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Dethroning Moment / Tabletop Games

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Every Commissar ever

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

Keep in mind:

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

  • Blackjack 254: The Introduction of 6:5 Blackjack (in which a Blackjack will only net you $12 on a $10 bet instead of $15). Back when it was first introduced in the early 2000s, it was only used on Single Deck games, where it's a little bit acceptable, but now some casinos in Las Vegas have 6:5 Payouts entirely, regardless of deck count or minimum bet. Apparently they don't know if people don't lose so quickly, they'll have more fun even if they do end up losing and will want to come back. The low house edge on standard 3:2 Blackjack is what makes it so appealing in the first place.
  • Shadow Revolution: Khornate Knights of Warhammer 40,000 is pretty much one of the major problems with the writing of Matt Ward, apparently the Grey Knights are not resistant enough towards corruption even though Word of God states no Grey Knight can be corrupted. So why did they need the blood of surviving Sisters Of Battle anyway when the GKs have been proven to be resistant to the Warp?
    • Especially considering that some Sisters of Battle have been corrupted before!
  • Miri Ohki: Katherine Steiner-Davion was a frustrating enough character as it was. Much of her storylines were one Moral Event Horizon after another, starting with her assassinating her mother, and doing her best to kill or frame just about the entire rest of her family. So she's heinous. But that isn't the problem. She prosecutes a seven year long Civil War and commits a multitude of crimes, not only against FedCom citizens, but killing the daughter of the ruler of an uninvolved nation, just because she was dating Katherine's brother and the leader of the enemy forces. She finally loses the battle and is arrested. You would think there would be people lining up to lynch her throughout three fifths of the Inner Sphere. Then suddenly, Vlad Ward of the crusader Wolves swoops in and rattles his saber, saying that if they didn't surrender Katherine to him, the Wolves would invade. It was mostly a bluff but nobody even considered trying to call him on it. Now to be fair, he didn't come in quite as a Giant Space Flea Out Of Nowhere, as he had secret dealings with her that he wouldn't want to come out, but her Karma Houdini status is especially frustrating.
    • BattleMaster: On top of the reasons mentioned already, Vlad coming to Kathrine's rescue was also a DMoS for how badly it fit the Clans. Vlad had spent the last ten years shaping the Wolves into the most hardcore Crusader Clan in the Inner Sphere. Meaning that they were devoted to the idea of completely crushing the Inner Sphere and forcibly converting it to Clan rule. He then comes to the rescue of an Inner Sphere politician with no military training at all. This should have gone over about as well among the Wolves as a leader of the KKK announcing his intention to marry a Jewish black woman. Yet neither Vlad nor Kathrine suffered any repercussions from this, and Kathrine was given warrior status within the Clan despite having absolutely no combat skills.
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  • Mr Insecure: In-canon metaplots tend to devolve into flame wars and Broken Bases on a good day, but special mention must be given out to Samuel Haight, all time king of template-stacking bullcrap and authorial favoritism. While he started with a fairly interesting premise- a mortal man from a clan of werewolves seeks out means to steal their power out of a combination of jealousy and spite- the Dethroning came when writers started granting him more and more powers from different corners of the World of Darkness. By the time the writers realized how unpopular he was, he had already become one of the most powerful people in the setting, with the powers of werewolves, mages, kinfolk, and an independent ghoul, all at once. Fortunately, this problem was solved when he tried to take on a Methuselah by himself, which resulted in him getting killed and subsequently soulforged into an ashtray.
  • yunatwilight: At least Samuel Haight didn't take down the entire setting with him. Planescape started building up a long "something is going horribly wrong with the whole multiverse" arc that worked on the high concept level but had wretchedly poor execution. The capper to the whole thing, though — and the final product in the Planescape line — was Faction War, based on the premise that the city of Sigil descends into anarchy. The adventure itself is completely mundane, and the only evidence of any "war" in its story is that all the NPCs have "gone to ground" and can't be found. The metaplot concludes with an incomprehensible set piece — one the book sheepishly admits the players can't possibly understand without reading the module! As a final slap in the face, the Lady of Pain is apparently so pissed off by all of this that she dissolves the factions (and, in the process, Sigil's government) and boots most of the named NPCs out of Sigil, wrecking what made the setting interesting in the first place.
    • justanid: A bit of trivia: Faction War was published in January 1998, after TSR was acquired by Wizards of the Coast in the previous year. It was written during TSR's financial troubles and was possibly intended to Trash the Set. Instead, Sigil only shows up a few times in WotC's 3rd edition D&D. Nevermind Hasbro's 4th edition. For me, the biggest DMoS is in the 2nd edition, 2000 adventure Die Vecna Die! At the climax Vecna (from Greyhawk) actually sets foot in Sigil, getting past the Lady of Pain's previously impervious defenses, which is nowhere near as bad as her new portrayal as a generic NPC. Oh, and only the heroes can save the day because Vecna has Joker Immunity.
  • Icarael: If one had to name Magic: The Gathering's nadir (in terms of design, anyway), it would have to be Homelands. While the flavor and World Building aspects of the set were well-done, it had a lot of things that brought it down in comparison to its successors. The set's power level was absurdly low, even by the time's standards; it introduced no new mechanics; had little synergy with itself; and had awkward design. If one were to take a lesson from it, as Mark Rosewater has, it's that Magic lives and dies by its mechanics.
    • Glimmer: If one had to name its low point in story, the recent set Eldritch Moon makes for a good contender. Ignoring the questionable design choices behind it (creating the third white-aligned Planeswalker of the set, reintroducing an Emrakul card hilariously underpowered compared to its prior appearance, making some of the most powerful creatures of the set require two cards to play), from a story perspective we're treated to the series' Eldritch Abominations being shoehorned for no reason except to give us a Big Bad (Emrakul) and to make the local population talk annoyingly, the local angelic protectors being totally helpless and distraught in the face of invaders... again, and a genocidal Nahiri getting off scot-free after trying to destroy an entire plane for petty revenge ("only" managing to destroy just a couple of provinces and countless lives in the meantime) and somehow defeating one of the series' most powerful characters and imprisoning him in stone. You'd think that Arlinn, Chandra, or Gideon could have just taken time away from doing nothing to thrash her, since, besides Sorin, she managed to peeve off at least 7 other demi-god-like beings with Emrakul's emergence.
    • Zenblade: The moment where I absolutely turned my back on Magic lore was with the reveal that Sorin trapped Nahiri in the Helvault on Innistrad. For those not keeping track, a long time ago, Sorin, Ugin, and Nahiri trapped these reality-munching monsters called the Eldrazi. Thousands of years later, the seal keeping the Eldrazi trapped is starting to weaken. Sorin tries to summon Ugin and Nahiri to seal the Eldrazi again, but neither of them answer. He has no idea where they are or what happened to them, something that he explicitly says more than once. Leaving the seal weakened is a pretty bad idea, so he goes off to do it himself. The seal is destroyed completely by another character, thus unleashing the Eldrazi on the multiverse again. While the Eldrazi are busy destroying Zendikar, Sorin retreats to his home plane, Innistrad. He doesn't really do much there, but it's important to know that while he's there, the Helvault, essentially a supernatural prison he created, was destroyed, thus unleashing everything that was inside. After Innistrad, Sorin heads off to Tarkir, Ugin's home plane. Sorin still doesn't know where Ugin or Nahiri are, and even wonders if it's possible that Nahiri killed Ugin. Turns out Ugin is dead, but killed by Bolas instead. Due to time travel stuff, Ugin returns alive and talks with Sorin. Ugin asks Sorin where Nahiri is. Sorin says he knows where Nahiri is, and will retrieve her. Wait, what? Sorin had no idea where either Ugin or Nahiri is, but now he suddenly knows where Nahiri was this whole time? But it gets worse. It turns out Nahiri is in the Helvault because he put her there. She was in the Helvault. The Helvault that was destroyed. Destroyed the last time Sorin was in Innistrad. During the period where he had no idea where Ugin and Nahiri where, or what happened to them. You can see the problem here. Ever since then, I've been completely unable to invest myself in the Magic story, because I just don't trust Wizards not to completely ditch all continuity and rewrite everything in a few months. Beyond the major contradiction, it makes absolutely no sense at all for Sorin to have imprisoned Nahiri in the Helvault in the first place, and the excuse is incredibly flimsy. By the block's conclusion, Sorin gets completely shafted and fused into a wall, despite being one of the most powerful planeswalkers ever. Meaning the most interesting planeswalker in Magic has been Put on a Bus indefinitely. His relationships with Avacyn and Nahiri, who are essentially surrogate daughter figures, could've been incredibly interesting to explore, but are instead destroyed completely, with the former dead and the latter turned into the most insufferable wangsting villain I've ever seen.

Alternative Title(s): Tabletop Gaming


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