Vulcan Master
TM
- "Is your Logic commanding? Are you a
true Vulcan Master?"
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- ‘Vulcan Master’ parodies all the standard 'Star Trek'
melodramatic elements, with all the 'Wrestlmania' bombast of 'Iron Chef' and
the spectacle of 'American Gladiator', even beginning in boot camp like many
'Survivor' type shows.
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- The Logic Probe is conceived to resemble the space
battles derivative of submarine warfare, while the Warped Core must mirror the
standard engineering room
crisis
scene and the Polemical Clinic parodies the
obligatory sickbay
melodrama. And then there is to be the briefing in the Away
Room, a talk show set up parodying the often mocked long-windedness of 'Star Trek: The Next Generation' management style, in preparation for the Away
Mission, but with the
bathetic lowered stakes of day to day life. This is to be
followed, in turn, by The Seduction of the Irrational, a send up of the
obligatory Cerci like love interest, inevitably such a threat to
the hero's vaunted authority and prowess.
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- Possibly as a backdoor pilot on some preexisting
show, the preposterous ‘Vulcan Master’ concept serves to promote an actually
feasible game show concept:
The
Propaganda Game®
an
academic game
as featured in the National Academic Games Tournament. As an exercise more analytical than the
arbitrary rote memory of traditional quiz shows. Thus
The
Propaganda Game® may also appeal to an
extended audience easily bored with anything so pointless than arbitrary
rote memory of traditional quiz shows.
Logical falsities might be included as an
additional category, each logical falsity indeed taking opportune reference
to ‘Logic
Lessons with Mr. Spock.’
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- Teaser:
- Beginning informal banter introducing the topic of the day, different
themes for each segment, ranging from Sophistry, Scientific and Pseudo
Scientific claims and political demagoguery to advertising hype and common
misconceptions.
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- Also, see:
academic marketing as part of
curriculum proposals...
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- Meet the Mentat Acolytes, the studio contestants,
each declaring their own unique devotion to prove themselves true Vulcan
Masters, and giving correct straight answers to the trick questions of an
abusive drill sergeant.
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- Even now, Mentat Acolytes are eliminated, drummed out
from the core!
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- A
character
is introduced as the original creator of the show, continually ever more
aghast at the bombast travesty that has been made of the original simple
educational concept of
The
Propaganda Game®.
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- Opening credits rise.
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- Cut to:
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- The Logic Probe
- Set on a Geodesic high tech bridge, a standard quiz show, but with the challenge of
"shooting down", i.e., spotting, identifying and concisely
explaining standard logical falsities from topical video and sound bytes, quotations
and passages, bearing down on them on the main view screen!
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- The Warped Core
- Like some gigantic puzzle box or transformers toy,
the bridge undergoes modular reconfiguration from a circle of outward facing
consoles, into a cluster of stations facing inward around a pulsing blue
glowing cylinder rising from the deck.
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- Failed Mentat Acolytes are swallowed up, falling
between the deck plates in great bursts of dry ice fog and strobe lights, into
the arms of stunt coordinators costumed as deadly alien predators!
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- At their computer consoles clustered about the
glowing and scintillating Warped Core, the remaining Mentat Acolytes must derive conclusions from major and minor premi,
beginning from the sensible and straight forward, but progressively more
bizarre conclusions from increasingly unusual or even dubious premi.
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- The Polemical Clinic "It's moot,
Jim!"
- More failed Mentat Acolytes are swallowed up, falling
between the deck plates in great bursts of dry ice fog, as the Warped Core
retracts again, replaced by a digital whiteboard table. In the Polemical Clinic, the
surviving Mentat Acolytes must
find and improve the weak arguments they will find there surviving only on
debatable life support!
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- Until, suddenly, there comes an invasion of marching
militarists, and the motif changes yet again, to a futuristic Fascist theme,
as in the next round of elimination, the contestants are challenged to
identify and counter various propaganda devices, while fending off peer
pressure from cyborg leather fetishist zombies.
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- In particular,
a theme of common lies and
rationalizations of bullies will make a good tie in with a
CliqueBusters TV
show or movie.
And as a fake-news spin-off, there can even be Vulcan
Master special coverage and lightening rounds counterpointing live televised
political debates and addresses.
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- With the next modular transformation, remaining Mentat
Acolytes seat themselves the Ready Room, where they are to discuss the theme
of the day and must strategize for the Away Mission before a paternally
longwinded authority figure.
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- The Away Mission
- Yet more failed Mentat Acolytes are swallowed up,
falling between the deck plates in great bursts of dry ice fog, as the initial
modular reconfiguration then reverses itself. Back on the bridge, the remaining
Mentat Acolytes
serve as the Bridge Crew, remotely feeding
Socratic Dialectics, argumentative
questions, to the Drop Captain, a TV viewer
out in the field with a lipstick video camera
who has requested help with some vexing
argument that they need to win in real life.
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- This is where any
dramatic
conflict
enters. From the personality and the situation of the Drop Captain, and how
that motivates the Bridge Crew.
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- Points are to be scored not only for convincing the other
party, but failing that, squeezing from them cogent explanation of their
opposing position and identifying points of disagreement.
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- The Drop Captain must then appoint from among the
Bridge Crew the Jump Captain, to face the concluding challenge. And the Jump
Captain, in turn, must choose from among the reigning Vulcan Masters presented
by Palas Athena, to challenge for the laurel of Vulcan Master.
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- The Seduction of the Irrational
- The Jump Captain must then be taken to be suspended
in mid air against a spectacular starscape high above the Bridge, in bondage, lashed to a
set of cross bars, back to back with the reigning Vulcan Master he or she has
chosen to challenge.
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- The Jump Captain and the Vulcan Master must give correct straight answers to
loaded questions breathed into the ears of the Jump Captain, by an extremely
attractive, languorous and seductively vamping Interlocutor of the appropriate
gender, perhaps a celebrity guest (wearing a safety harness, if little else),
perched upon and moving about the cross bars at extremely close quarters to
the Jump Captain and/or the Vulcan Master.
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- As close to a lapdance with pole tricks and
gymnastics, as Standards and Practices will allow. And in case the Jump
Captain has challenged a Vulcan Master of different gender to the Jump
Captain, then there must be two Interlocutors of appropriate gender for each.
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- The Jump Captain must either claim from his/her
captor the prize, to be set free ascending to his/her place in the pantheon, at last,
as the day's Vulcan
Master, dethroning the reigning Vulcan Master he or she has challenged, or else fail the challenge, "kirking
out", and be dragged down by the interlocutor as they are cast loose
tumbling into the Cosmos, to fall into the mists (and
safety net) below!
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- But even if the Jump Captain fails, the Vulcan Master
must still defend his or her laurels as Vulcan Master, and can still fail
before his or her interlocutor, to also be cast from the pantheon of the
Vulcan Masters!
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- In such a case, the search must begin by the
remaining Vulcan Masters to elect a new Vulcan Master as a replacement. A
contest that will be open to the public, to nominate anyone including or
oneself.
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- Roll closing credits. Zoom out: Watching the closing
credits of ‘Vulcan Master’ in a board room, an assemblage of executives
resolves to reject the preposterous ‘Vulcan Master’ and just go with
The
Propaganda Game®.
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