Failure Is the Only Option/Tabletop Games

Examples of in Tabletop Games include:


 * Call of Cthulhu - Goal: Defeat the Elder Gods. The only rules given for Cthulhu itself is that it consumes 1d6 investigators per round. Later editions give it a full stat workup, meaning that's it's not impossible to kill it, just desperately unlikely -- and part of that stat block specifies that being dead isn't permanent for him.


 * Paranoia - Goal: Survive. Failing that, see to it that one of your back-up replacement clones survives.

Secondary goal: make it up to Ultraviolet clearance. This conflicts spectacularly with the GM's goal below, and usually results in upwards of five hundred percent casualties, thanks to characters coming in six-packs.

There are also plenty of other possible uses of this trope, such as requiring the players to test out a new form of grenade and provide accurate data on their explosive yield (with failure to do so being treason), but they have to return all grenades intact (with failure to do so being treason) and without an "ally" with Telekinesis activating them while they're still on your belt (which is also treason, but awesome treason).


 * Ravenloft- This trope applies to most of the Darklords, who have been stuck in an Ironic Hell for their sins. Generally, they have something they think will end their suffering, which they will periodically go after, and which will without fail screw them over. Count Strahd will never be able to successfully romance Tatyana's latest reincarnation. Ivana Boritsi will never have a happy relationship since her kisses are lethally toxic. Kas's dreams of conquest will never achieve anything but disaster and the list goes on. Unbeknownst to most of them, their actual win condition is to admit that they reaped what they sowed, but most will never achieve this state since if they were humble enough to actually do that, they would never have become Darklords to begin with - the requirement for that post is literally crossing the Moral Event Horizon.


 * Vampire: The Masquerade. "Rules for Fighting Caine: You lose."


 * In the official Warhammer Fantasy Battle and Warhammer 40000 worldwide campaigns, the bad guys (okay, the worse guys) will lose. No matter what. Honestly, you might not even bother. It's like the creators have already thought up an ending in advance! True, they always lose. But as it is said in the Horus Heresy books they are destined to win. Well, Chaos at least. It is said that they will whiddle away at the Imperium until eventually all of humanity is destroyed. Considering most every daemon or Chaos Space Marine can't die, this is easily understood.
 * In a particularly silly example, the Storm of Chaos Fantasy campaign: One small backwater village, intended merely as a speedbump for the bad guys, was held for somewhat like five weeks, finally forcing the Chaos players to find a way around it. In the fluff summary after the campaign, the village got merely a passing mention - as being easily overrun. The guys who'd spent the past weeks successfully defending it were somewhat annoyed, to say the least.
 * Abbadon the Despoiler in background, Justified in that the only way out of the Eye of Terror is to attack a heavily fortified sector of space that has entire planets populated by Badass Normals plus with twenty Space Marine chapters on hand. (Note this is all before the Imperium starts to sent reinforcements), then throw in the fact that Chaos is inherently self-destructive and it's no wonder Chaos always peeters out and fails in every Black Crusade......
 * Played quite blatantly with the Medusa V campaign. The Space Marines did, in fact, fail to achieve all their goals; leaving the Imperial Guard and Eldar roughly tied for first place, with the Eldar being the ones to kill the Big Bad Ygethmor. Since the Space Marines are Games Workshop's major cash cow, allowing a Xeno race the victory simply would not stand; so they were declared to have achieved enough of their goals in both the planetary and space campaign to be granted the "moral victory"; thus keeping the Imperium in the first two slots, and pushing the Eldar to third.
 * Though in a larger context, even the forces of Chaos are doomed to failure, because the stalemate of eternal war has to be maintained to keep the game marketable. The World Is Always Doomed can't be maintained if the world actually meets a definitive doom.
 * Tzeentch actually invokes the trope on himself and his forces. If his forces were ever to definitively win, then he would have no one to plot against, which would range from being boring him for him to literally wiping himself from existence. So, if his forces ever started to win, he would be just as likely to be the source of their downfall as his enemies.
 * He is the only Chaos god this truly applies to. Khorne doesn't care who is dying, just as long as someone is. Slannesh and Nurgle just don't really require an antagonist for their worship.
 * Despite the issues with Games Workshop having to maintain a stalemate at least for the Imperium, if you focus on the setting itself, pieces of fluff from the Codexes and all the supplementary material, you realize this might as well be the motto of the Imperial Forces. They are faced with half a dozen threats which could single-handedly destroy them. In fact the only reason for the Imperium still existing is the fact said threats are fighting each other. If the creators of the game weren't forced to keep the cash flowing in by keeping the Spaces Marines as the victors, humans would be dead already.
 * The Orks actually invert this trope, being a race of Blood Knights, they believe there are only three outcomes to a fight. They win, they die fighting so it doesn't count and it's the only way they would accept dying as well as releasing fungal spores into the soil, or they retreat which isn't failure because they can just come back for another go.
 * In truth, it's more anyone who attempts to change the Status Quo (band) who loses. But since Villains Act, Heroes React, most of the time the evillest side loses.
 * Interestingly played in Graham McNeills book Iron Warriors,.