
This is turning out to be a good move for the show. In fact, it seems like a lot of the big mysteries of the earlier seasons will be explained in the most satisfying way possible: it will turn out to be the main characters responsible for them, intentionally or not. It also suggests that the show has been planned all along.
For instance, early into season 3, in a throwaway scene, the Others have Kate and Sawyer digging rocks to make a runway in the middle of an island for no apparent reason, and we are led to believe that it's just makework: part of an effort to break their wills, or to keep them too tired to resist, or just to establish the authority of the Others. That it closely resembled the "chain gang" forced labor only seemed to corroborate this.
It wasn't until season five that we learn there was a very good reason for building a runway there, a reason that could only be known of through time travel: a second plane would crash on the island and use the runway for its crash landing. No one goes back in time and changes things so that they built a runway: someone goes back in time and the change that makes them build a runway is what always happened, what everyone always remembered.
This is the same device that underlies the fantastic The Terminator and which its otherwise excellent sequel gave up on way too easily. The best thing about the first movie is that, ultimately, Skynet not only could never have succeeded, but that its efforts are in large part why John Connor was who he was -- as well as why Skynet was what it was. Though you can enjoy the movie not realizing that and many people did (how they missed the life cycle of that Polaroid I don't know), having it in makes time travel so much more interesting.

Using the Faraday Postulate makes story-writing a lot harder, though. It all has to be plotted out beforehand. Using it in a roleplaying game is even harder still, unless you're very careful, and use ignorance as a resource. (If you can't contradict anything you know happened, the key to keeping your freedom of action is not knowing anything you can avoid knowing.) I'd like to try running a time travel roleplaying game this way someday, but I think most players would prefer the more traditional elastic-time version of time travel, and to just turn a blind eye to the problems.
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