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Episode: 2439
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Title: HPR2439: Internal Logic of Stories
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2439/hpr2439.mp3
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Transcribed: 2025-10-19 03:06:33
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---
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This is HPR Episode 2439 entitled Internal Logic on Tourism.
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It is hosted by Lost in Drunks and is about 19 minutes long and carries a clean flag.
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The summary is Lost in Drunks talks about Tourism and Touric Consistency.
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This episode of HPR is brought to you by archive.org.
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Support Universal Access to All Knowledge by heading over to archive.org
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forward slash donate.
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Support Universal Access to All Knowledge by heading over to archive.org.
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Hello, this is Lost in Drunks and you'll have to forgive the audio quality
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I'm in the car right now but hopefully you'll be able to hear it no matter what.
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Today I'd like to talk about internal logic and storytelling and the reason I think this
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might have some appeal to a hacker type crowd is because lately there have been several
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episodes I've contributed a little bit on HPR about role-playing games.
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Now I'm a writer and I've also played role-playing games for a really long time.
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I also like movies and audio drama and television and certainly reading.
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And all of these things fiction-wise, all of these things have a particular storytelling
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device involved called internal logic.
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I mean I think we're all fairly familiar with the concept but in brief it's simply a
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fairly arbitrary set of rules that apply only to this story or story world.
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It might also only apply to a particular character within a world but these are nonetheless
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hard and fast rules and the story has to reflect that as if they were laws or laws of physics
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or something like that.
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Within the context of a story, internal logic is something that matters.
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It's something that the story must reflect and must respect.
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Now the reason I want to talk about it is that when storytellers and I include role-playing
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games in this because that's a form of collaborative storytelling, people go wrong a lot of times
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with internal logic and that's where we get this sort of dissonance in the story.
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It's when you pick up plot holes or things that just don't seem to make any sense and it
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pulls you out of the story.
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It's a problem and I think it's one that can be addressed.
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The biggest issue with internal logic is not necessarily, like say we'll do an example.
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In my science fiction series Star Drifter, I use a thing called Star Jump.
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Now it's a very common conceit in space opera stories like mine.
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It's not original to me, it's not original to probably any one person.
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It's a very, very common device.
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The idea is just that when they turn on the Star Jump engine, the ship goes into another
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sort of pocket dimension where time and space aren't quite the same and can be controlled
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through the power of the engine and therefore they can travel great distances in the real
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universe while traveling much smaller distances in the pocket dimension, very, very common.
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They pop out of this place and they reappear in another place, many light years away, very
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common, very common.
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But it's important because it is a space opera world, it's important to get the details
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of this right and every single story that revolves around a concept like this, it's
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applied a little differently.
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So regarding Star Trek, they have the warp engine and there have been entire stories throughout
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the Star Trek franchise revolving around the warp engine and the warp engine working
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right, the warp engine going wrong, damaged to it, misalignment to it, or some kind of
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new improvement to the warp technology that drives the plot forward.
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And all of it, all of these things revolve around the internal logic of the Star Trek universe
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where warp engines can exist.
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Now I think, as I said, I think people go wrong, not necessarily in the application of
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the tech.
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So in my case, I can say that they turned down the Star Jump engine and popped they were
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gone.
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That's an application of the tech within the story and the internal logic of the story
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supported because I have said that Star Jump works that way.
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But if I start saying that Star Jump works some other way, I have got to explain why
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I chose the first way, right, why I talked about it in a certain way the first time.
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So you may say that that's the normal way it works, but this time there was a mistake,
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there was a misjump, there was a mistake, and now there are problems and it doesn't
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work the same way suddenly.
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That's one way to explain it.
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The other one is that there is technological improvement and now it works this other way.
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What are the rules of this other way?
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Now I have to establish that.
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All of this is internal logic of the story and these are technical details.
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This is actually a surprisingly large subject because if I start talking about a particular
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character, the internal logic of the character, that really is another conversation entirely.
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But we'll just stay focused on detail.
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This is not plot, unless of course your plot revolves around Star Jump.
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But this is a technical detail of the story.
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And it is important simply because if you screw this up, people get pulled out of the story
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and they don't believe it as much anymore.
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Maybe not at all.
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Suddenly it's like, ah, I screwed up.
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They're not hearing your story anymore.
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They're not playing the game anymore.
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They're criticizing the game.
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You don't want that.
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That's not what you're after.
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And you're telling your story, either you're writing it, you're playing it, whatever.
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You don't want people doing anything but experience the story.
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You want them enjoying the story.
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You don't want them thinking about the mistakes you made.
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You want your mistakes to be invisible.
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Certainly you're going to make some, but you don't want them visible.
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At least not on the first pass.
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Not while they're actively engaged and maybe later on when they have a separate approach
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to it.
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They go back maybe to read the book again or they talk in detail about what happened
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in the role-playing game session, whatever, then yeah, then they're going to find your
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mistakes and they can pull them apart then.
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But that won't take away their enjoyment, not that first time, right?
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That won't touch that first time.
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And that first time is what we're trying to keep preserved.
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So you make your mistake in your internal logic, in your star jump engine.
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You make a mistake there.
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That's going to pull people out of it.
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But you know what?
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It's easy to get the technical details of something like this, in this case star jump,
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star trek's case warp.
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It's easy to get the technical details correct regarding the story you're telling, right?
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So in star trek's case, if they have a story where they have damage to the warp engine
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and they're trying to escape and the damage occurs and they have to drop out of warp, right?
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That's a small detail.
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But within the internal logic of star trek, if that happens, it can be a real big deal
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because now you can have a warp core breach and the ship's gone, right?
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So that's a big deal and it can bring up all sorts of drama.
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All sorts of conflicted drama and tension can come up just from that small detail because
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the internal logic of star trek supports that.
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Now if it didn't, you would have a very different story, right?
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Say the internal logic of star trek was any damage to a warp engine shuts it down
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cold and it drops out of warp and you're stuck in the middle of nowhere, right?
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That's a different sort of drama.
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That's a different sort of story and you can write your story to support that.
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But as I say, you can go wrong elsewhere and I don't think it mostly happens there
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when you're telling that story.
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It happens when you fail to consider the wider implications of these details in your entire
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universe, right?
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So in star trek's case, you have to stop and think and different writers have dealt
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with this in different ways.
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Some of them quite well, some of them not so much, but that's the nature of a really
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sprawling franchise.
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In my case, everything that happens is on me.
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So if there's a mistake anywhere in this storyline in my Star Drifter universe, it's
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on me.
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But for something like star trek, where it's a massive thing, someone could deal with warp
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technology in a really sort of backhanded sort of way.
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They don't really think about it, they just sort of end.
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And suddenly, this thing isn't making much sense.
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And if you poke around the Star Trek franchise and the different materials that were produced,
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the TV shows, the movies, the books, the comic books, all sorts of materials, there was
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even some audio stuff that was done for Star Trek.
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If you poke around there deeply enough, you'll find some real gaffs, you'll find some
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real mistakes.
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Warp is easy.
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It's fairly easy because you can just sort of say it does this and it does that and it
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doesn't do this.
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And it doesn't do that.
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And it's sort of wave your hand and it's good enough.
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But there are other aspects of Star Trek where boy oh boy, it's really divisive.
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People have handled these things well or not, depending on who you ask.
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And they've caused an awful lot of conflict among fans, clingsons for one.
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I don't even have to go into that.
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If you're a Star Trek fan, you know exactly what I mean.
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Over the years, certain things have been handled well and not.
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But the biggest problem I think is in this sort of thing is failing to understand how the
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implications of your details affect the wider universe.
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So we'll go back to Warp, right?
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Thinking about it in terms of Star Trek and what the Warp engine really does.
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Why is there a quote-unquote Federation space?
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Why is there a cling on space?
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Why is there a Romulan space?
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I can understand borders because when you come up against somebody, yeah, I can start seeing
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political borders being thrown up.
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But you cross into that border, yeah, you're in their space, right?
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But when you think about something like a Warp engine, space is open to you and despite
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how they, I mean, in a lot of ways, it doesn't make a lot of sense the way they've explored
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Warp in the storylines, right?
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Because they still kind of limit how far these engines can go.
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It's a pretty artificial barrier.
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How fast and how far these engines can take a ship.
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And so in order to have drama, in order to still have some degree of realism regarding aliens
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coming from a long way away, you still have to say that, oh, yeah, even a maximum warp,
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or bait, or whatever, it's still going to take 80 years to get to the other side of
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the galaxy.
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And okay, fair enough, but you know what, that isn't the way these things work.
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There would be exploration in all directions at all times.
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Federation space would be expanding at an exponential rate because as one ship goes
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out and they establish colonies, you'd have 10 ships go out.
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And from each of those ships, 10 more and 10 more and 10 more.
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You would be exploring the galaxy so quickly with that kind of technology because it isn't
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just one person going out in one direction once.
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It's not Voyager getting lost and then having to fly home.
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It doesn't work that way in real life.
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But within the internal logic of Star Trek, it does.
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So you can stand and point at Star Trek and say, it's not realistic, but realistic is
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a term that you have to understand.
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Realistic doesn't mean real.
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Real is real.
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Realistic is something that can appear real.
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Within the context of your story, it can seem real.
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And that's where internal logic comes into play.
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Because if you can keep that consistent, then everything is realistic.
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So in terms of Star Trek, something that could do what they say this thing does, it still
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makes sense within the internal logic of the show.
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If you buy into Star Trek and you buy into warp engine technology, then all of this seems
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to make sense, right?
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Now again, some people have not necessarily adhered to the internal logic or have tried
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to play with it or tried to change it with varying degrees of success.
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But when it's done correctly, you can buy into a lot of stuff that in the real world
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doesn't make any sense at all.
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And I'm not even talking about fairy tale technology.
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This magic warp engine, this magic star jump engine, these things that allow these fantastic
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stories to take place, I'm not talking about that.
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I'm just talking about the fact that they're applying these fake rules.
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These totally made up rules and still making the story play out without breaking the illusion.
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That is what internal logic is supposed to do for you.
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Now again, as I say, you start talking about characters, you start talking about social
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behavior in a nation or some sort of community.
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It becomes a very complex topic, very rapidly, right?
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Because these things are not always consistent.
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People are not always consistent.
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If you meet someone and they're kind of a stick in the mud, they're kind of the sort
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of person that does the same thing all the time, if they do something that seems really
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weird to you, you can say that that seems out of character for them.
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Well, seems is the operative word here because this is reality, and I'm talking about the
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real world, in the real world, there's no such thing as out of character, right?
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If a person does it, then it is in character.
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That is part of them.
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Even if they were under extreme stress when it happened, even if they were ill, if they
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were under some sort of duress, whatever, if they do it, then it is them.
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That is the person.
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There's no such thing as out of character.
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Now, there is misbehavior, there is negative behavior, there is less than optimum behavior
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in the real world, but if a person does it, that is the person.
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Not so in story, not so in fiction, right?
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In fiction, you can establish these rules and breaking them can seem really, really weird.
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It can pull the reader, can pull the player, it can pull the viewer, whatever, whatever
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the medium happens to be, it can pull your audience out.
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So internal logic absolutely matters in storytelling.
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It absolutely matters because if you don't respect it, you end up breaking your story.
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You literally end up breaking your story, maybe not terribly, right?
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Maybe it's just a momentary thing and you go on, well, that's not too bad, right?
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That really isn't so bad, but if you can recognize it, why have it there at all?
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The more seamless this thing is, the more everybody enjoys it.
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And I think that's the ultimate goal.
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So my opinion about this is that you need to look at internal logic and you need to
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look at the wider picture of internal logic, not just how it plays out in your story,
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the story you're telling right there, but how it would play out on a much larger scale.
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If you take this one detail that you have to work out, you know, your start jump engine,
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you've got how that works and you expand that out to your entire universe.
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If this is true, what would somebody else do with this?
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If this is true, if this tech actually existed, what would happen to it if a bad player
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got a hold of it?
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If a good player got a hold of it, if everybody got a hold of it, what would happen?
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And I think your story ends up taking a different direction than you might have initially
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considered.
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I have a spaceship and I get to fly and I go exploring.
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Well, what does exploring really mean when everybody could go exploring?
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Think about it.
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Now I live in the United States and I can go exploring in my car.
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It's a Sunday.
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It's nice.
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I get in the car and I go.
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Beautiful.
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I'm going to go exploring.
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What's that really mean?
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I'm going to go look for things that are new to me, but not new because everybody has a car
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and this entire area, the entire contiguous United States and Canada and Mexico and down
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in the South America except for parts of the Amazon maybe have all been thoroughly explored.
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Not by me, but by other people.
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And that's because everybody has the means to do it now.
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So if everybody has the means to do it and an otherwise endless galaxy or endless universe,
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what does that look like?
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How far do you have to go if you're going to explore?
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How far do you have to go before you're somewhere where no one's ever been before?
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And if they're sending you out, why doesn't everybody have this capability?
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And if not everybody has this capability, why are they wasting this capability?
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Just going out and looking at new stuff when there are planets that could be settled
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right next door.
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So you know, I'm not saying that that's a mistake or that it can't work.
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What I'm saying is that you have to decide why it's that way.
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How does it work?
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And what does that mean for your entire story?
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The story you're telling, but the whole picture.
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At any rate, I think I made my point or I hope I did.
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And if not, please feel free to put something in the comments or better yet, do your own
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episode of Hacker Public Radio.
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This is your community and there's always a need to hear your voice.
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This has been Lost in Bronx.
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Take care.
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You've been listening to Hacker Public Radio at HackerPublicRadio.org.
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We are a community podcast network that releases shows every weekday Monday through Friday.
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Today's show, like all our shows, was contributed by an HPR listener like yourself.
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If you ever thought of recording a podcast, then click on our contribute link to find
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out how easy it really is.
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Hacker Public Radio was founded by the Digital Dove Pound and the Infonomicom Computer Club
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If you have comments on today's show, please email the host directly, leave a comment
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Unless otherwise stated, today's show is released on the Creative Commons' Attribution
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