clan with a strict, pyramidal hierarchy) in TabletopGame/VampireTheMasquerade suffer from a derangement called Hierarchical Sociology Disorder that leads them to use the Tremere pyramid as a surrogate for personal responsibility. Per ''Clanbook: Tremere:''

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* ''TabletopGame/{{Ravenloft}}'': The one thing that the darklords of ''TabletopGame/{{Ravenloft}}'' have in common. All of them committed terrible deeds (the Acts of Ultimate Darkness) [[ObliviouslyEvil and refuse to acknowledge that they did anything wrong]]. [[HeelRealization Acknowledging their crimes]] and their [[ItsAllMyFault responsibility for their own misfortune]] is actually the first step towards escaping their [[IronicHell realms]]. Then again, anyone who had the strength of character to do this would never have become a darklord in the first place.
* ''TabletopGame/{{Exalted}}'': Excessively Righteous Blossom in ''TabletopGame/{{Exalted}}'' has a fairly simple flowchart. Did something he was involved with go well? Clearly, it was due to [[IgnorantOfTheirOwnIgnorance his brilliance at everything]]. Did it go poorly? It was ''clearly'' all the fault of his underlings, or jealous rivals, or something.
* ''TabletopGame/MagicTheGathering'':
** Meta example: Mark Rosewater, the lead designer, is on record as saying that using "input randomness"[[note]]IE you don't control what you start with; compare "output randomness", where you control what you start with but don't control ''what it does''[[/note]] to build a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to a noob, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s, ''VideoGame/{{Hearthstone}}'' and {{Battle Royale Game}}s, -- seems to lend credence to Rosewater's case.
** In-universe: the planeswalker Azor the Lawbringer travels between worlds "gifting" them with what he considers to be perfect systems of governance. If his meddling results in immense suffering for the people of these worlds, that's not a flaw in his systems, it's the fault of the people living there for failing to live up to them.
*
''TabletopGame/VampireTheMasquerade'': Some members of Clan Tremere (a clan with a strict, pyramidal hierarchy) in TabletopGame/VampireTheMasquerade suffer from a derangement called Hierarchical Sociology Disorder that leads them to use the Tremere pyramid as a surrogate for personal responsibility. Per ''Clanbook: Tremere:''They essentially use the orders of their superiors and the strictures of the clan code in place of their own moral judgements, allowing them to shunt responsibility for their choices away from themselves.



* This is the ''standard way of thinking'' for ''TabletopGame/WarhammerFantasy'''s [[RatMen Skaven]]. Nothing is ''ever'' a Skaven's fault: Either his superiors [[ShootTheDangerousMinion are working behind the scenes to sabotage his progress]], or his inferiors [[TheStarscream are banding together to take him down]]. This, of course, means said Skaven has to double down and sabotage ''everyone else'' twice as hard to make up for all the unfair disadvantage they suffer from others' sabotage. [[ChronicBackstabbingDisorder Skaven society is about as stable as a barrel of hungry rats rolling downhill.]]

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* ''TabletopGame/{{Pathfinder}}'': Duergar rarely accept personal responsibility for failures, preferring instead to blame their misfortune on others. This extends to a cultural level; they do not enjoy their servitude to Droskar, but would rather blame everyone else, especially other Darklands residents and the rest of the dwarven race, for their lot rather than admit their own faulty choice in choosing to serve the god of toil rather than following the rest of the dwarves in climbing to the surface of the world or choosing to die fighting.
* ''TabletopGame/{{Warhammer}}'':
This is the ''standard standard way of thinking'' thinking for ''TabletopGame/WarhammerFantasy'''s the [[RatMen Skaven]]. Nothing is ''ever'' a Skaven's fault: Either either his superiors [[ShootTheDangerousMinion are working behind the scenes to sabotage his progress]], or his inferiors [[TheStarscream are banding together to take him down]]. This, of course, means said Skaven has to double down and sabotage ''everyone else'' twice as hard to make up for all the unfair disadvantage they suffer from others' sabotage. [[ChronicBackstabbingDisorder Skaven society is about as stable as a barrel of hungry rats rolling downhill.]]
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** Meta example: Mark Rosewater, the lead designer, is on record as saying that building a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to an empirically worse player, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s, ''{{Hearthstone}}'' and {{Battle Royale Game}}s, ''all'' of which pin your success at least partially on luck of the draw -- seems to lend credence to Rosewater's case.

to:

** Meta example: Mark Rosewater, the lead designer, is on record as saying that building using "input randomness"[[note]]IE you don't control what you start with; compare "output randomness", where you control what you start with but don't control ''what it does''[[/note]] to build a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to an empirically worse player, a noob, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s, ''{{Hearthstone}}'' ''VideoGame/{{Hearthstone}}'' and {{Battle Royale Game}}s, ''all'' of which pin your success at least partially on luck of the draw -- seems to lend credence to Rosewater's case.
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** Since the beginning of the 2000s, the Venezuelan government has blamed the United States for the economic crisis the country currently undergoes. Never mind that most of the economic measures they've undertaken has discouraged investment from other countries, and they've all but destroyed the private sector with their tight control and regulations.

to:

** Since the beginning of the 2000s, the Venezuelan government has blamed the United States for the economic crisis the country currently undergoes. undergoes, allegedly because of the sanctions they've imposed. Never mind that most of the economic measures they've undertaken has discouraged investment from other countries, and they've all but destroyed the private sector with their tight control and regulations.regulations, and the sanctions didn't enter the picture until recently, when the economy was already going downhill by itself.
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** Since the beginning of the 2000s, the Venezuelan government has blamed the United States for the economic crisis the country currently undergoes. Never mind that most of the economic measures they've undertaken has discouraged investment from other countries, and they've all but destroyed the private sector with their tight control and regulations.
Is there an issue? Send a MessageReason:
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* This is the ''standard way of thinking'' for ''Tabletop/WarhammerFantasy'''s [[RatMen Skaven]]. Nothing is ''ever'' a Skaven's fault: Either his superiors [[ShootTheDangerousMinion are working behind the scenes to sabotage his progress]], or his inferiors [[TheStarscream are banding together to take him down]]. This, of course, means said Skaven has to double down and sabotage ''everyone else'' twice as hard to make up for all the unfair disadvantage they suffer from others' sabotage. [[ChronicBackstabbingDisorder Skaven society is about as stable as a barrel of hungry rats rolling downhill.]]

to:

* This is the ''standard way of thinking'' for ''Tabletop/WarhammerFantasy'''s ''TabletopGame/WarhammerFantasy'''s [[RatMen Skaven]]. Nothing is ''ever'' a Skaven's fault: Either his superiors [[ShootTheDangerousMinion are working behind the scenes to sabotage his progress]], or his inferiors [[TheStarscream are banding together to take him down]]. This, of course, means said Skaven has to double down and sabotage ''everyone else'' twice as hard to make up for all the unfair disadvantage they suffer from others' sabotage. [[ChronicBackstabbingDisorder Skaven society is about as stable as a barrel of hungry rats rolling downhill.]]
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None

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* This is the ''standard way of thinking'' for ''Tabletop/WarhammerFantasy'''s [[RatMen Skaven]]. Nothing is ''ever'' a Skaven's fault: Either his superiors [[ShootTheDangerousMinion are working behind the scenes to sabotage his progress]], or his inferiors [[TheStarscream are banding together to take him down]]. This, of course, means said Skaven has to double down and sabotage ''everyone else'' twice as hard to make up for all the unfair disadvantage they suffer from others' sabotage. [[ChronicBackstabbingDisorder Skaven society is about as stable as a barrel of hungry rats rolling downhill.]]
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** A good historical example of this trope being Nazi Germany's blaming of Jews and other "undesirables" for the country's problems in the 30s, rather than the debt hole Germany had dug itself into back in WW1, and the recall of US loans due to the Great Depression.

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** A good historical example of this trope being Nazi Germany's blaming of Jews and other "undesirables" for the country's problems in the 30s, rather than the debt hole Germany had dug itself into back in WW1, UsefulNotes/WorldWarI, and the recall of US loans due to the Great Depression.TheGreatDepression.
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** Meta example: Mark Rosewater, the lead designer, is on record as saying that building a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to a new player, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s and their random matchmaking -- seems to lend credence to Rosewater's case.

to:

** Meta example: Mark Rosewater, the lead designer, is on record as saying that building a "Never My Fault" safety valve into games is a smart idea. (In the case of ''Magic'', it's how the RandomNumberGod controls what you draw -- particularly, whether you get the quantity and color of Lands you need for your deck to actually function.) Why? Because, if it's not your fault you lost, then you feel more enthusiastic about ignoring your loss and playing again. And that's a good thing in a high-skill game where new players are probably going to lose -- where new players ''should'' lose -- most of the time. Established players have argued fiercely against this philosophy, possibly burned by the ([[JerkassHasAPoint understandable]]) indignity of losing to a new an empirically worse player, but the success of ''Magic'' itself -- not to mention of other games that have this safety valve, like {{Multiplayer Online Battle Arena}}s Arena}}s, ''{{Hearthstone}}'' and their random matchmaking {{Battle Royale Game}}s, ''all'' of which pin your success at least partially on luck of the draw -- seems to lend credence to Rosewater's case.
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** In "Tyrant", both the narrator and the subject used to have this mindset ("Why did both of us have to believe that we were right?"); the narrator has grown out of it and asks the subject to own up as well, with little success.

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** In "Tyrant", both the narrator and the subject [[AbusiveParents his parent]] used to have this mindset ("Why did both of us have to believe that we were right?"); the narrator has grown out of it and asks the subject parent to own up as well, with little success.

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* This is the entire point of "Never Wrong" by Music/{{Disturbed}}. Calling out people who are [[ExactlyWhatItSaysOnTheTin unable to accept being wrong]].
-->''I'm not willing to deal with someone, who insists that they can never be wrong. So just keep on walking to the wall because I'm walking away!''

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* This is the Music/{{Disturbed}}:
** The
entire point of "Never Wrong" by Music/{{Disturbed}}. Calling is calling out people who are [[ExactlyWhatItSaysOnTheTin unable to accept being wrong]].
-->''I'm --->''I'm not willing to deal with someone, who insists that they can never be wrong. So just keep on walking to the wall because I'm walking away!''away!''
** In "Tyrant", both the narrator and the subject used to have this mindset ("Why did both of us have to believe that we were right?"); the narrator has grown out of it and asks the subject to own up as well, with little success.
--->And it's like pulling teeth 'cause you'll never confess
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[[folder:Politics]]
* Played straight the world over, especially in the case of newly elected officials whose campaign promises end up evaporating once they're in power, usually blaming the previous holder of said office.
** A good historical example of this trope being Nazi Germany's blaming of Jews and other "undesirables" for the country's problems in the 30s, rather than the debt hole Germany had dug itself into back in WW1, and the recall of US loans due to the Great Depression.
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** This becomes something of a mantra for Dr. Schlock late in the strip. He sees his entanglement and rise in HeretiCorp as the only options left to him due to other people's choices. He ignores that there are other choices he could have made, and that he himself initiated the events by experimenting with Aylee. [[spoiler: His last line before he's destroyed by his own fail-safe is that Riff brought this on himself.]]

to:

** This becomes something of a mantra for Dr. Schlock late in the strip. He sees his entanglement and rise in HeretiCorp [[MegaCorp Hereti Corp]] as the only options left to him due to other people's choices. He ignores that there are other choices he could have made, and that he himself initiated the events by experimenting with Aylee. [[spoiler: His last line before he's destroyed by his own fail-safe is that Riff brought this on himself.]]

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