Taught By Experience: Difference between revisions

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{{trope}}
[[File:xkcd242_7013xkcd242 7013.png|link=Xkcd|frame|[[For Science!]]!]]
 
{{quote|''"A learning experience is one that tells you, 'You know that thing you just did? Don't do that.'"''|'''[[Douglas Adams]]'''}}
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When the time for action has come, the time for preparation has passed. Sometimes your [[Training From Hell]] is not enough. Other times you have no training whatsoever. This is often how someone [[Took a Level In Badass]]. Some are so good at this that they are [[Awesome By Analysis]] and become an [[Instant Expert]]. Maybe, somewhere along the line, they learned [[I Know Mortal Kombat|Mortal Kombat.]]
 
This is a staple of [[MacGyvering]], the devices they make work because they ''have'' to. The [[Crazy Prepared]] person is either this way because of past experience, or because they want to avoid the bruises associated with it. And this is implied with a person who has [[Seen It All]] -- they—they have experienced it personally.
 
[[Truth in Television]]: want to learn German, live in Germany. Want to learn Japanese, go to Japan. Hard work is still needed to get to a well rounded skill level you need, because there's no guarantee that learning by experience will cover every critical area. Worse, you might pick up bad habits that those with proper training are taught to avoid. And on the other side, the pure academic approach doesn't account for the "street smarts" and variations not found in the classroom. Let's just say there is a good reason why a leader needs to know what it is like at ground zero.
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** ''The Dark Knight'' continues with this, as Bruce found the original Batman suit not holding up to the demands he was putting into it. He commissioned a new suit that addressed various limitations he found, such as a limited range of motion including the [[Mythology Gag|inability to turn his head.]]
* Implied in the movie ''[[Sahara]]''. Dirk and Al [[MacGyvering]] a boat to explode ([[Long Story]]), with a quick explanation that despite them calling it "The Panama Maneuver," they were actually in Nicaragua. After the boat explodes, an amazed side character asks the duo how they got it to work right the first time. Dirk sheepishly admits that it ''didn't'' work the first time...
* The movie ''[[Apollo 13]]'', while the ill-fated crew was stuck in space, they needed to temporarily move from the command module to the lunar module--andmodule—and the carbon dioxide filters in the two modules were incompatible. Mission Control took a handful of its best people, stuck them in a room, and gave them all the spare parts the crew had available:
{{quote|'''Technician''': [http://www.youtube.com/watch?v{{=}}C2YZnTL596Q We gotta find a way to make this [[filter 1]] fit into the hole for this [[filter 2]] using nothing but that.]}}
** And a [[An Aesop|lesson was learned]] about [[Boring but Practical|making everything compatible with each other]].
 
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* ''[[Unknown Armies]]'' allows players to put a free point into a skill on a matched roll.
* Continuum's skill system is explicitly built on this, with points accruing each time the skill is rolled if players don't decide to [[Time Travel|take a short cut]]
* [[Xtreme Kool Letterz|Sykers]] in ''[[Deadlands]]: Hell on Earth'' took years to train [[After the End|Before The End]], with new [[Psychic Powers]] being added to a [[Super Soldier]]'s repertoire once every year or so, on average. It's possible for [[Player Character|Player Characters]]s to ''become'' sykers much more quickly, to say nothing of adding new abilities. What's the difference? [[Word of God|Experience.]] Keeping your melon intact while the horrors of [[The End of the World as We Know It|the Apocalypse]] are breathing down your neck teaches you damn good. Or you die. Either way, [[False Reassurance|you'll have learned something]]!
* When making a unit in [[Brikwars]], you have to find out what does and doesn't work. Your unit may have a [[Fatal Flaw]] that you didn't think about until someone exploits it (ie having a creature that can replicate itself every turn at the cost of defense, then getting set on fire and dying in the first round). It takes several games to really know how to utilize your Cost of Production points.
* It's an unofficial but often-suggested rule in ''[[The World of Darkness]]'' games that you can only spend experience points on skills or abilities you either used in the sessions that ''got'' you the points or put some foundation work in on (for new abilities), or which you have at least been using frequently. (Pretty much all games suggest either that or require you to burn time training between adventures -- ''how often'' this is enforced varies from group to group though.)
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