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	<id>http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Sanity</id>
	<title>Sanity - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Sanity"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;action=history"/>
	<updated>2026-04-26T08:20:38Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415069&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 28 revisions imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415069&amp;oldid=prev"/>
		<updated>2023-06-22T15:51:37Z</updated>

		<summary type="html">&lt;p&gt;28 revisions imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:51, 22 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415040&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415040&amp;oldid=prev"/>
		<updated>2023-06-19T03:26:30Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:26, 19 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415039&amp;oldid=prev</id>
		<title>1d4chan&gt;Fikilili at 14:08, 22 December 2022</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415039&amp;oldid=prev"/>
		<updated>2022-12-22T14:08:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:08, 22 December 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{topquote|When a nasty, wet, slopping oozed up from below, they experienced something man&#039;s not meant to know. Two men died where they stood, as their minds simply broke. &#039;&#039;T&#039;was a merciful fate&#039;&#039;... when &#039;&#039;&#039;Cthulhu awoke&#039;&#039;&#039;.|Dr. Seuss}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&amp;#039;&amp;#039;&amp;#039;Sanity&amp;#039;&amp;#039;&amp;#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&amp;#039;s mental state was entirely up to how the character&amp;#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&amp;#039;s descent into madness. Players would &amp;quot;roll for SAN loss&amp;quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&amp;#039;&amp;#039;&amp;#039;Sanity&amp;#039;&amp;#039;&amp;#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&amp;#039;s mental state was entirely up to how the character&amp;#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&amp;#039;s descent into madness. Players would &amp;quot;roll for SAN loss&amp;quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Fikilili</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415068&amp;oldid=prev</id>
		<title>2001:B07:6455:ECE1:58CE:2C66:AA61:D20A at 12:19, 14 January 2022</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415068&amp;oldid=prev"/>
		<updated>2022-01-14T12:19:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:19, 14 January 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&amp;#039;s fear rating, you are immune to its petty horrors. Dark Heresy&amp;#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&amp;#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&amp;#039;s fear rating, you are immune to its petty horrors. Dark Heresy&amp;#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&amp;#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&#039;s Requiem, which let you actually see the effects of your character&#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &quot;controller unplugged&quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&#039;s just kinda funky looking&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;( altrough, to be fair, the player is watching them as, in fact, a player. Totally unable to be physically harmed by them or feel any kind of eldritch aura)&lt;/ins&gt;. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&#039;s Requiem, which let you actually see the effects of your character&#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &quot;controller unplugged&quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game &amp;quot;Call of Cthulhu: Dark corners of the Earth&amp;quot; also uses distortions of the player&amp;#039;s view and experiences to convey insanity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game &amp;quot;Call of Cthulhu: Dark corners of the Earth&amp;quot; also uses distortions of the player&amp;#039;s view and experiences to convey insanity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>2001:B07:6455:ECE1:58CE:2C66:AA61:D20A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415067&amp;oldid=prev</id>
		<title>179.179.112.245 at 16:54, 9 September 2019</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415067&amp;oldid=prev"/>
		<updated>2019-09-09T16:54:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:54, 9 September 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&amp;#039;&amp;#039;&amp;#039;Sanity&amp;#039;&amp;#039;&amp;#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&amp;#039;s mental state was entirely up to how the character&amp;#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&amp;#039;s descent into madness. Players would &amp;quot;roll for SAN loss&amp;quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&amp;#039;&amp;#039;&amp;#039;Sanity&amp;#039;&amp;#039;&amp;#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&amp;#039;s mental state was entirely up to how the character&amp;#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&amp;#039;s descent into madness. Players would &amp;quot;roll for SAN loss&amp;quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &quot;hardened&quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &quot;hardened&quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. [[Delta Green]] partially adapted from Unkown Armies, you can &quot;adapt&quot; to violence, helplessness but &#039;&#039;never&#039;&#039; the Unnatural, as every encounter is a new feeling and your brain will never understand what&#039;s ununderstandable&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&amp;#039;s fear rating, you are immune to its petty horrors. Dark Heresy&amp;#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&amp;#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&amp;#039;s fear rating, you are immune to its petty horrors. Dark Heresy&amp;#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&amp;#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>179.179.112.245</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415066&amp;oldid=prev</id>
		<title>2600:1700:BF90:B950:E44D:2BA:EED5:9FFD at 01:06, 14 July 2019</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415066&amp;oldid=prev"/>
		<updated>2019-07-14T01:06:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:06, 14 July 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&#039;&#039;&#039;Sanity&#039;&#039;&#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&#039;s mental state was entirely up to how the character&#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&#039;s descent into madness. Players would &quot;roll for SAN loss&quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&#039;&#039;&#039;Sanity&#039;&#039;&#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&#039;s mental state was entirely up to how the character&#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&#039;s descent into madness. Players would &quot;roll for SAN loss&quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. &lt;/ins&gt;The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &amp;quot;hardened&amp;quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &amp;quot;hardened&amp;quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>2600:1700:BF90:B950:E44D:2BA:EED5:9FFD</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415065&amp;oldid=prev</id>
		<title>1d4chan&gt;Emerald Claw at 16:14, 15 January 2019</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415065&amp;oldid=prev"/>
		<updated>2019-01-15T16:14:55Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:14, 15 January 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fun Fact: Sanity is a legal term and not a clinical term.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Emerald Claw</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415064&amp;oldid=prev</id>
		<title>1d4chan&gt;Justaquickbite at 13:54, 2 December 2018</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415064&amp;oldid=prev"/>
		<updated>2018-12-02T13:54:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:54, 2 December 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game &quot;Call of Cthulhu: Dark corners of the Earth&quot; also uses distortions of the player&#039;s view and experiences to convey insanity.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Justaquickbite</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415063&amp;oldid=prev</id>
		<title>1d4chan&gt;Ralph Waldo Picklechips at 02:25, 11 March 2018</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415063&amp;oldid=prev"/>
		<updated>2018-03-11T02:25:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:25, 11 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;This helps to keep them mysterious and get the player&#039;s mind filling in the blanks.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&#039;s mind filling in the blanks&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Ralph Waldo Picklechips</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415062&amp;oldid=prev</id>
		<title>1d4chan&gt;Newerfag at 02:13, 11 March 2018</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415062&amp;oldid=prev"/>
		<updated>2018-03-11T02:13:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:13, 11 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &amp;quot;hardened&amp;quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &amp;quot;hardened&amp;quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&#039;s fear rating, you are immune to its petty horrors. Dark Heresy&#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;to begin with).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&#039;s fear rating, you are immune to its petty horrors. Dark Heresy&#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The system has also been stolen by clueless video game designers who fail to understand that it&amp;#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&amp;#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&amp;#039;s Requiem, which let you actually see the effects of your character&amp;#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them.  This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&amp;#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them.  This helps to keep them mysterious and get the player&amp;#039;s mind filling in the blanks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Newerfag</name></author>
	</entry>
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