Batman Gambit/Tabletop Games

Everything About Fiction You Never Wanted to Know.


  • In Warhammer 40,000: The Eldar, all the time. Because they specialise in reading the various futures that arise from each course of action, they know exactly how to manouevre their enemies into doing what they want. The Eldar call this pragmatism; everyone else calls them a bunch of underhanded bastards.
  • The "Social Combat" rules in the New World of Darkness allow someone to do this. Between Sway (persuading or manipulating others), Anticipation (predicting people or events) and Setup (organising people in order to set events in motion), it is possible to make such plans (or retroactively work them in after the fact).
  • A good Tabletop RPG Game Master will do this to some extent to prevent things from going Off the Rails without the players feeling Rail Roaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. The Bandits just happened to set up the ambush on whichever route the players choose.
  • In the card game Werewolf, Mafia, Doppelganger, or whatever you want to call it (pretty much all the same), there is one option that can put all of the suspicion off of an attacking player - choosing to attack themselves. If this player can manipulate the nurse/haywitch/whatever to protect them for that round, then they'll be safe, and probably in a good position to win. However, this is very risky, and if it doesn't succeed, then they immediately lose.
  • The "Presence Attack" mechanic from Champions allows a character to use his sheer force of personality to influence others into responding as they want.
  • The epic Dungeons & Dragons module Die Vecna Die! starts with the evil demigod Iuz the Old finding ancient tablets that reveal to him, piece by painstakingly gathered piece, a way to achieve true godhood. The tablets claim that he first requires a portion of flesh from the original body of any other demigod (called "the relic"); if such a portion is obtained, the candidate must cast the powerful dweomer recorded on the tablet within a few feet of the demigod the relic came from (called "the sacrifice"). If it works, the sacrifice is consumed by the candidate, who is elevated to true godhood. Iuz plans to invade Vecna's fortress in the Demiplane of Dread, steal the Eye of Vecna that is stored there, and then confront Vecna, believing nobody would care if Vecna is slain. (Which is true.) Problem is, the tablets are a ruse planted by Vecna himself, who intends to lead Iuz into a trap so that he can achieve true godhood. In truth, the dweomer actually requires the sacrificial demigod to willingly instigate the spell, using the relic as a focus. Then, when said dweomer concludes, the real candidate demigod speaks the capstone phrase in the Language Primeval, which initiates the transfer through the relic. Only Vecna knows the phrase. In short, if successful, Iuz is consumed by Vecna, granting Vecna the boon Iuz wants and letting him escape from the demiplane. Vecna's only flaw is that a group of heroes do not want Iuz's plan to succeed (sure, they have no love for Vecna, but they do not want Iuz to become powerful enough to conquer Oerth), and follow him, leading them into conflict with the true orchestrator of the scheme — Vecna.