About: Set Right What Once Went Wrong   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The character receives foreknowledge of what will happen (or, if Time Travel is involved, Ripple-Effect-Proof Memory will allow them to remember what happened "the first time around") and has to correct it. Constitutes the plot of nearly every episode of Quantum Leap (from which this title was taken), Early Edition, Seven Days, and Tru Calling, as well as a majority of episodes of The Dead Zone, and numerous individual episodes of other shows. Can form the Arc of a whole series, as in Heroes. Distinguished from Groundhog Day Loop by: Examples of Set Right What Once Went Wrong include:

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  • Set Right What Once Went Wrong
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  • The character receives foreknowledge of what will happen (or, if Time Travel is involved, Ripple-Effect-Proof Memory will allow them to remember what happened "the first time around") and has to correct it. Constitutes the plot of nearly every episode of Quantum Leap (from which this title was taken), Early Edition, Seven Days, and Tru Calling, as well as a majority of episodes of The Dead Zone, and numerous individual episodes of other shows. Can form the Arc of a whole series, as in Heroes. Distinguished from Groundhog Day Loop by: Examples of Set Right What Once Went Wrong include:
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  • The character receives foreknowledge of what will happen (or, if Time Travel is involved, Ripple-Effect-Proof Memory will allow them to remember what happened "the first time around") and has to correct it. Constitutes the plot of nearly every episode of Quantum Leap (from which this title was taken), Early Edition, Seven Days, and Tru Calling, as well as a majority of episodes of The Dead Zone, and numerous individual episodes of other shows. Can form the Arc of a whole series, as in Heroes. Distinguished from Groundhog Day Loop by: 1. * The character's knowledge of what needs to be corrected prior to the first time through, and 2. * Usually only one attempt to correct it is necessary or in fact possible. Combinations of Groundhog Day Loop and Set Right What Once Went Wrong are possible, however, and have been used on occasion: see for example "The Siege" on The Dead Zone, the Tru Calling episode "The Longest Day", Early Edition's "Run, Gary, Run." In fact, this combination is the entire premise of Day Break. Sometimes, trying to Set Right What Once Went Wrong is what sets everything wrong in the first place, resulting in a Stable Time Loop and Two Rights Make a Wrong. Succeeding would create a Temporal Paradox (i.e. if you do manage to set right what was wrong, you would have no reason to travel back in time in the first place, which means the wrong-ness would still be there, so you'd travel back in time, etc.) When the purpose of the time travel is to save a person (but not alter the timeline) by pulling the person out of time, it's a Time Travel Escape. Often the adventurer has to travel to fix things, combining this premise with Adventure Towns. This premise has also been applied to literature rather than time, with characters trapped in a Portal Book interfering with the book's original plot and being forced to set things back on track to resolve "the right way." Contrast Make Wrong What Once Went Right, where the time traveler acts for either selfish purposes or because they're living on Crazy Street. Note: World War II did not go wrong. Traveling there will only make it worse. Examples of Set Right What Once Went Wrong include:
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