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<blockquote data-quote="Jester David" data-source="post: 7252286" data-attributes="member: 37579"><p>Thinking on the first two episodes (now that I've started the third) I'm vaguely reminded of the first season of the rebooted <em>Doctor Who</em>. That season seemed to take pains to answer previously unanswered questions and look at the assumed tropes of the show in new ways.</p><p>Why does the Doctor travel with companions? How come they never questioned the craziness of running off with someone they just met? What happens when they return home, probably to the wrong time? What happens when you deliberately change the past? What does everyone speak English? What happens if the Doctor took a bad companion? What happens if a companion tried to take advantage of what they saw? Why does no one call the Doctor on the lives left in his wake? What happens if the Doctor has to actually talk to the villain he's defeated and condemned to death? What happens if, after the Doctor swans off, things aren't restored and made right? </p><p></p><p>This is taking a much less dense approach to "what if-ing" <em>Star Trek</em>.</p><p><em>Discovery</em> is taking the common episode theme where the crew mutinies for the right reason, saves the day, and is redeemed and all charges dropped and then mashing it with one of those episodes where there's the threat of a war, and the crew enact some bold yet dangerous plan that will conveniently end the war. </p><p>And then it's having things not work out well. It's the darkest timeline. The save-the-day plan fails and the officer isn't forgiven of their crime, and the war starts despite everyone's efforts. </p><p>(In many ways it's what would happen in a RPG Trek game where the PCs have a great plan, and go to enact it and then roll balls the entire climax, causing the entire campaign to change gears.)</p><p></p><p>It'd be interesting if the rest of the series dealt with such tropes, twisting expectations on Trek and flipping the result of expected stories.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7252286, member: 37579"] Thinking on the first two episodes (now that I've started the third) I'm vaguely reminded of the first season of the rebooted [i]Doctor Who[/i]. That season seemed to take pains to answer previously unanswered questions and look at the assumed tropes of the show in new ways. Why does the Doctor travel with companions? How come they never questioned the craziness of running off with someone they just met? What happens when they return home, probably to the wrong time? What happens when you deliberately change the past? What does everyone speak English? What happens if the Doctor took a bad companion? What happens if a companion tried to take advantage of what they saw? Why does no one call the Doctor on the lives left in his wake? What happens if the Doctor has to actually talk to the villain he's defeated and condemned to death? What happens if, after the Doctor swans off, things aren't restored and made right? This is taking a much less dense approach to "what if-ing" [i]Star Trek[/i]. [i]Discovery[/i] is taking the common episode theme where the crew mutinies for the right reason, saves the day, and is redeemed and all charges dropped and then mashing it with one of those episodes where there's the threat of a war, and the crew enact some bold yet dangerous plan that will conveniently end the war. And then it's having things not work out well. It's the darkest timeline. The save-the-day plan fails and the officer isn't forgiven of their crime, and the war starts despite everyone's efforts. (In many ways it's what would happen in a RPG Trek game where the PCs have a great plan, and go to enact it and then roll balls the entire climax, causing the entire campaign to change gears.) It'd be interesting if the rest of the series dealt with such tropes, twisting expectations on Trek and flipping the result of expected stories. [/QUOTE]
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