Re: Tom 13
I agree. Being able to break the rules at a whim or any time the character/writer wants to, makes a poor story IMO. If it's just about the characters, drop the plot all together (a road movie or day of the life kind of thing), if it's about the plot keep it logical and consistent. Else it becomes pointless worrying about character X Y or Z when you can just "magic/raygun/timemachine" it all back or fix anything that comes up. Worse culprit is the stories that tell you from the onset that "this certain thing is impossible" then forget they set that rule half way through, and break it.
The best example in the Star Trek reboot film was Kirk was standing in a shuttle transporter room when they were trying to figure out how to get back on the enterprise. (IIRC) the scene shows them trying to use the transporter when already standing on a warp capable craft. While slower, a "super boost to the shuttle speed" makes more sense than a magic transports pulled out of their behinds. Worse, the "magic plot device" now needs a "magic un-device" to stop it becoming an instant fix to every problem. Such as "Oh, how do we... just transwarp them. But what about...? Just transwarp". Same with the timetravel. If you add it into the plot, every solution becomes "just travel back in time and fix it", and "but what if we fail" becomes "we have a time machine, try agian!". ;)