Page 766 - Dynamic Cling

18th Jun 2016, 6:00 AM in Hurricane Fluttershy
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Dynamic Cling
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 18th Jun 2016, 6:00 AM edit delete
It's really just "Anything that can go wrong will go wrong." But in tabletop (and indeed in general use) it's read more as, "Don't bring up the possibility of things going wrong, because then they'll have to." If you take away the pretense of blaming the universe for your misfortune, the actual rule is "Shut up or else you'll give the DM ideas."

It's time for the final boss of Fallout is Dragons, I guess!
Session 62 - The God-Executive: Libsyn YouTube

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Crystalite 18th Jun 2016, 6:03 AM edit delete reply
I always heard it was "Anything that can happen, will." Meaning, positive and negative both. But w/e.
Crystalite 18th Jun 2016, 6:03 AM edit delete reply
I always heard it was "Anything that can happen, will." Meaning, positive and negative both. But w/e.
Crystalite 18th Jun 2016, 6:04 AM edit delete reply
Somehow it double posted... Spud?
Derpmind 18th Jun 2016, 6:44 AM edit delete reply
It appears that you have made a terrible mistake.
Digo Dragon 18th Jun 2016, 8:17 AM edit delete reply
Digo Dragon
Anything that can double post will?
Night Sage 18th Jun 2016, 8:49 AM edit delete reply
Actually the phrase specifically is: "Anything that can go wrong, will go wrong."
BackgroundNPC 18th Jun 2016, 8:49 AM edit delete reply
Murphy's Law has been watered down and misquoted a lot. In its proper form it's more like

'If something can be used or done a right way and a wrong way, and the wrong way will lead to catastrophe, it WILL be used or done the wrong way.'

It wasn't even originally meant for humor or irony; Murphy meant it as a serious warning to engineers to try to plan their designs carefully so that they cannot be misused in the first place --because if something can blow up if a part is plugged in backwards, someone, somewhere, will do exactly that. So heeding Murphy's Law is also called 'defensive designing'... or 'idiot-proofing'.

Now Finagle's Law is the one that says 'Anything that can go wrong, WILL go wrong, in the most inconvenient way possible.' Perhaps even funnier, quoted exactly it says 'The perversity of the universe always tends toward a maximum.'
Some guy 18th Jun 2016, 9:23 AM edit delete reply
It also allows for the universe being generous on occasion, getting you to drop your guard so it can kick you in the voonerables even harder.
Digo Dragon 18th Jun 2016, 2:34 PM edit delete reply
Digo Dragon
Is the universe being generous with you? Or is it simply dumping hard on the guy you got the drop on? ;)
CCC 18th Jun 2016, 11:44 AM edit delete reply
I believe Murphy's law was inspired after an entire batch of sensors, which could be put in in one of two ways, were all glued into place... the wrong way.
Winged Cat 18th Jun 2016, 11:59 AM edit delete reply
Indeed, it can be seen as the job of a good design engineer to envision all the ways that things can malfunction - so as to adjust the design to prevent or mitigate them. As such, they really are supposed to ask (perhaps out loud, to brainstorm), "What can possibly go wrong?"
Digo Dragon 20th Jun 2016, 6:02 AM edit delete reply
Digo Dragon
Very good engineering advice. I once watched a program that explained how a plane ran out of fuel and crashed because the fuel gauge installed was from a different model plane and calibrated differently. Yet, the gauge will fit in the wrong plane model. Since then the gauges were "keyed" so that it couldn't happen again.
Freelance 19th Jun 2016, 2:54 AM edit delete reply
I think somebody went to the wiki trope pages here....
Draxynnic 19th Jun 2016, 6:07 AM edit delete reply
My understanding was that it was even less definitive: "If there are two or more ways of doing something, and one of those ways will lead to catastrophe, sooner or later someone will do it that way".

As you said, though, properly used it translates to "if you design something so it can only be used the right way, then the possibility of a catastrophe from someone doing it the wrong way is removed".
Specter 18th Jun 2016, 1:11 PM edit delete reply
"Hope for the best, prepare for the worst." Is probably not a counter for "Anything that can go wrong will." but it's the only thing I can think of that fits.

... That and "Going 'All In' is a good way to fail with no regrets."
Digo Dragon 18th Jun 2016, 2:36 PM edit delete reply
Digo Dragon
"Go for broke" is the way I've paraphrased it. :3
Hawkflight 18th Jun 2016, 11:20 PM edit delete reply
Would you say that something ... went wrong? ;D
Guest 25th Sep 2019, 1:43 AM edit delete reply
I just don't know what...
ANW 18th Jun 2016, 6:22 AM edit delete reply
My backup remains a backup.
"Oh dear, you should have not said that. Now the DM is going to use it"
Ever had not happen to you?
Kaji 18th Jun 2016, 7:29 AM edit delete reply
I may or may not have invoked that on purpose. Occasionally. And then dared the GM to follow through.
Some ideas just have to be used, good or bad.
Digo Dragon 18th Jun 2016, 8:18 AM edit delete reply
Digo Dragon
Not happen? Pretty impossible. I'll invoke it specifically to move ideas in the direction that'll benefit me. ;)
Winged Cat 18th Jun 2016, 12:01 PM edit delete reply
What Digo said. I give the GM ideas I want to happen.

People talk about giving me ideas sometimes, though I keep coming up with ideas on my own... >_>
ANW 18th Jun 2016, 8:53 AM edit delete reply
Meant to put "that" instead of "not"
Specter 18th Jun 2016, 1:17 PM edit delete reply
Yes, by other players. They are also the reason I choose to distance myself from certain members in a party.

I also attempt it for my own benefit... but the GMs never catch what I am saying thanks to my unique way of saying things (unless I am very blunt about it).
Guest 18th Jun 2016, 2:59 PM edit delete reply
Rule #0 is 'Don't give the GM ideas.' for a reason. When I am GM, all the time. Mostly for comedic value. When I am not the GM, many times still.

I think my favorite case was when I used this on the GM and the players to skew things in my favor. In a game of Snowball, you roll based on an intent 'I sneak past the guards': a good roll means you succeed and say ho you succeed 'I teleport past the guards', a neutral roll the GM decides what happens 'The guards spot you/you trip/you roll past, but the guards hear you', and a bad roll means you fail and get to say how you fail 'I trip over a magical artifact of power'.
...Anyway, I decided my character was a Eldritch Puppetmaster, in all senses of the phrase (turned into a monster, manipulated people, manipulated monsters, and used to run a puppetshow called 'My Little C'thulhu'), and I was obviously playing a villain. I continually suggested things to the other players and the GM for 'failures', which helped me a lot. For instance, our telekinetic failed on bringing a little girl past our barriers through an air duct. He thought his telekinesis failed and she didn't get through. I suggested, and he went along, his telekinesis succeeding, but she becomes an eldritch monster upon leaving the duct. Another instance our Swordsmaster wanted to roll to see if we had been friends in the knights templar, but then I had betrayed the templar. After failing, he said then that we had not been friends...but then I suggested that instead, I was not the one who had betrayed them. And that is how the knights templar became a C'thulhu Cult.
Lalli-is-best 18th Jun 2016, 7:13 AM edit delete reply
That's actually kind of brilliant on Pinkie's part. Way to defeat the universe, Pinkie.
Evilbob 18th Jun 2016, 7:50 AM edit delete reply
Lol. I've rarely heard "Murphy's law" in the game. It's literally always, "Shut up and stop giving the GM ideas."
The Old One 18th Jun 2016, 10:38 AM edit delete reply
In gamer terms, its: "The more dependent the plan is on the die roll, the greater the chance the die will betray you."
aylatrigger 18th Jun 2016, 3:13 PM edit delete reply
Dice don't always betray you...

One time we were trying to distract a magistrate while the rest of the party got the signature from the dying Baroness to instate the late Baron's illegitimate half-Elf a racist state...
Anyway, we suggested seducing the magistrate. I was the only female party member, but I was willing to go along with it (my character was a CN Avenger for a god of insanity and chaos. It sounded like it might shake things up). However, I noted my diplomacy sucked. But my Acrobatics was great! So I suggested...pole dancing... Anyway, before we went in (disguised as a dance troop), our fake-German mad alchemist decided he would help "I hav zis pheremone..." And got 20 on his roll. With all his bonuses and that roll, the GM decided it would add +20 to my seduction roll. Anyway, we came in, lied about who we were, suggested putting on a performance, and then I did the pole dancing...and got another 20. With my acrobatics, it ended up being 54, and we succeeded the entire mission after that.
Specter 18th Jun 2016, 1:18 PM edit delete reply
The die can't betray you if you never trust it.
Digo Dragon 18th Jun 2016, 2:37 PM edit delete reply
Digo Dragon
I've had players declare actions with the addition "Time for the dice to fail me" and then the dice roll really well.

So did the dice fail to fail the player?
Pablo360 18th Jun 2016, 4:16 PM edit delete reply
Strictly speaking, Murphy's law is meant to be used for “foolproofing” and other types of procedures, where one must plan for every contingency.

In other words, if you bring it up, and it's even possible for the GM to use that, it's already too late.

Also, in strictly keeping with Murphy's Law, a GM should, instead of using players' ideas, take their ideas… but then, in their place, do something even better.

And, of course, by better, I mean much, much worse.
setokayba 18th Jun 2016, 12:17 PM edit delete reply
I like to think more around the idea of the phrase "Don't give ideas to the master" Because I can just imagine a master taking notes when a player comments about things that could happened.
j-eagle12212012 18th Jun 2016, 12:22 PM edit delete reply
The End of an era for Fallout is Dragons.
what will we do on Sunday nights
I look forward to the last session this Sunday
Laurence 18th Jun 2016, 12:36 PM edit delete reply
My gaming group has learned to never never EVER, even in the most blatantly possible method, to say 'Don't roll a 1!' before any attack roll, skill check, or saving throw. Doing so seems to increase that 5% chance for the 1 to show up to around 40-50%. At least.
Digo Dragon 18th Jun 2016, 2:38 PM edit delete reply
Digo Dragon
I used to have a player that liked to state "It all came down to this" when rolling, trying to push fate to give him a good roll. Never changed the probabilities, but it certainly was good for tension.
Blueblade 19th Jun 2016, 8:45 PM edit delete reply
I just love that look on Fluttershys face in the last panel! It just outright says "I'm so fed up with this $&!%"