“Practice in Waking” is an interesting submission. It’s written by Richard Bach, author of Jonathan Livingston Seagull. This is not, in and of itself, altogether promising, considering Jonathan Livingston Seagull is a cornerstone of the middlebrow, populist, mystique-chic New Age movement with a plot so dull and facile it led Roger Ebert to once memorably compare it unfavourably to The Little Engine That Could. There’s a very serious line to be drawn between actual magick, narrative or otherwise, and the kind of thing championed by the Western, and mostly United States, New Age fad, which more often than not tends to be built out of the exact same imperialism, syncretism and cultural appropriation that defines the rest of the West. If Star Trek wants to take its spirituality seriously, it really ought to stay as far away from this kind of thing as possible. Clearly, “Practice in Waking” is screaming towards disaster.
And, wouldn’t you know it, this is could possibly be the best episode yet. Funny thing that.
“Practice in Waking” opens up hauntingly prescient, very strongly evoking Star Trek: The Next Generation, in particular the first season finale “The Neutral Zone”: Out in deep space, the Enterprise discovers a derelict spaceship called Project Long Chance, one of the last sublight ships built by Earth in the early 21st century. After Xon exposits that the crew must have been placed in suspended animation, Decker takes an away team, consisting of himself, Scotty and antiques buff Sulu over to the Long Chance, where they find one active unit: The casket of chief engineer Deborah MacClintock. Before they can fully relay their findings to the bridge crew, Scotty accidentally touches a panel on MacClintock’s chamber, generating a massive pulse of energy that knocks the away team out and places them in instantaneous suspended animation.
Decker, Scotty and Sulu awake in sixteenth century Scotland in the middle of a forest. Having no memory of who they are and where they came from, they scarcely have time to get their bearings before they see a woman, MacClintock, who is being chased by a royal garrison and about to be put on trial for witchcraft. As the away team fights off the guards, MacClintock reveals that she does in fact believe herself to be a witch, because she has the power to dream events and objects into reality and declares that they too must be witches as well. Meanwhile, on the Enterprise, Kirk, McCoy, Xon and Uhura work feverishly to find out what’s happened to the away team and to find a way to safely wake them, for as long as they stay in a coma, their life signs will deteriorate, to the point they have only hours to live. Curiously, this parallels with events in the “dream world”, as pursued and eventually captured by the witch hunters, MacClintock, Decker, Sulu and Scotty only have hours before they’re burnt at the stake for witchcraft.
Right away, this is once again an episode that’s both structurally very sound and ahead of its time.…
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