AFTERWORD BY RICK BERMAN from the book, Star Trek: The Next Generation Technical Manual by Rick Sternbach and Mike Okuda originally published in 1991 by Pocket Books People often say to me, ÒWhat a shame you canÕt suspend disbelief, sit back, and enjoy Star Trek like the rest of us.Ó Fortunately, this couldnÕt be further from the truth. After twenty years in television, I can happily say that I am able to sit back, turn on the set and join the crew of the starship Enterprise as it goes where no one (not even its producer) has gone before. I donÕt think I am in any way unique in this respect. Most people involved in my business owe their commitment and their talents to the fact that they too can become happily lost in the illusion. Although all drama relies on illusion, few projects IÕve been involved with rely on it as heavily as Star Trek: The Next Generation. And, unlike other television programs, every element of Star TrekÕs illusion must be conceived from scratch. You donÕt go to BullockÕs to buy an outfit for a Ventaxian. You donÕt go into the scenery docks to pull out the bridge of a Cardassian warship. There are no books to tell you how to form a prosthetic to create a Ferenghi head or how to build a model for a Pakled cargo vessel. Every facet of each design must come from the imagination of the remarkably talented people who are responsible for creating this show week after week. Not surprisingly, itÕs just these kinds of unlimited possibilities that have enabled us to attract the caliber of people that we have. But more on that later. The greatest enemy of episodic television is time. On paper, it is virtually impossible to turn out feature quality work at a rate of twenty-six hours per year. But somehow we do it. An enormous degree of overlap is one of the secrets. At any given time, weÕll be working on eleven episodes simultaneously. Three in various story and script stages, one being prepped to shoot, one on the stage, two in the editing bay, another being spotted for music and sound effects, two more being prepared for opticals, and still another on the sound mixing stage. Juggling this number of episodes at one time can be both terrifying and comical. WeÕre constantly finding ourselves sitting in a production meeting or a cutting room wondering when Worf will do this or Troi will do that only to realize weÕre thinking of an episode we were dealing with earlier in the day. But this represents only one element of the constraints of time on Star Trek. The other has to do with what the audience has come to expect after twenty- five years. Television has changed a good deal from the original Star Trek series. In the seventies and eighties the audience grew up. They grew accustomed to the extraordinary level of visual effects that they saw in films like Star Wars and Indiana Jones (and yes, even the Star Trek features.) They came to expect this level of excellence. So, when it came to developing a new Star Trek series, we knew we had our work cut out for us. Foremost in that effort was to find the best possible people to bring it all to fruition; people with RoddenberryÕs vast imagination who understood the necessary of following the ÒrulesÓ. Producing a television series always entails following rules. With some kind of shows, the rules are more stringent that others. If youÕre producing L.A. Law, you have to be true to the laws of the State of California. If youÕre producing St. Elsewhere, youÕd better know something about the practice of medicine, or at least have some knowledgeable advisorsÉ preferably both. With Star Trek, weÕre in the unique and unenviable position of having two sets of rules to follow. First, we must be as diligent as possible in our depiction and description of science. Although the scope of twenty-fourth century physics can only be conjecture, weÕve got to base that conjecture on well-grounded, twentieth- century information. Our second set of rules is a bit more unique. Star Trek, as a phenomenon, has existed for twenty-five years now. Seventy- nine episodes of the original series; five motion pictures, with another on its way; and The Next Generation, with one hundred episodes and counting. During these twenty-five years, the rule and laws of Star Trek have been forged and scrutinized, perhaps more than those of any other television series in history. Whether elements like warp drive, dilithium crystals, transporter beams, phasers, or Romulan cloaking devices are feasible is not the question. TheyÕre all part of the Star Trek mythology and their nomenclature must be respected and adhered to. No one is more important in the creative adherence to these two sets of rules than Mike Okuda and Rick Sternbach. Although we often rely on honest-to-God scientists who serve as our advisors, day in and day out our best sources of accurate ÔtechnobabbleÓ are Mike and Rick. These two guys are so in tune with the style and texture of the series that they can flawlessly solve scientific ÒproblemsÓ before the writers and produceres realize theyÕve screwed up. When an alien space craft has to knock out a computer core without interfering with deflector shields, or a gaseous creature has to generate an energy field that transforms an isolinear chip into transporter override, itÕs Rick and Mike who will undoubtedly come up with a logical and believable way to do itÉ. Needless to say, when it comes to monitoring (and correcting) story points that deviate from the ÒproperÓ Star Trek path, Sternbach and Okuda will waste little time. As members of the art department, Mike and RickÕs contribution to Star Trek: The Next Generation is incalculable. Every element of design, whether it be for a facial prosthetic, a costume, a prop, or an elaborate set, almost invariably has their hand in it. (TheyÕve helped design a few hands too, now that I think of it.) Shortly after joining this show, I learned that the term Jefferies Tube referred to an architectural section of a starship that was designed by a fellow named Jefferies back in the sixties. The term Okudagram has taken on an equally generic meaning at Paramount Pictures. Whether itÕs backlit, polar motion, or computer generated, when you need an Enterprise graphic readout, you call for an Okudagram. Mike conceived of that ÒlookÓ in 1987 and has kept it alive ever since. Come to think of it, I wouldnÕt be surprised if before too long, anyone who needs an abstract idea turned into a Òdo-ableÓ drawing will start using one of my favorite expressions for itÉ get it ÒSternbached.Ó Ñ Rick Berman Executive Producer Star Trek: The Next Generation Æ