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The chance of Applied Phlebotinum being applied more than once tends to be inversely proportional to its plot-resolving potential.

If you've got a Wave Motion Gun or all-powerful Mac Guffin, it'll either be used just once (with a possible No Plans No Prototype No Backup handwave) or everyone and their mother has one and it's a big free-for-all.

There's a good narrative reason for this: if you've got something that could resolve just about any conflict by waving it around, then obviously people would use it all the time, and your stories would be dreadfully boring.

This is why extreme power comes in small packages. Expect explanations about the Balance Between Good And Evil, not abusing your powers, or how You Are Not Ready to justify why we can't use the thing that would solve all our problems, and why the Dungeon Master can't be bothered to lift a finger. Whatever the in-story reason, the writers are protecting the plot by Holding Back The Phlebotinum.

Compare It Only Works Once. See also Limit Break. If the all-powerful force is a character instead of an object, you've got Deus Exit Machina. If you try to use it again, you'll usually find that it was So Last Season. If not justified well this becomes an Idiot Plot. If the reason for holding back is a good chance of hurting yourself or leaving yourself vulnerable after use, you're looking at a Death Or Glory Attack.

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Hidden WireApplied PhlebotinumHulking Out
Reality Show Genre BlindnessContrived Stupidity TropesIdiot Ball