So I've been working on this script for quite a while now, but I've been getting in to it more so the last six months. Now as much as I like the way Star Trek is written, I don't find the formula works too well with how I like to write, so I came up with a few rules of things I wanted to deal with.
1. The solution to the story cannot be technology based. ie: an invention/something technologically risky that's not been tried before/repolarising/reconfiguring/getting more speed.
2. There's only a fundamental amount of power on the ship. ie: there are limits to what it can do.
3. There are better ships than this one out there.
4. No ego about this being the best crew in the fleet, etc.
5. It's a job, not a calling.
6. The story is about the characters, why and how they make decisions, their relationships with each other, lies, secrets and deceit. And these things must affect the overall story arc.
7. The ship isn't a solid thing - it's got give in it's construction and materials. Therefore creeks and bends.
8. Physical damage to the ship can't be fixed with fields/strengthening/button presses. It affects performance, and has longer term ramifications.
9. The ship is massive and weighs 'a tonne' so doesn't flit about like a needle on a compass.
10. People die...and not pleasantly, or with a 'final defining statement'.
11. Loss/grief/pain hurts and has longer term ramifications to the characters, and affects how they make decisions and such.
12. People are not perfect, and not everyone gets on or is necessarily that close. They also have personal problems and issues that define how their character acts.
13. No voice over captains log summaries to jump ahead.
14. To show there's a massive non-money-making-corporate element to the Federation, private companies, shipping, restaurants, r&r, gyms, pubs, cruise liners, sea fairing ships, mass transport, etc, which needs to be shown.
15. To show federation space is busy, especially ports, ships coming and going all over the place.
16. TV & Radio is still around!
17. Space is huge! As such, you can hide a lot of things in a lot of places, even if it's in your space, and it's likely not many people with find it.
That's all I can think about right now. But I was hoping that others may have a few thoughts on what would be worth avoiding or changing to improve general storytelling?
Ta, J.
1. The solution to the story cannot be technology based. ie: an invention/something technologically risky that's not been tried before/repolarising/reconfiguring/getting more speed.
2. There's only a fundamental amount of power on the ship. ie: there are limits to what it can do.
3. There are better ships than this one out there.
4. No ego about this being the best crew in the fleet, etc.
5. It's a job, not a calling.
6. The story is about the characters, why and how they make decisions, their relationships with each other, lies, secrets and deceit. And these things must affect the overall story arc.
7. The ship isn't a solid thing - it's got give in it's construction and materials. Therefore creeks and bends.
8. Physical damage to the ship can't be fixed with fields/strengthening/button presses. It affects performance, and has longer term ramifications.
9. The ship is massive and weighs 'a tonne' so doesn't flit about like a needle on a compass.
10. People die...and not pleasantly, or with a 'final defining statement'.
11. Loss/grief/pain hurts and has longer term ramifications to the characters, and affects how they make decisions and such.
12. People are not perfect, and not everyone gets on or is necessarily that close. They also have personal problems and issues that define how their character acts.
13. No voice over captains log summaries to jump ahead.
14. To show there's a massive non-money-making-corporate element to the Federation, private companies, shipping, restaurants, r&r, gyms, pubs, cruise liners, sea fairing ships, mass transport, etc, which needs to be shown.
15. To show federation space is busy, especially ports, ships coming and going all over the place.
16. TV & Radio is still around!
17. Space is huge! As such, you can hide a lot of things in a lot of places, even if it's in your space, and it's likely not many people with find it.
That's all I can think about right now. But I was hoping that others may have a few thoughts on what would be worth avoiding or changing to improve general storytelling?
Ta, J.