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Corrected a spelling mistake.


For your viewing pleasure, there are a number of different control methods indexed at GambitIndex and MindManipulation. A thourough listing is also available at IControlMyMinionsThrough. Remember that the trope does not judge moral worth; Pawns of [[BlackAndWhiteMorality Black, White,]] and [[GreyAndGrayMorality Grey Morality]] Players are all possible.

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For your viewing pleasure, there are a number of different control methods indexed at GambitIndex and MindManipulation. A thourough thorough listing is also available at IControlMyMinionsThrough. Remember that the trope does not judge moral worth; Pawns of [[BlackAndWhiteMorality Black, White,]] and [[GreyAndGrayMorality Grey Morality]] Players are all possible.

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The Pawn must sacrifice their agency to the Player; willingly or through [[UnwittingPawn trickery]]. Organizational members make a willing choice to advance the agenda of their corporation. Military personnel make a willing choice to serve as Pawns in the greater machine of war. Awareness of the manipulation does not always end the control, [[UnwittingPawn but it does avert a trope]].



Ability to leverage a person when they see the levers being pulled, mark of great Player skill.

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The Pawn must sacrifice their agency to the Player; willingly or through [[UnwittingPawn trickery]]. Organizational members make a willing choice to advance the agenda of their corporation. Military personnel make a willing choice to serve as Pawns in the greater machine of war. The puppet can see their strings, but they remain a Pawn until [[ScrewDestiny the strings are cut]]. Awareness of the manipulation does not always end the control, [[UnwittingPawn but it does avert a trope]]. \n\n\n\nAbility to leverage a person when they see Beware most of all [[YouCantFightFate the levers being pulled, mark manipulations of great Player skill.
Fate]]; the agenda [[ProphecyTwist tends to be unclear until it's over]].

For your viewing pleasure, there are a number of different control methods indexed at GambitIndex and MindManipulation. A thourough listing is also available at IControlMyMinionsThrough. Remember that the trope does not judge moral worth; Pawns of [[BlackAndWhiteMorality Black, White,]] and [[GreyAndGrayMorality Grey Morality]] Players are all possible.

Subtropes include: [index]
* BlindObedience
* ForcedIntoEvil
** TrappedInVillainy
* MyMasterRightOrWrong
* UnwittingPawn
*
[/index]
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The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of free will]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame/Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.

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The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of free will]] to their enemies, [[UnwittingPawn [[TomatoInTheMirror tricked into doing their dirty work]]. To recall the {{TabletopGame/Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.
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# What agenda did they end up advancing? <- this is how they lose choice; it becomes the Player's
# Who controlled them? <- this is the Player
The Player must somehow take agency from the Pawn, although it can be granted willingly. Any member of an organization is technically a Pawn of that organization because they willingly serve, and carry out the agency of, well, the Agency. Awareness of the manipulation does not always end the control, [[UnwittingPawn but it does avert a trope]].

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# What agenda did they end up advancing? was advanced? <- this is how they lose choice; it becomes the Player's
control here
# Who controlled them? created the agenda? <- this is the Player
The Player Pawn must somehow take sacrifice their agency from to the Pawn, although it can be granted willingly. Any member of an organization is technically a Pawn of that organization because they Player; willingly serve, and carry out or through [[UnwittingPawn trickery]]. Organizational members make a willing choice to advance the agency of, well, agenda of their corporation. Military personnel make a willing choice to serve as Pawns in the Agency.greater machine of war. Awareness of the manipulation does not always end the control, [[UnwittingPawn but it does avert a trope]]. \n


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# What were they tricked into doing? <- this is how they lose agency
# Who tricked them? <- this is the Player

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# What were agenda did they tricked into doing? end up advancing? <- this is how they lose agency
choice; it becomes the Player's
# Who tricked controlled them? <- this is the Player


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Ability to leverage a person when they see the levers being pulled, mark of great Player skill.
Is there an issue? Send a MessageReason:
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The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of agency]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame/Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.

to:

The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of agency]] free will]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame/Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.
Is there an issue? Send a MessageReason:
None


The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of agency]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame.Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.

This becomes an extremely broad supertrope, as people playing the game at one level may seem to be a ManipulativeBastard, but at another, they are being manipulated by another Player. Four components are required for any example, including subtropes;

to:

The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of agency]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame.Chess}} {{TabletopGame/Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.

This becomes an extremely broad supertrope, as people playing the game at one level may seem to be a ManipulativeBastard, but at another, they are being manipulated by another Player.lackeys to a [[GreaterScopeVillain Player of a larger Game]]. Four components are required for any example, including subtropes;



The Player must somehow take agency from the Pawn, although it can be granted willingly. Any member of an organization is technically a Pawn of that organization because they willingly serve, and carry out the agency of, well, the Agency.

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The Player must somehow take agency from the Pawn, although it can be granted willingly. Any member of an organization is technically a Pawn of that organization because they willingly serve, and carry out the agency of, well, the Agency.
Agency. Awareness of the manipulation does not always end the control, [[UnwittingPawn but it does avert a trope]].
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Added DiffLines:

The most important piece in the toolkit of TheChessmaster is their Pawn. Pawns range from people [[BrainwashedAndCrazy completely devoid of agency]] to their enemies, [[UnwittingPawn tricked into doing their dirty work]]. To recall the {{TabletopGame.Chess}} analogy; every piece is a Pawn of the Players. The most powerful piece you can control is your opponent.

This becomes an extremely broad supertrope, as people playing the game at one level may seem to be a ManipulativeBastard, but at another, they are being manipulated by another Player. Four components are required for any example, including subtropes;
# Who took the actions? <- this is the Pawn
# What were they trying? <- this is their choice
# What were they tricked into doing? <- this is how they lose agency
# Who tricked them? <- this is the Player
The Player must somehow take agency from the Pawn, although it can be granted willingly. Any member of an organization is technically a Pawn of that organization because they willingly serve, and carry out the agency of, well, the Agency.

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