Skills

Thinking Second Order

When a change has effects past the immediate fix, incentives, scale, feedback, trace...

Install

npx skills add tjboudreaux/cc-thinking-skills --skill thinking-second-order -g -a claude-code -y
Category
Engineering
Updated
3mo ago
License
MIT
Context cost
Lightabout 689 tokens
Runs scripts
No, instructions only

What it does

When a change has effects past the immediate fix, incentives, scale, feedback, trace consequence chains with timing and probability before committing.

Second-Order Consequence Chains

Do not stop at the intended first effect. Trace what happens next across actors, time, and feedback until the chain stops changing the decision.

When to Use

  • Strategic, policy, incentive, or architecture choices with lasting coupling.
  • The obvious fix feels too easy or has known backfire patterns.
  • Success or scale would create new problems (load, gaming, debt).
  • Need to compare options by delayed effects, not only day-one benefit.

When NOT to Use

  • Local reversible edit with no incentive or cross-component coupling, just ship and observe.
  • Full system structure (stocks, many loops, leverage ranking) is the goal, use systems.
  • Pre-mortem of failure modes for a plan already chosen, use pre-mortem.
  • Pure mechanical changes (rename, format) with no behavioral effect.

Procedure

  1. State decision and first-order effect. One sentence each: action and intended immediate result.
  2. Chain "and then what?" At least two further orders. For each link record: effect, who responds, rough probability (high/med/low), timing (immediate / next cycle / at scale), and whether it feeds back into the original problem (reinforce or counteract).
  3. Expand affected parties. Who else reacts (users, operators, other teams, attackers, markets)? What incentives does the change create or destroy?
  4. Scale test. Ask what happens if everyone does this or usage grows 10x. Mark paths that only appear under scale or repetition.
  5. Prune and decide. Drop speculative links that do not change the choice. Keep only effects that alter go/no-go, design, or mitigations. Revise the action or add guards where second-order harm exceeds first-order gain.

Stop when further "and then what?" no longer changes the decision, or the remaining chain is pure speculation without mechanism.

Output

Read the whole SKILL.md on GitHub

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