S5E6
· The Game

Wesley and Robin feign addiction to avoid suspicion

Wesley and Robin execute a calculated deception in a guest room, pretending to be engrossed in the mind-control game when Beverly and Worf enter. Their performance convinces the crew members that they, too, are under the game's influence, allowing them to evade immediate suspicion. Once Beverly and Worf leave, Wesley and Robin drop the act, revealing their true alertness and shared paranoia. Robin warns Wesley to stay vigilant, referencing 'Law Ninety-One'—a coded reminder to trust no one, not even Picard. Wesley acknowledges the danger and instructs Robin to access security codes in Engineering, while he begins working on a computer to investigate further. The scene underscores their fragile alliance, mutual distrust of the crew, and the escalating stakes as they operate in secrecy to counter the mind-control threat.

Plot Beats

The narrative micro-steps within this event

2

Beverly and Worf find Wesley and Robin seemingly engrossed in the game and leave, satisfied by the convincing charade. This deception allows Wesley and Robin to proceed undetected with their investigation into the game's influence.

tension to relief

Wesley and Robin drop the pretense, acknowledging the success of their deception and the necessity of their continued vigilance. Wesley declares no one can be trusted, not even Captain Picard.

relief to determination

Who Was There

Characters present in this moment

6

Paranoid yet determined; his feigned calm masks a deep sense of urgency and isolation.

Wesley feigns addiction to the Risan game with Robin, his performance convincing Beverly and Worf that he, too, is under its control. The moment they exit, he drops the act, his expression shifting from vacant pleasure to sharp focus. He moves to the desktop computer, his fingers flying across the controls as he begins investigating the ship's security systems. His dialogue with Robin reveals his growing paranoia—'We can't trust anyone now. Not even the captain.'—and his determination to uncover the truth. Wesley's actions here mark him as the Enterprise's last line of defense, operating in isolation and secrecy.

Goals in this moment
  • To deceive Beverly and Worf into believing he is under the game's control, buying time to investigate.
  • To access the ship's security systems and uncover the extent of the mind-control threat.
Active beliefs
  • The game's influence is pervasive and cannot be trusted, even among senior officers.
  • His technical skills and initiative are the only reliable tools left to counter the threat.
Character traits
Highly adaptable and resourceful under pressure Paranoid but strategically focused Willing to deceive even senior officers to achieve his goals Technically skilled and proactive in crisis situations
Follow Wesley Crusher's journey

Paranoid yet resolute; her warning to Wesley reflects her awareness of the danger but also her commitment to the fight.

Robin Lefler is mentioned indirectly as Wesley instructs her to return to Engineering and access security codes. Her earlier performance with Wesley—feigning addiction to the game—demonstrates her quick thinking and loyalty to the mission. Though physically absent during the computer investigation, her role in the deception and her coded warning to Wesley ('Law Ninety-One') highlight her as a crucial ally in his efforts. Her departure for Engineering underscores the fragmented nature of their resistance, with each operating in separate spheres of the ship.

Goals in this moment
  • To maintain her cover in Engineering and avoid arousing suspicion from Geordi La Forge.
  • To access security codes to aid Wesley's investigation into the mind-control threat.
Active beliefs
  • Trust is a liability in the current crisis, even among allies.
  • Her technical expertise is critical to uncovering the truth and restoring order.
Character traits
Quick-witted and adaptable in high-pressure situations Loyal to Wesley and the mission, despite the risks Skilled in technical tasks (e.g., accessing security codes) Paranoid but pragmatic in her approach to the crisis
Follow Geordi La …'s journey

Relieved but professionally detached; her satisfaction is tinged with unspoken concern for the crew's well-being.

Beverly Crusher enters the guest room with Worf, her medical training briefly reassuring her that Wesley and Robin's behavior aligns with the game's addictive effects. She watches them with clinical detachment, her face softening as she exchanges a glance with Worf—a silent confirmation that the 'infection' is contained. Her exit is swift, her focus already shifting to other crew members who may need her attention. Beverly's departure leaves Wesley and Robin free to drop their act, but her earlier presence underscores the ship's fractured trust, even among its most senior officers.

Goals in this moment
  • To assess and contain the mind-control outbreak by identifying affected crew members.
  • To maintain the illusion of control over the situation, even as her own judgment is compromised by the game's influence.
Active beliefs
  • The game's effects are uniform and predictable (a belief that allows Wesley and Robin to manipulate her).
  • Her medical authority grants her insight into the crew's mental states (though she is also deceived).
Character traits
Quick to accept visual evidence over deeper inquiry Prioritizes institutional trust over individual suspicion Emotionally detached in moments of crisis (a coping mechanism) Relies on her medical expertise to 'diagnose' the situation
Follow Jean-Luc Picard's journey

Satisfied but unknowingly complicit in the deception; his relief masks the deeper crisis unfolding.

Worf enters the guest room with Beverly, his Klingon instincts momentarily lulled by the sight of Wesley and Robin appearing engrossed in the game. He observes their 'addicted' behavior with a mix of satisfaction and relief, exchanging a knowing glance with Beverly before exiting. His posture is rigid but his expression softens slightly, betraying his belief that the threat has been contained. Worf's departure marks the end of his active role in this deception, though his earlier actions reflect his unwavering loyalty to Starfleet protocols—even as those protocols are being subverted by the game.

Goals in this moment
  • To confirm that Wesley and Robin are under the game's control (and thus pose no threat).
  • To maintain order and security aboard the *Enterprise* by containing the mind-control outbreak.
Active beliefs
  • The game's influence is isolated to those wearing the headsets (a belief Wesley and Robin exploit).
  • His duty to Starfleet and the chain of command overrides personal suspicion (even of junior crew).
Character traits
Observant but easily deceived in this context Relies on visual cues over deeper investigation Loyal to institutional trust (even when misplaced) Physically imposing yet emotionally restrained
Follow Worf's journey
Supporting 2

Unmentioned but inferred as focused on Engineering duties, unaware of the deception unfolding.

Robin Lefler's superior, Geordi La Forge, is mentioned indirectly as Wesley warns Robin to avoid arousing his suspicion. Geordi's absence from the scene highlights the fragmented nature of the crew's responses to the crisis, with some (like Wesley and Robin) operating in secrecy while others (like Geordi) remain unaware of the deeper threat. His potential discovery of Robin's activities adds tension to her mission, as she must balance her loyalty to Wesley with her duty to Engineering.

Goals in this moment
  • To maintain Engineering operations and crew performance (unaware of the mind-control threat).
  • To delegate tasks efficiently, including to Robin, without suspecting her true motives.
Active beliefs
  • The *Enterprise*'s systems and crew are functioning normally (a belief that makes him vulnerable to the game's influence).
  • His technical leadership is sufficient to handle any crises that arise.
Character traits
Unknowingly oblivious to the mind-control threat (as implied by Wesley's warning to Robin). A potential obstacle to Robin's investigation if he grows suspicious. Reliant on institutional trust, which may blind him to the crisis.
Follow Robin Lefler's journey

Unmentioned but inferred as either compromised by the game or operating under the assumption of control (both possibilities heighten the tension).

Jean-Luc Picard is mentioned indirectly by Wesley, who warns, 'We can't trust anyone now. Not even the captain.' Picard's absence from the scene underscores the erosion of trust aboard the Enterprise, as even its most loyal crew members now question their leader's integrity. His potential compromise by the game adds urgency to Wesley and Robin's investigation, as they operate under the assumption that no one—including Picard—can be relied upon.

Goals in this moment
  • To maintain command of the *Enterprise* (whether under the game's influence or not).
  • To restore order and contain the mind-control outbreak (though his methods may be compromised).
Active beliefs
  • His authority and judgment remain unassailable (a belief that may be misplaced if he is under the game's control).
  • The crew's loyalty to Starfleet and to him is absolute (a belief that Wesley and Robin are actively challenging).
Character traits
Unknowingly compromised (as implied by Wesley's distrust). A symbol of institutional authority, now called into question. Potentially vulnerable to the game's influence, though his absence suggests he may still be 'clean.'
Follow Beverly Crusher's journey

Objects Involved

Significant items in this scene

2
Risan Game (The Game)

The Risan mind-control game headsets are the central props of the deception, used by Wesley and Robin to feign addiction. Their presence in the scene is both a tool and a symbol: a tool for manipulating Beverly and Worf into believing they are under the game's control, and a symbol of the erosion of trust and autonomy aboard the Enterprise. The headsets are removed immediately after Beverly and Worf exit, revealing their true purpose as a means of resistance rather than submission. Their functional role here is to create a plausible charade, while their narrative role is to highlight the game's insidious influence over the crew.

Before: Worn by Wesley and Robin, positioned on their …
After: Removed and held by Wesley and Robin, now …
Before: Worn by Wesley and Robin, positioned on their heads to simulate engagement with the game.
After: Removed and held by Wesley and Robin, now serving as props for their deception rather than tools of addiction.
Wesley's Guest Room Desktop Computer

Wesley's guest room desktop computer becomes the focal point of his investigation into the ship's security systems. Its glowing screen and data streams symbolize his proactive resistance against the mind-control threat, as he works to uncover the truth while operating in secrecy. The computer's functional role is to provide access to critical systems, while its narrative role is to underscore Wesley's technical skills and his isolation as the Enterprise's last line of defense. Its presence in the scene marks a shift from deception to direct action, as Wesley transitions from feigning addiction to actively fighting back.

Before: Idle, awaiting input, located in the guest room …
After: Active, displaying data streams as Wesley begins his …
Before: Idle, awaiting input, located in the guest room where Wesley works in secrecy.
After: Active, displaying data streams as Wesley begins his investigation into the security tracking system.

Location Details

Places and their significance in this event

1
Main Engineering (Deck 36, USS Enterprise-D)

The guest room serves as a temporary sanctuary and stage for Wesley and Robin's deception. Its confined space amplifies the tension of their performance, as they must convince Beverly and Worf of their 'addiction' while remaining undetected. The room's role shifts from a place of rest to a strategic stronghold, where Wesley and Robin drop their act and begin planning their next moves. The guest room's atmosphere is one of urgency and paranoia, its walls echoing with the unspoken threat of discovery. Its functional role is to provide a private space for their deception, while its symbolic significance lies in its representation of the crew's fractured trust and the isolation of those resisting the game's influence.

Atmosphere Tension-filled with whispered conversations and the weight of secrecy; the air is thick with paranoia …
Function Sanctuary for private strategy and deception; a space where Wesley and Robin can operate undetected …
Symbolism Represents the moral and psychological isolation of those resisting the mind-control threat, as well as …
Access Restricted to Wesley and Robin during this moment, though Beverly and Worf enter briefly, unaware …
Dim lighting, casting long shadows that mirror the crew's fractured loyalties. The hum of the desktop computer, a steady reminder of Wesley's investigation. The discarded game headsets, symbols of the deception just performed.

Organizations Involved

Institutional presence and influence

1
Starfleet

Starfleet's influence is felt indirectly in this scene, as the erosion of trust among the crew reflects a broader institutional failure. The mind-control game has compromised the very foundations of Starfleet's values—loyalty, transparency, and the chain of command—leaving Wesley and Robin to operate in secrecy. Their deception of Beverly and Worf underscores the collapse of institutional trust, as even senior officers are no longer reliable. Starfleet's absence as an active force in this moment highlights its vulnerability to external threats, as well as the individual agency of crew members like Wesley and Robin, who must take matters into their own hands.

Representation Via the compromised loyalty of its crew members (Beverly and Worf) and the institutional protocols …
Power Dynamics Weakened and subverted; Starfleet's authority is undermined by the mind-control game, leaving the crew to …
Impact The scene underscores the fragility of Starfleet's institutional structures when faced with an insidious external …
Internal Dynamics Factional tensions emerge as Wesley and Robin operate in secrecy, challenging the assumptions of senior …
To maintain order and security aboard the Enterprise (a goal that is being subverted by the game's influence). To uphold the chain of command and institutional trust (though this trust is now fractured). Through institutional protocols that Beverly and Worf unknowingly follow (e.g., accepting visual evidence of addiction). Through the unspoken expectations of loyalty and obedience that Wesley and Robin are forced to challenge.

Narrative Connections

How this event relates to others in the story

What led here 2
Causal

"Realizing they are the only ones unaffected and knowing Data was a specific target, Wesley and Robin decide to feign addiction to avoid suspicion, allowing them to continue their investigation undetected. They need to come up with an Act or they may also be hurt."

Wesley discovers Data’s sabotage
S5E6 · The Game
Causal

"Realizing they are the only ones unaffected and knowing Data was a specific target, Wesley and Robin decide to feign addiction to avoid suspicion, allowing them to continue their investigation undetected. They need to come up with an Act or they may also be hurt."

Wesley and Robin uncover Data’s sabotage
S5E6 · The Game
What this causes 2
Causal

"Wesley and Robin's deception allows Etana to reveal herself, showcasing her control to the entire crew and revealing that Picard is acting under her control."

Etana commands the Enterprise crew
S5E6 · The Game
Causal

"Wesley and Robin's deception allows Etana to reveal herself, showcasing her control to the entire crew and revealing that Picard is acting under her control."

Etana deploys the crew as distribution agents
S5E6 · The Game

Key Dialogue

"ROBIN: It worked."
"WESLEY: Better keep the mock-ups with us. We can't trust anyone now. Not even the captain."
"ROBIN: I'm supposed to be on duty in engineering. I've gotta get back before Commander La Forge suspects something."
"WESLEY: When you get there, start accessing the codes for the security tracking system. There's something I want to try..."
"ROBIN: Wesley. Don't forget Law Ninety-One... Always watch your back."
"WESLEY: You too."