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Star Wars: Knights of the Old Republic #37
"PROPHET MOTIVE" PART 2
As with all my “production notes,” consider a “Spoiler Warning” attached. Please read the books first.
The
conclusion of this first post-“Vindication” story reset the players for
the drama — and this issue raised one of the elements we’d be exploring
in the next series of stories: the many mysteries of Jarael.
Her revelation here was, to a small degree, tipped in the Star Wars: Knights of the Old
Republic Campaign Guide.
I didn’t see any good way around it. It’s always a judgment call
whether to leave certain things hidden or not in the supplemental
material. I think my feeling was that there wouldn’t be too many months
between the release of the two stories, and perhaps I thought that
there wouldn’t be many people catching a small reference in a RPG stats
block. So much for that!
Sometimes you learn things about the continuity
as you go along
— and wonder whether a change is necessary to what you’ve
already done.
Working on an adventure for the Star Wars
Roleplaying Game
some time after writing this issue, I discovered that mynocks couldn’t
live long at all in a pressurized environment. That conflicted with the
mynock scene in the issue — which we decided to let stand. There are
places in the superstructure of the Hot Prospect that are not always
pressurized — either by purpose or by accident — and this hallway is
one. Gryph’s bet is still safe; the ship is more toxic than the air!
We got to see a lot more of Bong Dazo’s design
for the Hot Prospect
this issue. While the Hot
Prospect
may seem to echo some of the same themes of the junk-hauling Last
Resort, my idea with the mining ship was that it would look chaotic
both inside and out. The Last Resort was a mess, but in part because it
had a lived-in look inside; outside, the ship actually looked fairly
sleek. It cleaned up nice. No amount of cleaning, meanwhile, would keep
Hot Prospect
from looking like a gangly mess of derricks, chemical drums, and
wiring. I wish the people trying to map its innards luck.
Except for maybe one room: One of the sillier notes about the
design of the ship involves the command deck, the “crow’s nest” above
the ship. Now, starship bridges and cockpits can cause no end of
staging problems when it comes to blocking a scene, as they say in
theater — figuring out who’s where and what they can see. Either you’ve
got a cockpit like an airplane (as in the Milliennium Falcon),
and then it’s pretty crowded and some of the seats are faced-forward;
or you’ve got a bridge situation where it’s very open, and then, again,
everyone winds up facing the same way. I was looking for something in
between — that put outer space in the background as often as possible.


So I began doing some sketches — which later, my young son helped me
elaborate on with that perfect starship modeling tool, Legos. The
resulting design for the command deck of the Hot Prospect, then,
suits
what would be the miners’ needs — it’s not just a place for the pilot
the ship, but a crows’ nest where the characters can look about on
three sides at ongoing operations. And it’s also the mess hall and
meeting room, because there’s enough room — just enough — for a table
in the middle, so chairs can swivel to face inward or out. After trying
to describe and draw the idea, I finally just sent a pic of the Lego
model — which Bong followed! Yet another interdisciplinary moment…
TRIVIA
- With cover solicitations, there’s not always a
way to hide events
coming up from readers. Thus Zayne’s loss of his yellow lightsaber in #35 was
hinted at with this cover’s release — although as of this
issue, the story behind the new one is yet to be revealed.
- In the Dustskimmer, we wanted something like the
safari tour buses
with the big observation windows; I’m not entirely sure what there is
to see out on Metellos 3, but I assume there’s more we haven’t seen.
- The thinking with the flooring in the departure
lounge was that
there’d probably be both a suspended floor as well as a suspended
ceiling. We had suspended floor tiling in the production department at
Krause Publications to ease the running of cables.
- Note the several indications that the market is
highly regulated,
with inspectors on site (else, No-Neck would have no problem doing as
he choose with his victims).
- Rohlan’s outfit’s vulnerability to certain
electrical attacks was
first shown in #8;
whatever the restraints are doing here plays on that.
- The Raff Syndicate is first mentioned in
Slyssk’s entry in KOTOR
Handbook #1. So was No-Neck (though in Gryph’s
entry) — and it’s worth
noting that I didn’t have a definite idea for his species back then.
Once I realized that Chevin actually have necks, some explanatory line
was necessary. It works, though, and also happens to fit his
personality…
- When I was doing my search for ships of the same
name, I admit
being stunned that Hot Prospect was not taken. It was like getting the
vanity plate you want.
- What’s the Hot Prospect leaking underneath? No
idea, but
whatever it is, it appears to stay a liquid in a vacuum. Whatever it
is, it's probably toxic...
- The design of the Observatory was tricky, since
we needed to be
able to see through the dome — and yet we also needed to have a beam
across where the characters could be suspended. The circular object
suspended by three bars made sense — we might imagine the real
observation equipment went there, before being removed. Whatever those
bars are made of, they’re proof against the heat of the lens. It is a
bit of a James Bond trap — I have no idea how its function here could
be applied to solar research, but I’m sure someone can imagine one.
- Check out Slyssk’s knees in the costume scene —
at least the mynocks didn’t go to waste!
- I sure hope that broken hook hat time to cool
off, before being placed in Zayne’s bare hands!










