Traveling At the Speed of Plot: Difference between revisions

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{{quote|''"According to the computer, it should take us exactly one episode to reach our destination."''|'''Mokuba''', ''[[Yu-Gi-Oh!: The Abridged Series|Yu-Gi-Oh the Abridged Series]]''}}
|'''Mokuba''', ''[[Yu-Gi-Oh!: The Abridged Series]]''}}
 
The heroes need to get from point A to point B; occasionally, these things have a specific distance, and other times the distances involved are left fuzzy. Sometimes [['''Traveling At the Speed of Plot]]''' is a function of intentionally vague traveling speeds, sometimes of distance.
 
In [[Science Fiction]], [['''Traveling At the Speed of Plot]]''' ensures that the characters arrive [[Just in Time]] for a plot point, whether that's in the nick of time or as part of a [[Downer Ending]] where the only thing you can do is mop up. If distance and speed are too overused as factors, [[Phlebotinum Breakdown]] is a great way to make sure the characters don't arrive early, whether its due to transporter malfunction or a jump-drive misalignment.
 
In [[Horror]] or Action series set in the near modern age, [['''Traveling At the Speed of Plot]]''' is often enforced by [[My Car Hates Me]].
 
The trope name comes from [[J. Michael Straczynski]]'s partly tongue-in-cheek declaration of the cruising speed of the Excalibur on ''[[Crusade]]'' in June 2000; he said similar about the Starfuries in ''[[Babylon 5]]''. In video games, see also [[Always Close]] for when a video game universe bends itself to fit this trope, and [[Take Your Time]], which is about detours rather than travel speed.
 
See also [[Conversation Cut]], and [[Transformation At the Speed of Plot]].
{{examples}}
 
{{examples}}
== Anime and Manga ==
* Happens in ''[[Pokémon (anime)|Pokémon]]''. No matter how many distractions the characters encounter, they'll always manage to collect all their Badges/Ribbons just in time for the annual competition at the end of the saga.
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== Film ==
* The 2008 ''[[Knight Rider]]'' movie had an [[Egregious]] example of this. The bad guys chase the super-car, who leaves them snarled up in a traffic accident. The car then travels <small>AT{{smallcaps|at SUPERSPEED</small>superspeed}} to Las Vegas, hundreds of miles away. The very same bad guys are waiting for them when they arrive. Nobody in the plot feels this is worth commenting on.
* The Disney animated version of ''[[Sleeping Beauty (Disney film)|Sleeping Beauty]]'' falls prey to this one. Prince Philip returns from the woods where he has met the girl of his dreams. When his father shows disinterest, Philip spurs his horse around and leaves at a gallop. Between that moment and his arrival at the cottage, the good fairies inform the girl that she is a princess and escort her back to the castle on foot, night falls, and the evil sorceress arrives at the cottage to set a trap for him.
** Notice also that Philip makes it back to the castle in less time than it takes Aurora to get back to the cottage from her errand, unless we are to assume these events are purposely presented out of order.
* ''[[Star Trek]]'':
* In ''[[Star Trek: First Contact|First Contact]]'' the Enterprise E travels from the Romulan Neutral Zone to Earth in the time a single star ship battle is going on, i.e, around 2-3 hours. Depending on what part of the Zone they were patrolling, this would require crossing a substantial portion of Federation space in a very short time.
** TheIn first''[[Star partTrek: ofFirst theContact|First battle (whenContact]]'' the Enterprise wasE attravels from the Romulan neutralNeutral zone)Zone wasto atEarth in the Typhontime sectora andsingle thestar Enterpriseship arrivedbattle inis timegoing toon, intercepti.e, around 2–3 hours. Depending on what part of the cubeZone asthey itwere reachedpatrolling, Earth.this Wewould don'trequire knowcrossing howa farsubstantial fromportion Earthof theFederation Typhonspace sectorin isa thoughvery short time.
*** The first part of the battle (when the Enterprise was at the Romulan neutral zone) was at the Typhon sector and the Enterprise arrived in time to intercept the cube as it reached Earth. We don't know how far from Earth the Typhon sector is though.
**** If the Typhon sector is where the Typhon Expanse is located, then it must be fairly distant, since that expanse was uncharted as of TNG: "Cause and Effect." According to the book ''Star Trek Star Charts'', the Typhon Expanse is a little bit ''beyond'' Romulan space relative to the Federation -- soFederation—so at the time the battle began, the ''Enterprise'' might actually have been ''closer'' to Earth than the Borg were. That must have been one very long running battle.
** In ''[[Star Trek: Nemesis|Nemesis]]'', Shinzon's ship is going to be able to travel from Romulus (presumably deep in the Beta Quadrant) in roughly two days--stilldays—still an amount of time that is bizarrely short when compared to travel times mentioned in the TNG TV series--whichseries—which means that either the Enterprise E travels at the speed of plot or the Romulan Empire is so large that traveling from its capital to its edge requires at least 40 more hours than getting from the Neutral Zone to Earth.
** Used in J.J. Abrams' ''[[Star Trek (film)|Star Trek]]'', when the U.S.S. Enterprise - which is over [[Bigger Is Better|three times bigger]] than the original - seemingly takes only 3 minutes to go from {{spoiler|Earth to Vulcan}}. However, the sequence actually takes significantly longer than it appears to, since Kirk wakes up from being knocked out by a sedative after mere moments of screen time, in which McCoy has had time to change his uniform. [[Word of God]] is that the editing deliberately glossed over the passage of time to create the illusion of a real-time immersive experience.
* ''[[Pirates of the Caribbean]]:[[The Curse of the Black Pearl]]'': The Black Pearl is the fastest ship in the Caribbean, and the ghost pirates are suffering from a horrible curse. So after they abduct Elizabeth Swan, mistaking her for the one they need to break the curse, they would presumably head straight back to Isla de Muerta to do just that. Meanwhile, Will Turner wakes up the next day and, after an unsuccessful conversation with Norrington, breaks Jack Sparrow out of prison. The two steal a ship and sail for Tortuga where they recruit a crew. Then they proceed to Isla de Muerta. Will and Jacks' path is much longer than the ghost pirates, yet they arrive before the ceremony to lift the curse begins. Perhaps the ghost pirates aren't in quite the hurry we would expect.
** Happens again after Jack and Elizabeth are marooned. With Will in custody, the pirates now have the real person they need. Yet Jack and Elizabeth spend the night on the island before being rescued by the Royal Navy. With Jack's navigation they reach Isla de Muerta, and again it's before the ceremony has started.
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{{quote|'''Kuzco''': No! It can't be! How did you get here before us?!
'''Yzma''': I...* looks confused* , how did we Kronk?
'''Kronk''': *[[Breaking the Fourth Wall|pulls down the map from the montage]].* You got me. By all accounts it doesn't make sense.<br />
'''Yzma''': Oh well, back to business. }}
* ''[[Looney Tunes: Back in Action]]'' spoofs this when the heroes realize they have to navigate from a remote desert to Paris, France. When asked how they would get from the middle of nowhere to Paris, [[Bugs Bunny/Characters|Bugs Bunny]] replies "Simple. Like this." and proceeds to pull the side of the screen creating a transition from the current setting to Paris.
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* Combined with a [[Travel Montage]] in ''[[The Muppets (film)|The Muppets]]''' "Travel by Map" sequence.
* ''[[Clash of the Titans]]'' (1981). While Perseus is returning to Joppa on Pegasus, he's shown passing over mountain ranges a long way from the sea. Even though he's clearly not traveling fast enough to get to the seashore in time, he does so anyway.
 
 
== Literature ==
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** Sometimes however this trope is subverted by Gibbs, as he usually flips the elevator's emergency stop switch so he and whoever he's with can have a chat (or interrogation, depending on your point of view).
* Most episodes of ''[[Heroes (TV series)|Heroes]]'' take place approximately over one day. However, they fail to explain how characters can continually take part in plot revelations in New York, Texas, Los Angeles, and Las Vegas constantly. Even the one character who can [[Teleporters and Transporters|teleport]] is shown driving from one end of the country to the other with distressing frequency.
* Happens constantly in all versions of ''[[Star Trek]]'', driving hard-core fans nuts because the mechanical capabilities of the warp drive, impulse drive, and the shuttles vary violently from episode to episode. When the first ''Star Trek'' role-playing game came out, this characteristic was written into the rules. Unlike most science fiction [[RPG|RPGs]]s, no maps with star systems, distances, and travel times was provided. The instructions specified that all this information should be made up according to the requirements of whatever adventure was being run.
** [http://memory-alpha.org/wiki/Warp_factor This page] lists all instances where both travel time and distance have been mentioned in any Star Trek series. The top speed that occurs is in the first series (mentioned to be at warp 8.4), and that would have been enough to get the Voyager home in a month!
* This is a staple of [[Soap Opera|Soap Operas]]s, with characters exiting one scene and entering another even if they have to go all the way across town -- ortown—or, indeed, across the ''continent''.
* When there's time, it takes days to cross the island on ''[[Lost]]''. In other episodes the Losties seem to be able to get anywhere they need to be in an hour or two. Of course, [[Timey-Wimey Ball|time]] and [[Genius Loci|geography]] are a little wonky on the island.
** The show has an interesting variation of the trope in that the time to travel between any two points seems to decrease each time. The first time they travel somewhere, it takes an episode or more; afterward, it takes less and less time until the trip is reduced to taking place offscreen. This can be explained by the simple fact that they don't know the route the first time, and will have some kind of beaten trail or markers to follow on subsequent journeys so they won't need to keep stopping to get their bearings.
* An example from ''[[The A-Team]]'': The [[Monster of the Week|villains]] capture the A-Team and ship them off to be executed while they leave for a cemetery to kill a judge. The A-Team is driven to a car junkyard, where they escape, knock out their captors, and manage to repair, jury-rig, and ''clean and polish'' a hearse with a fold-out coffin with an armed gunman inside it. They then leave for the graveyard at what appears to be a reasonable speed and arrive ''one second'' '''before''' ''the villains''.
* ''[[Battlestar Galactica Reimagined]](2004 TV series)|The 2004 reimagined ''Battlestar Galactica'']] takes this trope nearly literally. The miniseries, the webisodes "The Face of the Enemy", and the finale suggest that colonial FTL drives may have an ''unlimited'' range, but the calculations required to use them become nonlinear when jumping farther than the "red line" and the difficulty in performing them increases exponentially. It can be done, either at great risk or with divine intervention. Which means that the effective top speed of the colonial fleet is dependent on how badly they want to get where they're going. The factor isn't velocity, it's accuracy. Cylon FTL drives are better because they are more accurate.
** The trope was played agonizingly straight in [[Battlestar Galactica (1978 TV series)|the original ''Galactica'']], where the fleet explicitly travelledtraveled at a ''maximum'' of "lightspeed" -- and—and usually slower since not all ships could manage that pace -- andpace—and yet they passed through at least three different galaxies in the course of the series. Although that's as much [[Did Not Do the Research]] as Speed of Plot.
* In ''[[Smallville]]'' the name-giving town and the city of Metropolis seem sometimes directly adjacent and sometimes it's a three-hour ride with the car.
* Another insane example comes from Season 3 of ''[[Lois and Clark]]''. In episode 2, Superman is seen flying from Metropolis to places around the world like Japan and Switzerland to get stuff for Lois, arriving back with the goods in less time than it takes to tell -- lesstell—less than 5 seconds per return trip at the most; a few episodes later, he has ''15'' seconds to get to Eastern Europe to intercept a nuclear missile, but somehow he can't get there in time. Instead, he ''tunnels directly through the Earth'' because it's quicker...? Made for a good scene when he saves the day, but forget about it making sense.
* ''[[Jack of All Trades (TV series)|Jack of All Trades]]'' routinely depicted people (including heads of state like [[Napoleon Bonaparte]] and George III!) making quick journeys from Europe or America to the South Pacific island of Pulau Pulau that would, in Age of Sail reality, likely take 6 months at the ''very'' least. (Of course, this is a show where [[Rule of Funny]] trumps pretty much everything else, and [[Bellisario's Maxim]] is very much in effect.)
* Among many other less than plausible things in ''[[The Event]]'' was the protagonists' ability to drive across the USA in a few minutes (or fly from the USA to France). Basically, the time it took to travel between any two locations was generally "about one ad break".
* The RevolGarry from ''[[Kamen Rider Double]]'' seems to move exactly as fast as it needs to in order to instantly cover ''any'' distance between the Narumi Detective Agency and wherever Double happens to be.
* In contrast to [[J. R. R. Tolkien]]'s obsessive detail on logistics, long distance travel in Amazon's ''[[The Rings of Power]]'' just happens with characters casually warping hundreds of miles between screen cuts <ref>Edward the Third's September of 1336 journey with a small group on fast horses averaged about 55 miles in a day.</ref>.
 
 
== Tabletop Games ==
* The ''[[Star Wars]]'' Roleplaying Game released by West End Games in the late Eighties had detailed rules for what can make hyperspace travel and''faster'' even(using "standarda duration"major travel timesroute, betweenhaving systemsa mentionedfaster ship) or seen''slower'' in(traveling thethrough originalregions trilogywith poor charting), but itnever actually gives a way to determine base time and alsooutright says in the gamemaster section that travel between any two planets takes "as long as you want it to" so that the gamemaster can make travel times serve the plot. The section goes on to suggest reasons that the travel time might be longer (intervening gas clouds, energy storms, rogue planets) or shorter (a better route was found).
* In the ''[[Shadowrun]]'' novel ''The Lucifer Deck'', a snooping character is trapped behind an office desk by an Awakened guard dog, and calls a friend for help. In a Speed-of-Plot demo that exceeds even the [[A-Team]] example (above), the friend calls a shaman he barely knows, persuades her to help, drives ''across town to meet her'', and sets up an experimental ritual, allowing the shaman to send a spirit to assist the cornered snoop ... all in the time it takes a hellhound to muscle its way past a desk. Worst of all, the book even gushes about the spirit's ''incredible speed of travel'' when it flies to the rescue, never mind how long took to get the summons underway!
* Role-Playing Games in general follow this rule, at least in practice.
* ''[[Exalted]]'' uses this ''literally'' when you enter [[Reality Is Out to Lunch|the Wyld]]; as it's the domain of [[The Fair Folk]], progress between points is not measured in hours or miles, but rather by where you are in a particular story.
* The ''[[Pathfinder]]'' Adventure Path ''Jade Regent'' has the players travel by caravan for most of the plot since {{spoiler|the players are escorting an artifact that blocks teleportation}}. There are rules for the players upgrading (or bad luck lowering) the speed of the caravan, but the actual adventure literally gives travel times and states such changes to speed don't matter! The one point speed matters is a short term race. The caravan rules are generally considered poorly conceived and can be cut entirely with minimal issues.
 
* Averted by the ''[[Dungeons & Dragons]]'' module ''Red Hand of Doom''. The titular army's march is given an explicit laid out timetable and the party can delay it by destroying bridges or creating other impairments. The module isn't a direct race (the players are a small, likely mounted, group and the Hand is large and primarily made up of heavy infantry so it moves far slower) but a challenge to destroy as much of their support as possible before they arrive at their destination.
 
== Video Games ==
* Add examples to [[Take Your Time]] if they fit there.
* Averted in ''[[Mass Effect 2]]'' there are two storyline missions that start automatically when you receive them, one where you can dawdle), and the big one, {{spoiler|the suicide mission: you can choose when to do it, but if you do '''ONE''' mission, then a member of your abducted crew will die. The death toll gets higher the more missions you do, culminating in Dr Chakwas being the only survivor.}}
** However, you can still get to your destination with time to spare, no matter where you are in the galaxy -- evengalaxy—even if it's on the ''other side of the galaxy''.
** In The Arrival DLC mission, Shepard learns that the Reapers will arrive within two days (and then, later, within an hour and a half), averting [[Take Your Time]]. However, Shepard is informed of the mission that leads to this discovery early on in the game (provided that the DLC was installed then) and can take that mission at any time after, even delaying until the final main story mission is completed. This means that until arriving at that point in the mission itself, the Reapers were [[Traveling At the Speed of Plot]].
* Present in most ''[[Grand Theft Auto]]'' games and its [[Wide Open Sandbox]] brethren. When you show up to the mission marker is when the mission happens, even if the phone call seemed urgent.
* The computer does this in ''[[Kingdom Hearts]]''. Upon arriving in Monstro, the player encounters Geppetto and Pinocchio. Pinocchio was previously seen in Traverse Town, and the game establishes that without a Gummi Ship or dark powers, traveling between worlds is impossible. Sora even asks Pinocchio "how did you get here?", but Geppetto starts talking to him, and somewhere between that and Pinocchio wandering off, the game forgets to explain it.
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== Western Animation ==
* ''[[Justice League]]'' had the Green Lantern travel at varying speeds. Sometimes he could fly fast enough to approach light speed and other times he flew about as fast as Batman ran. It wouldn't be so bothersome if it weren't for the fact that when he was flying at the slow speeds he would get captured, even though he could've outrun his would be captors.
* Used in ''[[Avatar: The Last Airbender]]'', as also noted on [[It Is Always Spring]]. The last season was particularly notable for this as in the first half, it took a while for them to travel to the rendezvous point, with Sokka constantly complaining about all the detours cutting into their travel time .<ref>They get there 4 days early anyway</ref>. In the last 4 episodes though, they travel from the Fire Nation to the Earth Kingdom and back again in less than 3 days.
* In ''[[The Transformers (animation)|The Transformers]]'', the Autobots can travel to anywhere in the world in an hour from their Cascades headquarters. Memorable destinations include the Congo, India, New York, France and ''Antarctica''. How a bunch of cars got to the middle of Africa in literally an hour is anyone's guess.
* ''[[Futurama]]'': Any given adventure doesn't seem to take much longer than an afternoon. It is explained that when the Planet Express ship travels, it does not move, but in fact the ship moves the universe, allowing them to travel to any one place at whatever pace they please.
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[[Category:Traveling At the Speed of Plot]]
[[Category:Velocity Index]]
[[Category:Tropes on a Trip]]