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[1][ISMAP]-[2][Home]
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### GUIDE ### [3][Background] [4][Synopsis] [5][Credits] [6][Episode
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List] [7][Previous] [8][Next]
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_Contents:_ [9]Overview - [10]Backplot - [11]Questions - [12]Analysis
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- [13]Notes - [14]JMS
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_________________________________________________________________
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Overview
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A sharp increase in raider activity has the station on the
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defensive. Londo obtains a priceless Centauri artifact. A
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mysterious stranger visits the station's alien ambassadors.
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[15]Gerrit Graham as Lord Kiro. Fredi Olster as Lady Ladira. [16]Ed
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Wasser as Morden.
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(Originally titled "Raiding Party")
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Sub-genre: Action/intrigue
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[17]P5 rating: [18]9.01
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Production number: 116
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Original air date: May 18, 1994
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Written by J. Michael Straczynski
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Directed by Janet Greek
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_________________________________________________________________
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Backplot
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* The Minbari refused to support Babylon 5 until Commander Sinclair
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was named as the Earth Alliance representative.
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* The emperor of the Centauri hasn't been seen in public for some
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time, contributing to an erosion of the government's credibility
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in the eyes of the Centauri populace.
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Unanswered Questions
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* Who or what is Morden, and who does he represent?
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* What do Delenn and Kosh know about him?
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* Why did the Minbari want Sinclair in charge of the station?
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* How big and organized are the raiders?
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* What impact will the Eye have on Londo's career? Will he even
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return it to the Emperor, or will he try to use it for his own
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gain?
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* How did Mr. Reno get his hands on the Eye?
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* How did Morden's associates locate the raiders and recover the
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Eye?
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* Who will escape on the shuttle in Ladira's vision? When will the
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vision come true, if ever, and what will the circumstances be?
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Analysis
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* Delenn and Kosh clearly have some sort of perception beyond normal
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senses, be it telepathy or something else. Kosh's seems to be much
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more advanced.
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* Delenn's perception seems to be connected to the appearance of the
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triangle on her forehead. Note that this triangle was also present
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when Sinclair was interrogated by the Grey Council at the Battle
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of the Line (cf. [19]"And the Sky Full of Stars.")
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* Kosh recognized what Morden was immediately. That suggests
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previous contact between the Vorlons and Morden's people.
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* Kosh said, "They are not for you," referring to humans, though
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that's not completely clear from the episode itself. (See [20]jms
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speaks)
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* Morden and Kosh appeared to have fought, resulting in the damage
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to Kosh's encounter suit. Since Morden continued to go about his
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business, perhaps Kosh capitulated or lost the fight, or perhaps
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he was only interested in stopping Morden from seeing Sinclair.
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One interesting thing about this alleged fight is the light that
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shatters behind Morden as the scene ends -- just a power surge
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from the attack, or something else at work?
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* Babylon 5 may be destined for destruction, apparently with only a
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single shuttle escaping in time. (cf. [21]"Babylon Squared")
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* Where did Morden's disembodied voice come from at the end?
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Notes
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* This episode has the most complex battle sequence to date,
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spanning nearly an act and a half.
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* The raider on Babylon 5 is "Six," a tip of the hat to "The
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Prisoner."
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* Ed Wasser, the actor who played Morden, also appeared as the main
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C&C technician in the pilot movie, [22]"The Gathering." The same
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character? JMS won't say.
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* As Sinclair and Garibaldi left the lavatory, another person
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entered. From the person's appearance, it seemed to be a woman,
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even though they were leaving the men's room (the "Male" symbol
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was clearly visible on the wall outside.)
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* This episode's title may be a nod to Norman Corwin, one of JMS'
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favorite writers. Corwin's radio drama "On a Note of Triumph,"
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broadcast at the end of World War II, examined how the war started
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and what lessons it carried, and contemplated what would happen
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once it was over. The quote in question:
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Signs and portents!
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It was no furtive tapping on the window sill at night,
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But clamorous pounding in the public square.
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jms speaks
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* We're retitling "Raiding Party" (which I always figured was a
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working title, too prosaic) to "Signs and Portents." Figured it'd
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be nice to have one episode title per (projected) year carrying
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the year-arc title.
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* "Signs and Portents" is the overall title for year one; but just
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as one may entitle a chapter in a book the same as the book
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itself, this episode has the year-title in it (which may signify
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that this one is, well, significant....).
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* What did Kosh mean by "they?" And who's on the shuttle?
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They refers to humans. There was no need to ask Sinclair, and he
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was under orders not to. And who is on that shuttle...is an
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excellent question.
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* Why the same old launching scene?
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I tend to agree re: the launching shots. There were going to be
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some new ones for S&P, but there were SO many new shots in that
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one that we just ran out of rendering time. There's some new ones
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coming, though, and very dramatic looking, in "Babylon Squared"
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and the two-parter.
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* I agree; Ed [Wasser, who played Morden] did a great job. He was
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perfect for that role. (He has an oddly Rod Serling-ish quality to
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his stance, I've noticed.) And he will definitely be seen again.
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* Ed Wasser is sort of our discovery; I pretty much wrote the part
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of Morden with him in mind for the role. He's great in it.
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* You noticed that too, huh? Surprised me, too. We'd cast him in the
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part of Morden, then the first day's dailies come in, and his
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stance, his manner, the way he looks...we all looked at the TV and
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said, more or less at once, "Holy shit, it's Rod Serling!"
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* Funny story. Saw Ed Wasser ("Morden") the other day, and asked him
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if he'd had any reaction to his first appearance on the show. Just
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one, he said. He was in a florist shop, picking out some stuff for
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a friend who was sick. The proprieter came over, asked, "What do
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you want?" Ed sorta mumbled about wanting some flowers. "What do
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you want?" the owner asked again. Ed -- still not getting it --
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said he was looking for some nice stuff for a friend who was sick.
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"Yes, but what do you *want*?" the owner asked. At which point Ed
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finally twigged to what was going on. He said afterward that it
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really *is* an unnerving approach, which was kinda the point.
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Of course, the owner then added that he thought the scene was from
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DS9, but what the hell, it's an imperfect universe.
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* One lovely thing about "Signs and Portents," which you picked up
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on, is something I like to play with; implying one thing while
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saying the opposite. Look at all the shadow's main representative,
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Morden, does: he asks people what they want; he gets tossed out of
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Delenn's quarters; he is pleasant in his demeanor at all times,
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never yells, always smiles, and is courteous; he takes an action
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which saves one of our main characters, Londo, from disgrace and
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resignation, and helps in the process of scragging the bad guys in
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the episode.
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And yet everyone walks away thinking that the shadows are bad.
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Which was of course the intent...by the way in which they did
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"good."
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Kosh prevents humanity from achieving immortality, scares the hell
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out of Talia (cf. [23]"Deathwalker",) never gives anyone a
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straight answer, doesn't seem to mind it if people fear him...and
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we walk away with the presumption that he is good, by virtue of
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the way in which he did things that were "bad."
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[...] This is something I do a lot in my scripts, which I don't
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generally see a lot of other people doing. You *really* have to
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construct the script very carefully to pull something like this
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off...a little game between me and the audience.
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* Morden tried to find out what the ambassadors would like. Morden
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arranged to rescue an important Centauri artifact. Morden helped
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wipe out the crooks. Morden saved Londo's career, and asked for
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nothing in return.
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And yet we get the sense that Morden is a bad guy.
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Kosh destroys our chance for immortality. Refuses to get involved
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in the affairs of others. Is plainly studying us. Terrorizes one
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of our main characters, Talia, for unknown reasons.
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And yet we get the sense that Kosh is a good guy.
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If anyone should ask, I really *love* writing this show....
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* Actually, the origin of "What do you want?" comes from encounter
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groups I've run, and from other kinds of group psychotherapy, such
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as the original Synanon games; you ask, "Who are you?" over and
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over, refusing to take the same answer twice, to peel away the
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fabric of what the person is. It's a slight jump to "What do you
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want?" (I knew that degree in Psychology would come in handy one
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of these days.)
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* Why Londo? Because he was the one who answered Morden's question
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correctly. Things happen for a *reason* that is suited to who the
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person is. G'Kar's ambitions aren't nearly big enough; Delenn
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knows better than to get near these guys; Kosh is against them;
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the EA are being kept at arm's length for now, the non-aligned
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worlds aren't big enough...so here we are.
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* There would have been more than one answer that would have
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sufficed, but one answer was better than all the rest. Just the
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right mix of resentment, nostalgia, ambition, frustration and a
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sense of displaced destiny. Londo was hitting all those cylinders
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when he answered Morden's question.
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* "jms, what do YOU want?"
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I'll have fries with that.
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* The working name for the sixth race is the Shadowmen.
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* I named them Shadows after the Jungian notion of the Shadow, which
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is the part of the mind which is all desire, and is destructive.
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* David: you hit it *exactly* on the head. Again, as you point out,
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stuff here operates on a lot of different levels. I try, where I
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can, to make a given scene do more than one thing. The hall
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argument is a good example of this. The script stipulated a human
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being stuck between G'Kar and Londo. Not any other race. Had to be
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a human. Because that becomes emblematic of how we're stuck
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between the two sides in the war, something which is *very*
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strongly brought home in the next batch of episodes.
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Obviously, the first most important thing in that scene is just
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the gag, the humor. It has to work on that level, and that's how
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it came to me first: just the gag. Then, when it came time to
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write it, that's when I start poking at things to see if I can
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layer on another level of meaning, and I saw a way to do a little
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(very little) visual foreshadowing of stuff to come. Didn't matter
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if anybody ever noticed it or not; it was never really intended to
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be of much note, just a little item that becomes a nice bit of
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irony later.
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* Londo does not have the Eye. If he'd failed to turn it over, his
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career would've been ruined; getting it back was the only thing
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that kept him on B5.
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* There's a reason Morden didn't go to the Earth Alliance.
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* The raiders are gone for good, yes.
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* _Re: Happy endings and non-happy endings_
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As for "Signs and Portents," I don't quite know *how* to
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characterize the ending on that one. Someone gets what they
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wanted, but this may or may not be a good thing. I'd say basically
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it has an ominous ending. We do try to keep it a mixed bag...one
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person may achieve a niceness, but somebody else pays the price,
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or gets nailed.
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* Like Tolkien, and Jonathan Carroll, whose wonderful books start
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out looking very nice and comfortable...and gradually take you to
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someplace strange and dark and unique...I've tried to apply a
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similar structure to Babylon 5. It seems to be chugging along at a
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good clip along relatively familiar terrain. Now my job is to walk
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up alongside the story with a crowbar and give it a good, hard
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WHAM! to move it into a different trajectory. "Parliament" was
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just sort of a preliminary nudge. "And the Sky Full of Stars" was
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a good, solid WHAM! This week's episode, "Signs and Portents," is
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another WHAM, even bigger than the one that precedes it.
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There are two more major WHAM episodes: "Babylon Squared," dealing
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with the fate of Babylon 4, and "Chrysalis," our season ender,
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which is really more of an atomic bomb rather than a crowbar. So
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roughly about one-fourth of this season's episodes are WHAM
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episodes. That figure will increase in year two to about
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one-third. Year three (Neilsen willing) will be half-WHAM and
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hal-not. Year four would be three-quarters WHAM. And year five is
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all WHAM.
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* Let me dive in and take issue with you. The problem you seem to
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have with the show(s) is alas a part of basic dramatic structure.
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You have an introduction, a rising action, a climax, and then a
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denouement. Aside from experimental theater kinds of things, that
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is the basic underlying structure to all movies, plays and
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television series.
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"Twin Peaks," which you cite, really isn't a very good example
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because, in my view, TP *never* resolved ANYthing. Thus it became
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an exercise in viewer frustration that eventually was a major
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reason why the show was canceled.
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The first batch of B5 episodes tended to be a little more self
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contained because, remember, we're trying to bring viewers in
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here, and do so without startling or pissing them off. We get a
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little funkier the deeper into the show we get. In some cases, as
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with "Sky," parts of the story are resolved, parts aren't.
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Generally, it's our feeling that if you have an open-ended B
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story, you generally have to include an A story that has some
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measure of closure.
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"Signs and Portents" and "Babylon Squared" are two episodes
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offhand that I think are emblematic of what you're asking for. The
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A story in "Signs" is resolved...but that episode really isn't
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*about* the A story, it's about something unusual that happens
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with the B story that begins to set a lot of things in motion for
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this season. And that story is ended, but not *resolved*, if you
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get the distinction.
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* What you address in the last bit of the music in "Signs" is what
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I've been trying to get across. The theme music appearing there is
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not quite what we use otherwise. I suggested to Chris that it'd be
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cool to have the B5 theme there in *minor keys* or minor chords.
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It's a somewhat different version, and playing a theme in minor
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instead of major keys or chords makes it somber, sad, unsettling.
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We've just seen B5 explode, and doing that particular riff on the
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theme seemed to both of us a good idea. Play it again, then the
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regular theme, and you'll see the difference.
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* We've done a lot with themes over the season, and plan to do more,
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developing themes for all our characters. I like interpolating
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bits and pieces of the B5 theme into parts of the show; the
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minor-key version at the end of "Signs" has always struck me as
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very effective.
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* Re: the theme music at the end of"Signs," I think it was me (but I
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could be mistaken) who suggested to Chris, our composer, that he
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use the theme, but in *minor chords* rather than major chords.
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Makes it very sad, and very effective.
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* Overall, though, I've always told Chris to push it...to go
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absolutely as far with the music as he wants. If it goes too far,
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we can always pull it back or duck it down a little. Basically,
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I'm a rock-and-roll kind of guy...I like my music loud, and I like
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a LOT of it. This show is often wall-to-wall music. Chris often
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composes as much as 20-25 minutes of new music per episode; most
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hour shows have maybe 13-16 minutes of music per hour episode. And
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he is often called upon by us to do some VERY long cues. Often, TV
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music is just there to cover a transition (10-20 seconds), or
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establish a mood at the top or bottom of a scene, and get out (1
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minute to 1 minute-30 seconds average). We have many, MANY cues on
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this show that go 2, 3, even 4 minutes. I think we actually had a
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6 minute cue at one point in one episode. Check act 3 of "Signs
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and Portents" and see how much music we crammed into that act;
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it's almost non-stop.
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* _Re: The elevator scene_
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For as long as I've been writing, I've had a very simple belief
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that comes across with B5 as well: try to get in one really great
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action moment,minimum one real nice character moment, one solid
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dramatic moment...and one moment or scene that's fall-down funny.
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I like humor. I like that characters can show another side of
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themselves. If there is any real test of sentience, one of them
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must surely be the possession of a sense of humor, since it
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requires self reflection. And there is always unintentional (on
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the part of the character, at least) humor.
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SF-TV has generally taken itself either too seriously, with rods
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up butts, the humor forced...or it's not taken itself seriously at
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ALL, and gone campy. This show takes itself seriously, but not in
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quite a way that lets it fit in either category.
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For me, as a viewer, I enjoy the shows that are roller-coasters,
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that take you from something very funny...and slam you headfirst
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into a very dramatic scene. Hill Street was like that, Picket
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Fences is like that now...why not SF? I've also found that humor
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can help you reveal things about the characters. The Londo/G'Kar
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scene at the elevator in "Signs and Portents," for instance. It
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says something about both of them without coming out and *saying*
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it.
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* In general, you don't see a lot of light reflecting off other
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objects when there's an explosion because in general those objects
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aren't close enough to cause a reflection. Now, in "Signs," which
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comes up in a couple weeks, there's explosions near a large
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object, and there we do get some reflected light.
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* To have a station commander *and* a rep for Earth can be
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cumbersome in many ways, when someone has to give orders. It's
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cleaner this way; and no different than any of the sailing vessels
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of the 18th century and before, when each captain was viewed as,
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and expected to perform as, the official representative of his
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country.
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There is, however, a second agenda at work here, which you'll find
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out about a bit in "Raiding Party" ["Signs and Portents"].
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* There's not a lot of CGI in either "Legacies" or "The Quality of
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Mercy" (which will follow "Raiding Party" in the production
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lineup), because neither story really called for it. But there's a
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*lot* in "Raiding Party," some of it very elaborate. By way of
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comparison, in an average B5 episode, a script from beginning to
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end has about 60 or 70 setups (a setup is a numbered scene or
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shot, i.e., INT. SCOCKPIT or INT. ZEN GARDEN). "Raiding Party" has
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around 112 setups. That's more than in some movies. It's a *very*
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busy script.
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* Yes, we're doing virtual sets...and there's a doozy in the first
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little bit of act one in "Signs and Portents."
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* Yes, this is the actual text of a script. And a script contains
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scene descriptions, dialogue, directions. (Contrary to popular
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opinion, the actors don't just make up their lines when they hit
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the stage, based on loose ideas by somebody.) My scripts tend to
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be *very* detailed, with camera movement suggestions, optical
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notes, indications of dissolves vs. cuts, on and on. A typical
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scene might look like this:
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EXT. BABYLON 5 - ESTABLISHING
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A scuttleship unloads cargo from a transport parked alongside the
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station. PAN ACROSS with the scuttleship, tracking with it until
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it passes into the docking bay, then DOWN TO the observation dome
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window, where we can just see into
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INT. OBSERVATION DOME
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where Lieutenant-Commander IVANOVA stands at the console, cup in
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hand, staring bleakly out into the starscape as SINCLAIR comes up
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alongside.
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IVANOVA
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I hate mornings...I've always had a
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hard time getting up when it's dark
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outside.
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SINCLAIR
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We're in space. It's always dark
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outside.
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IVANOVA
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(forlornly)
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I know...I know....
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(That, by the way, is a slight re-do of an actual shot from "Raiding
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Party.")
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A script page, single-spaced, works out to about the same wordage
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as a double-spaced prose fiction page, about 225-250 words per.
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* _Why was the ship in Lady Ladira's name instead of Lord Kiro's?_
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Ladira was Kiro's aunt, and much of the family money/property is
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in her name.
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* I think that the Eye was returned the next day, so there was a
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goodly span between Ladira's vision, and the scene in Londo's
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quarters.
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* _What became of the Eye?_
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The eye is now safely back home and on display.
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* I hate to burst your bubble, but the Raider ship *was* rotating.
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Look at it again. It's most visible when the ship is being
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photographed from behind with B5 in the background. You can see
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the round part of the ship rotating (with the docking bay at
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center).
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[29][Next]
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[30]Last update: January 27, 1998
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References
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1. file://localhost/cgi-bin/imagemap/titlebar
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2. LYNXIMGMAP:file://localhost/lurk/maps/maps.html#titlebar
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3. file://localhost/home/woodstock/hyperion/docs/lurk/background/013.shtml
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4. file://localhost/home/woodstock/hyperion/docs/lurk/synops/013.html
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5. file://localhost/home/woodstock/hyperion/docs/lurk/credits/013.html
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6. file://localhost/home/woodstock/hyperion/docs/lurk/episodes.php
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|
7. file://localhost/home/woodstock/hyperion/docs/lurk/guide/012.html
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|
8. file://localhost/home/woodstock/hyperion/docs/lurk/guide/014.html
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|
9. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#OV
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10. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#BP
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11. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#UQ
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12. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#AN
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13. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#NO
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14. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#JS
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15. http://us.imdb.com/M/person-exact?+Graham,+Gerrit
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16. http://us.imdb.com/M/person-exact?+Wasser,+Ed
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17. file://localhost/lurk/p5/intro.html
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|
18. file://localhost/lurk/p5/013
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|
19. file://localhost/home/woodstock/hyperion/docs/lurk/guide/008.html
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|
20. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#JS:1
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|
21. file://localhost/home/woodstock/hyperion/docs/lurk/guide/020.html
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|
22. file://localhost/home/woodstock/hyperion/docs/lurk/guide/000.html
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23. file://localhost/home/woodstock/hyperion/docs/lurk/guide/009.html
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24. file://localhost/lurk/lurker.html
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|
25. file://localhost/home/woodstock/hyperion/docs/lurk/guide/013.html#TOP
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|
26. file://localhost/cgi-bin/uncgi/lgmail
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27. file://localhost/home/woodstock/hyperion/docs/lurk/episodes.php
|
|
28. file://localhost/home/woodstock/hyperion/docs/lurk/guide/012.html
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|
29. file://localhost/home/woodstock/hyperion/docs/lurk/guide/014.html
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30. file://localhost/lurk/lastmod.html
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