Starbase 118 Ops New Officer Handbook: Difference between revisions

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* The title line should be: Your rank and character name - Title of sim (Tags: People tagged)
* The title line should be: Your rank and character name - Title of sim (Tags: People tagged)
'''EXAMPLE:''' Captain Taybrim - Good Morning Sunshine (Tags: Taelon)
'''EXAMPLE:''' Captain Taybrim - Good Morning Sunshine (Tags: Taelon)
* Most players replace "Response" with a simple "?" for tags.  We accept either, but many find that ? is just am easy shorthand
* Most players replace "Response" with a simple "?" for tags.  We accept either, but many find that ? is just an easy shorthand
   
   
All of the basic aspects of a sim, however, remain the same. This means that you still need to use proper signage, as well as a location at the beginning of the sim, and a signature at the end of the sim. For a refresher on signage, make sure to reread Tutorial #1 - Where Do I Go From Here.
All of the basic aspects of a sim, however, remain the same. This means that you still need to use proper signage, as well as a location at the beginning of the sim, and a signature at the end of the sim. For a refresher on signage, make sure to reread Tutorial #1 - Where Do I Go From Here.

Revision as of 17:49, 2 December 2020

Ops-icon.gif       "The important thing is this: To be able at any moment
to sacrifice what we are for what we could become."
- Charles Du Bos




Introduction to Starbase 118 Ops


First and foremost, welcome to Starbase 118! If you're reading this, it's likely that you've been linked to this handbook by either Captain Sal Taybrim, or your mentor, whoever that may be.

This page serves as a combined welcome and "HowTo" page for simming as part of the Starbase 118 Ops crew.

While you may have just graduated from the Academy with all required knowledge in hand, this handbook strives to reiterate that information and provide you an even more in depth look at the day to day operations of simming with the Starbase 118 Fleet. Not only will you be able to build on the skills that you first learned during your week in training, but you will be able to have a concise handbook at your fingertips for those moments when you might have a question.

This handbook is not to replace the one on one guidance that you get from both the command staff and your mentor. On the contrary, this text has been created to help supplement the information that you get from these members of the crew, enabling you to grow into your role aboard Starbase 118.

Find an error? Have a question not outlined here? Please, never hesitate to contact Captain Taybrim or your mentor at any time!


Where to Get Help


There are many reasons that people join the Starbase 118 fleet. While a love of Trek is a major one, there are some officers that join just because writing these characters is a lot of fun. As such, there are times when you might just need a little bit of extra help ironing out the tech and canon trek information that you include in your sim. Thankfully, the writers throughout the fleet have a few very trusted websites where we can seek out information and help.

If you find yourself seeking information, and you don't know where else to turn, consider searching one of the following sites to help you.

The Starbase 118 Fleet Wiki: Every character has a page as do every installation, team, taskforce, or group that is involved in the Fleet. You can find a lot of information on both Trek and the members and workings of the fleet by searching our Wiki site.

Memory Alpha: The know all and end all of all things Trek. This site is invaluable when you are looking for anything that is considered canon in the Trek universe.

The Main Starbase 118 Website: There is plenty of information to be found on the main site for the Fleet. Some of this includes fleet specific information, such as our rank and promotion guide, while other information and articles are based on Trek, Science, and what's going on 'OOC' in the realm of Trek and the franchise as a whole.

Still feel lost? Don't hesitate to contact any member of the command staff with your questions. If they don't know the answer, they can find the answer for you.


The Way Things Work on a StarBase


Going hand in hand with seeking help with simming format; one of the unique and wonderful things about a Starbase is that the stability of location lends itself to serial storytelling. This means that plot elements frequently tie together in an ongoing storyline.

Whether you are new to the game or simply confused about a story point it is never a bad thing to ask for clarification or more information about the ongoing plot either IC or OOC! We are happy to help explain things for any player and help you see how the story ties together, grows and develops - as well as how you can share in the story and help guide its future course!

Here are some things particular to Starbase life:

How to arrive at Starbase 118: Arriving at StarBase 118 is very easy! Not only is it a major hub of traffic for the sector, but we house an extension of Starfleet academy in the lower section of the base.

  • Newly graduated cadets are frequently already on the base, having completed their final exam at the StarBase 118 extension. In this case an officer will meet you on the academy green and introduce you to the base proper.
  • Newly assigned officers may arrive on any transport that docks at the base.
  • If you arrive at a time when the crew of Ops is away from the base contact your CO to arrange a way to integrate your character into the mission.

Changes from StarBase 118 Academy to 118 Ops So you've done it! You've graduated and been assigned to StarBase 118. What does that move all entail?

  • In the academy you'll be living in dorms. Once you are posted onto the StarBase you will get personal quarters up in the habitat area. Quarters on StarBase 118 tend to be more spacious and comfortable than ones on starships.
  • Unless you request otherwise, all officers are given single quarters.
  • Cadets are routinely allowed access to the Promenade, but need a pass to visit other areas of the station. As an officer you are now given full access to the Commercial Center

And of course you'll now be working in the StarBase proper, interacting with your department head and officers from other departments!

Housing on StarBase 118

  • Cadets live in dorms in the academy levels of StarBase 118 (located at the bottom of the base)
  • Junior officers (Ensign and Lieutenant JG) are required to live in the provided Starfleet habitat areas. (Officers with special circumstances can petition to live elsewhere)
  • Senior Officers (Lieutenant and up) may select upgraded Starfleet quarters or find civilian provided quarters in the commercial sector if they so choose.
  • There are also a limited number of private quarters on the station. While single quarters are common private quarters are unlisted in the registry and provide the occupant privacy. These quarters have a long waiting list.

Officers of the rank of Lieutenant and above may seek quarters in the Commercial sector. While Starfleet quarters are automatically assigned and provided, living areas in the Commercial Sector are independently owned and operated. Finding an apartment, condo or house in that section is exactly like finding an apartment, condo or house in present day society.

Officers with families, who lived on the station prior to joining Starfleet or with other special circumstances can circumvent the usual quarters regulations by petitioning the StarBase 118 Housing Authority. Requests usually take 48 hours to process.

Transportation Around StarBase 118 How do you get around a base that's miles wide?

  • Transporters are a resource hog, so transporter usage is limited outside of emergency and mission based transports.
  • Civilians get an allocation of 3 personal transports per week
  • Junior officers get an allocation of 7 personal transports per week
  • Senior officers get an allocation of 14 personal transports per week
  • Transporter allocations can be banked for up to 6 weeks total.

All that said most personnel both Starfleet and civilian on the StarBase only use transporters when necessary. Some dislike them, some find them more hassle than they are worth, most find that the station provides adequate alternative forms of transportation.

  • Turbolifts - Starbase 118 has an extensive network of both high speed and regular turbolifts. The high speed turbolifts run down the central passage of the station and provide transport from the highest levels to the lowest levels through the central core. Regular speed turbolifts provide transportation to every section and every deck.
  • Moving floors - some walkways have moving floors to speed lateral transportation along the longest passages on the starbase.
  • Escalators - some sections have escalators where turbolifts would be inefficent.


Simming Format


Basic Simming

The UFoP: Starbase 118 Academy introduces all new Ensigns to the script style format that the fleet uses to sim. Once Ensigns are assigned to their own ship, however, they might notice that there are little differences that vary from the format taught in the Academy. These differences make up the 'style' that a ship has, and each ship in the fleet is proud to have their own 'style'. This section will cover some of the variations that make up the 'style' that we use here at Starbase 118.

Once a new Ensign has simmed a few times, they will notice what these differences are on the ship they are assigned to. While some things vary quite a bit, other variations fall in line with everything you learned at the academy.

Tip: Although naval tradition requires officers on-board a ship to be referred to as "sir" regardless of gender, on StarBase 118 Ops we tend to be a little more relaxed. Female officers generally prefer to be called either by their surname, their rank, or "ma'am". As usual, this is up to the officer in question- if there's ever any doubt, err on the side of formality. You can't go wrong then.

Understandably, our style is almost identical to what you would have encountered at the academy. We use the following unique formatting changes:

  • The title line should be: Your rank and character name - Title of sim (Tags: People tagged)

EXAMPLE: Captain Taybrim - Good Morning Sunshine (Tags: Taelon)

  • Most players replace "Response" with a simple "?" for tags. We accept either, but many find that ? is just an easy shorthand

All of the basic aspects of a sim, however, remain the same. This means that you still need to use proper signage, as well as a location at the beginning of the sim, and a signature at the end of the sim. For a refresher on signage, make sure to reread Tutorial #1 - Where Do I Go From Here.

A (short) basic sim will look something like this:

To: ufop-sb118-ops@yahoo.com

Subject: Ensign James Ricky - Greeting the World (Tags: T'tala)

Message Body:

(( Ensign Ricky's Quarters, StarBase 118 Ops ))

::Ensign James Ricky woke up with a smile on his face. Today was his first day aboard StarBase 118 Ops, and he was excited.::

Ricky: Hello, world!

::Jumping out of bed, he got dressed and left his quarters, heading to the bridge. On the way, he saw another crewmember. He smiled, waving his hand.::

Ricky: Petty Officer T'tala, right? You're Captain Taybrim's assistant aren't you?

T'tala: Response.

Ricky: Great. Hey, I'm new to the ship... what can you tell me about Captain Taybrim?

T'tala: Response.

Tag! TBC...

 

Ensign James Ricky
Security Officer
StarBase 118 Ops


Advanced Simming

The Starbase crew is one that focuses on characters. When it comes to describing your character or their surroundings, remember...more is better. While a basic description tells us the simple actions that are being completed by your character, elaboration and the addition of thoughts or background via descriptive paragraphs conveys a much deeper message to the other writers in the group. Not only will we be able to see what your character is doing, but what they see, feel, smell, hear, and how they react to any such stimuli. Regardless of what kind of character you play, this adds depth that can make any character become more than just an idea on paper.

As an example, lets take Bob. Officer Bob walks into a room, and Bob's writer can choose to portray this action in one of two ways:

::Bob walked into the room.::

or

::As Bob entered the room he looked around. The aroma of honeysuckles lingered in the air, and their was a slow song playing. Taking another step, he bent over, tilting his head to peek around the corner.::

As you can see, there is a pretty big difference between the two, and not just in word count! The second version gives much more insight into what the character is thinking and feeling, as well as what the room actually looks and feels like. Just like the writers behind these characters, they have numerous senses that can be used to describe any given situation. The more ways you can think of to describe your characters senses, the better!


What to Sim

Your character! :)

Well, that's probably a little less precise than you were aiming for, so let's elaborate.

When a person is assigned to the ship, it can be pretty difficult to come up with a way to not only interject into what is occurring aboard at that given moment, but also to integrate into a crew that has already been working with each other to form a coherent bond. Tip: A good rule of thumb is: If your character doesn't have anything to do, ask someone if you can help. Worst case scenario: sim an NPC and cause a problem for yourself!

Generally speaking, there's always something interesting and fun going on on the Starbase. Sometimes this is a set mission- the ship has been assigned to a task by Starfleet Command- or it's something a lot more free form, such as a dramatic event on-board the station. In any event, your character should have something to do to contribute, even if this contribution isn't at the forefront of the action.

How, exactly, your character helps out will vary wildly based on the duty post your character is assigned to on the Starbase. This is where your creativity as a writer comes in. There are two main types of posts that you can send out; one that deals with your own character and what they are doing, and one that deals with other characters yours might be talking with. It is always a good idea to get others involved in the story, so leaving tags for other players is always looked on with a positive light.

That doesn't mean you can't write posts that are based solely around your own character! Depth and character development is important on the Starbase. Just make sure that you aren't always writing alone. Not only does this make it difficult for other players to tag you, but it also creates a situation where others might not want to involve you because they might think you are busy elsewhere.

In essence, character development is more than welcome both during missions and during shore leave. At the same time, however, make sure that you contribute to the story and move it along as well.

Tip: Money on a starbase: while Starfleet provides all the basics necessities and access to plenty of off duty comforts, your role also gives you an allowance of Federation credits. While Federation credits cannot be directly exchanged for other types of currency, there are many ways to purchase goods and then sell for gold pressed latinum or to speak with one of the finance specialists in the commercial sector to set up an account that will invest your credits and turn then into a profit which can be cashed out in a variety of currencies.

Starbase 118 prides itself on its serious and realistic themes, its free form nature and its interesting character driven plots. On the Starbase, we believe that Star Trek and all good drama in general is about the characters, first and foremost. While we do have missions, plots and external forces at play here, our primary focus is on our characters and displaying strong character development.

We do not limit character development to shore leave only. While some ships like to concentrate on the mission while it is running and only allow development posts during shore leave, the Starbase welcomes development posts at any time. This doesn't mean, however, that the plot should be abandoned. The quality of writers on board makes it easy to both develop characters and push the story forward at the same time. Themes

We also tend to be slightly more "European" in what constitutes a PG-13 rating. Generally speaking, this means that we tend to prefer a euphemism ("Frak!") over a censored word ("$@#%!"), we have a number of shipboard romances (and as of 2388, a pregnancy) and we explore these through tastefully written sims and Joint Posts. We also take a relaxed, 24th century view on the personal choices and freedoms of the crew aboard.

Tip: The MPAA defines PG-13 as "Some material may be not be appropriate for children under 13". More information here.

Accordingly, this means that we tend to avoid scenes with strong violence or gratuitous bloodshed if at all possible- especially acts committed by Starfleet personnel in good standing. While an occasional sim may contain violence, it is unbecoming for officers in good standing to wound or take lives unnecessarily, gratuitously or with relish. The Starbase fires her phasers only when she has to. Realism

This ties in with the realism of things that we enjoy on the Starbase as well. While we do explore plot lines and missions that involve Trek and other fantasy related topics, we try to make things as realistic as possible. For example, children should not be on the bridge, no character should have too many 'powers', and we all pride ourselves with being able to realistically react to events such as death, injury, and animosity.

Ultimately, it is the simmer's responsibility to ensure that their sims are tasteful. Repeated violations of the PG-13 guidelines may result in a warning or disciplinary action. If you have questions, or you simply wonder if a sim is pushing things to far, either tone it down or contact a member of the command staff. They can clear a scene for you and make sure that you are adhering to the PG-13 guidelines.

Need Help Getting into the Story?

There are many times where you might sit back and think to yourself, "How do I get involved?" Often you might find yourself asking this if you have just been assigned to the station, or if you have been gone for a few days and you are catching up to the rest of us. You may also ask this if a plot or story arc is going on with only a segment of the crew involved.

This is a question with no one right answer. Aboard the Starbase, there are a few different ways that you can jump right in. Generally the easiest thing to do is to ask the command staff OOC'ly if there's any thing you can do IC'ly to assist- they're sure to have ideas. The command staff is here to help you integrate into the crew so that you can enjoy the fun that our missions, and shore leaves, bring us. We never want you to feel left out, so if you are having trouble, never hesitate to contact a member of the command staff.

If you simply cannot get into the plot, ask another member of the crew to leave you tags. The Starbase crew contains writers who often enjoy writing for PNPC's (Personal Non-Player Characters), which means that someone, somewhere, will be able to interact with your character. All you have to do is ask!

Alternatively, you can introduce a twist of your own. Maybe your character spots something on long-range sensors. Maybe there's a fight in the ship's bar... who knows. The sky's the limit here. The command staff of the Starbase welcomes these plot twists and sidelines. It only makes the story that much more interesting for everyone aboard.

Tip: Feel free to play your PNPC as often or infrequently as you like, but if they start to eclipse your main character you should consider making them your main character (and your old main a PNPC). You can do this at any time, just ask your CO.

Finally, if you're really stuck or seeking variety, you may play a PNPC. Once you're comfortable with your main character and settled in with the crew, you can create what's known as a Player NPC or PNPC. A PNPC is like a regular NPC, but only you can write for them. In some ways they're like a second character, but they're supposed to play a supporting role. A good PNPC might be:

  • A boyfriend or girlfriend for your character.
  • Your character's assistant or work partner.
  • Your character's family member, such as a parent or child.
  • A close friend.


Tip: You can have as many PNPCs as you like, but we recommend no more than four.

However, there's no obligation to tie your character to your PNPC. In fact, one of the good uses of PNPCs is that they allow you to play in any division you wish on the ship, or get involved in plots you would otherwise have to stay out of. With that in mind, you also might want to create a PNPC that:

  • In a different department.
  • Is a different species or gender to your main character.
  • Really dislikes your main character! Nothing like conflict to get the stories flowing.

Regardless of what you choose, make sure that you maintain the weekly post rate of at least 3 posts per week with your main character. You are, of course, not limited to this amount of posts, and you may post as much as you wish with any of your characters, but to properly consider a PNPC what it is, they should play a supporting role rather than one that would shut your main character out. If you find that you have more fun playing a PNPC, and that your post count reflects this, you may consider switching your main character for the PNPC. Then, your main would become another PNPC, while the PNPC in question would become your main.

Switching characters is allowed, but on a case by case basis. These changes have to be approved by the command staff of the Starbase, so contact a member of the staff to discuss the change that you are thinking of. Keep in mind, however, that switching characters is not something to do every month. If a switch is approved, another will not be immediately approved. So think about these changes deeply before you decide to jump.


Starbase 118 Fleet Requirements


Generally speaking, SB118 requires at least ten sims a month to be considered a "part time" writer- any less than that (without reason) may be treated as an LOA. A "full time" writer generally sims three times a week (twelve a month) and some sim every day or every other day. Some sim more often than that... but that's far from required and, as discussed below, is sometimes undesirable.

It's a casual observation that the more someone sims, the lower the quality and the shorter the length of the sim is. So sacrificing quality for quantity is obviously not desirable. However, someone who only sims twice a month- even if those sims are the bees knees- isn't desirable either.

So each writer must find a balance, must find what works for them. But no matter what you decide is best for you, membership in our group requires at least ten sims a month to be considered active, and twelve sims per month to be considered a full time writer. While there are some characters who sim less than this, it is often difficult to really integrate said characters into a full out plot.

Generally speaking, these sims should be evenly spaced out (every few days), rather than a large burst of activity at the end of the month. Since our plots and story lines run throughout the month, it will be difficult to contribute appropriately if you are only simming one week out of the entire month. However, if you feel that you have been away too long (perhaps you went on a week vacation or the like) then you can always ask a member of the command staff for help getting back into the story so that you can meet the posting requirements.

Consistently maintaining a sim count higher than the bare minimum (generally 20+ a month) and answering your tags with alacrity looks very good for your development, keeps your character involved in the plot and allows for a much more fun simming experience for the whole crew.


Fleet Leadership



While each ship is considered an individual ship within the fleet, there are jobs and tasks that are required to make the fleet, as a whole, run. As you move up the ranks on your ship, you will be presented with lots of opportunities to help out on a fleet-wide basis and not just on your ship. While simming a character in the future world of Trek is a blast, there is plenty of behind the scenes activity that must happen in order to keep the fleet going. Fleet rank requirements state that helping out is required if you want to advance beyond a certain point and become a leader within the fleet.

Additionally, in order to advance in rank beyond Lieutenant you should be showing that you are, in some capacity, involved in the OOC working of the ship and the fleet. This is generally something small and, in most circumstances, doesn't take up much more time than an hour a week. Something like becoming a wiki editor, a forum moderator, writing something for the Fleet News or in some way contributing to the ship and the fleet as a whole. Even Ensigns can contribute, so don't be shy- ask away.

There are many ways to help out, but you should be meeting a 3 sim a week average before taking on additional duties. In this instance, we say fun before work! Remember, the ship is here for you to have fun, it should never feel like a job!


Common Simming Problems



Not every voyage is smooth sailing, and while simming there are many issues that you might encounter. Some of them are general, while others are very specific in nature. In any event, they should all be treated with caution. Remember, we are all here to have fun, but we are also all human. Sometimes it is personalities that clash, while other times it is the actions of a character or group of characters. The Academy goes over some of these issues, especially when building a bio for your character. Here is a more in depth look at the problems that you may face along the way. Telepaths



Telepathy and Special Senses

Telepathy is a very powerful sense, most commonly found in Vulcans and Betazoids (and others). As such, caution should be advised when simming telepathy.

Tip: An intriguing way of interpreting telepathy might be describing a "reading" as one would describe a visual image. If someone is angry, perhaps dark, shadowy flames are surrounding their body- or if someone is joyful, their hair might glow a light gold. Just be sure to point out that these "visions" are separate from visual stimulus to prevent confusion from other writers!

The best way to sim telepathy is as just another passive sense. In addition to reading someone's body language, you could also sense basic emotions from them; distress, joy, sadness, pain and anger are examples of 'passive' sensing. You might be able to sense a Romulan assassin creeping up behind you, for instance, or that the Klingon warrior standing before you is just a hologram. The range of passive sensing would be, generally speaking, line of sight. This makes it a balanced, well reasoned sense.

Telepaths such as Betazoids can "talk" privately to those who can hear them. While useful, speaking telepathically to someone while others are in the room is considered very rude- it's the equivalent of pulling out your cell phone to send someone an SMS while they're standing right there, so others can't see what you're saying.

It should be noted that forcefully entering the mind of someone who does not consent to such an action (to read their memories, to alter their thought patterns or to damage their psyche) is a very serious criminal action and can be humiliating for the victim. Starfleet officers and civilians alike are expected to refrain from these actions, except where faced with no other choice. While there are situations where this is appropriate, such as when simming a 'bad guy', it is important to ask if you have any reservations about it at all. In this case, it is better to ask permission than forgiveness later.

Of course, nothing comes for free. Telepathy presents its own set of problems and issues; sometimes two people just don't get along, but will act nice to each other to preserve their feelings. How would you feel if you could tell the person you were talking to really didn't like you? Some people distrust telepaths. How will your character deal with this prejudice?

When the ship's in distress, perhaps your character is overwhelmed by the rush of fear and panic into their minds. How do they deal with that? Almost any "power" can be turned into a weakness with enough creative work, and weaknesses make our characters that much more realistic. It is as if they are real people and we are watching them grow. Thus, exploring the downside to any 'powers' your character has is often applauded.

The only hard and fast rule we have is that no character can have telekinetic powers. That is to say, no character may move physical objects with their mind. Years of experience in the simming world have taught us that such a powerful gift solves too many problems too easily, and makes a character far too powerful. This rule is fleet-wide, but we feel it necessary to reiterate it.

The same goes for other powers that are deemed to provide too much power to a single player. Most of these issues are ironed out while you are still in the Academy, but some main remain. Your mentor and the command staff will work with you on making your character more realistic and less powerful, but don't think that it will make your writing any less interesting! Remember, we pride ourselves on realism here, so keep this in mind when creating PNPCs and simming your main character.


Omniscience

While we, the writers, can read any sim in the fleet (and know what's going on all over the ship) your characters do not. Part of realistically playing a character is making sure that the character only reacts to what they know. There's nothing wrong with picking up hints or clues about what's going on all over the ship, but even powerful telepaths should be mindful to keep some surprise in store for their characters.

It can be frustrating to spend time and sims building up to an event, be it a major component of the plot or just some story arc you are following, and end up having to salvage it from ruins when another player 'claims' they knew what was happening. As such, be aware of how much knowledge you have when you are writing a sim and make sure that you keep your character 'in the dark'.


Polishing your Sims


One of the most important steps in building a great sim involves taking what you have written and polishing it up so that it not only reads well, but looks nice as well. The Starbase 118 Fleet adheres to certain guidelines when formatting sims so that they are similar fleet-wide. Some of these guidelines include the location of action at the top of your sim, the signage throughout the sim, and a signature at the end of a sim. It is important to remember these guidelines so that everyone involved will be able to read, and respond, to your contribution.

Tip: The 'To' E-mail address box should be the last thing you fill out before sending your sim (after proof-reading it). This way, you'll never accidentally send out a sim before you're ready!

When writing sims, one should be mindful of the readability of your work. Generally speaking, a properly formatted post will be clean and easy to read, with a correct use of punctuation and grammar. Occasional typos are fine, but frequently making mistakes a spell-checker would pick up can be annoying. Many members of the fleet are from different international countries where English may not be the national language. As such, we don't expect perfect grammar or spelling, but if you want to advance and take up a leadership role within the fleet, use of spell check and proofreading your sims is required.

Generally speaking, it's a good idea to always:

  • Use a spell-checker. This is the easiest and most effective way to dramatically improve the quality of your sims.
  • Read your sims before posting them. If YOU wouldn't read your own work, who will?
  • Use whitespace to make your posts more readable.
  • Splash in actions, thoughts and the like. A good rule of thumb is, one good descriptive for every two lines of dialog for your character. It is not required, but if you use this exercise, you can increase the quality of a sim instantly. Dialog is good, but internal feelings and thoughts are better.

One should also be aware of runaway dialog. Unless your character is giving a big speech, you should keep your spoken lines fairly short, giving other players plenty of time to contribute. Remember, this is a collaborative game and it will be no fun for one person to do all the talking or acting. Be mindful of this; it makes simming so much more fun for you and those around you.


Mission Specific Non-Playing Characters


A Mission Specific Player Non-Playing Character, or MSPNPC, is an NPC assigned to a specific player for the duration of a mission. They are usually antagonists, and are played just like any other character, except they are generally only played for the mission they were created in. Occasionally, some MSNPCs are seen again in future missions or sims. Tip: If you're assigned a MSPNPC, don't tell anyone- and try to mix up your writing style and format a little to keep people guessing! The mystery is half the fun!

MSNPCs are assigned by the command staff of the Starbase. Generally an email is sent out near the end of a shore leave period and anyone who wishes may apply to be one of the characters. Most of the time, applicants are not told what, or who, they are playing until the details are ironed out and the mission is about to begin.

When thinking about simming a MSNPC, it is important that you consider your availability. Regardless of how many PNPCs or MSPNPCs you are simming, you will be expected to maintain your sim rate throughout the mission in addition to these extra characters. If you think that spending the extra time for another character might mean that you sim your main character less, then it may be a good idea to wait till next time.

Once assigned, you will be sent an introduction email explaining your character for the mission and any limitations that may be placed on said character. You will be expected to sim this character as needed throughout the course of the mission, even though that may not be as much as is considered 'full time' for purposes of the fleet. You are, however, required to sim it enough to push the plot forward so that it does not stall because of tags or events that are in the hands of the MSPNPC and its writer.


Anonymous Email Accounts

At the beginning of a mission, the CO takes volunteers for people to play these roles, and assigns them each to an anonymous e-mail account that has been set up especially for this task. During the mission, no one knows who is playing which MSPNPC, including the other MSPNPCS. We have found that this adds to the suspension of disbelief, removes expectations from the MSPNPCs, and makes the game more enjoyable.

At the end of the mission, identities are usually revealed, and the anonymous email addresses are abandoned until they are needed again for the next mission. The anonymous email accounts should not be used for any other purpose than to send sims in from your MSPNPC. Be careful to check your email 'TO' line to make sure that you are sending the sim from the correct address so that you maintain the mystery of the character.

Some writers make a game of privately trying to guess the MSPNPC's writers just before the big reveal, so feel free to join in with that, too! Simming a MSPNPC

MSPNPCs are simmed just like any PNPC. Simming an MSPNPC is a great chance to try something new or challenging with a character, since they are designed to be temporary.

It should be noted that although MSPNPCs are usually villains, writers are reminded that ALL SB118 sims must be PG-13. Scenes of extreme cruelty or sadism, even from MSPNPCs, isn't acceptable. If you want your character to commit a serious 'kick the dog' moment, it is best to 'fade to black' or employ vague or poetic wording to do so. If you're ever in doubt that a scene might not be PG-13, it probably isn't... but the PG-13 rating is a very subjective thing. As always, if you're uncertain, ask the command staff for clearance.

Simming an MSPNPC can be a lot of fun, as long as it doesn't become added stress to an already packed schedule. It is important to keep this in mind when you apply to write as one of these characters.

Writers of anonymous characters are also asked to maintain the secrecy of their character and not reveal any information that might blatantly show off who the writer is behind the character.

Ranks and Promotions



Yeah, baby! The privileges of rank.

Every writer in the fleet has both an IC and an OOC rank. In most circumstances, these two are the same. Where writers choose, for example, to sim an enlisted crewman rather than an officer, or to have their character decline a promotion for roleplaying reasons, their OOC rank and their IC rank may differ.

Tip: Promotions on StarBase 118 Ops are not automatic and must be earned. We like to think we are stricter with our promotions than other vessels- if you are promoted by us, you are one of the best.

Only your main character will get ranks and promotions officially. You may sim an enlisted crewman of any rank, but all officers must be the same rank as your main character or lower. This means that if you are a Lieutenant, then you can not sim a PNPC that is a Lieutenant Commander.

You may, temporarily, sim an NPC of any rank up to Captain (such as the Captain of a visiting vessel)- but their presence should be appropriate and their interactions brief. This is not an opportunity to order around the Lieutenant Commanders, no matter how much fun that could hypothetically be.

To be promoted means that both your commanding officer and the rest of the fleet (you'll be surprised who reads your sims...) have judged you worthy of being recognized for your efforts. In most cases, to meet the criteria for a promotion a minimum amount of time served is required in addition to other criteria, including some things mentioned in prior sections of this handbook.

  • Ensign

All writers, even those who chose to sim an enlisted crewman, begin their careers as Ensigns. Ensigns are expected to have a basic knowledge of how to sim at SB118, should be meeting the monthly post requirements as set out by the SB118 constitution and should be eagerly contributing to their ship's duty post.Ensigns of particular talent and flair may be allocated the role of 'department head', but generally they are assigned as a subordinate to a senior officer in their field.

  • Lieutenant (Junior Grade)

Lieutenant (Junior Grade), or Lieutenant JG, is the second rank you can earn during your stay on StarBase 118 Ops. To reach the rank of Lieutenant (Junior Grade) a writer must meet all of the criteria as listed on the main Fleet site. You can find specific requirements for promotion from Ensign to Lieutenant (Junior Grade) here.Note: A Lieutenant Junior Grade is generally addressed as simply 'Lieutenant'.

  • Lieutenant

Lieutenant is the third rank you can earn during your stay at Starbase 118. To reach the rank of Lieutenant a writer should once again meet all fleet-wide requirements as outlined here.

  • Lieutenant Commander

Lieutenant Commander is the fourth and final rank you can earn without beginning to cross into the realm of command. A writer who wishes to become a senior staff member and reach the rank of Lieutenant Commander should follow the guidelines stated here.Note: A Lieutenant Commander is generally addressed as simply 'Commander'.


The Mentor System


When new writers come aboard any ship, including StarBase 118 Ops, they are given a mentor. This will generally be a staff member of rank Lieutenant or higher who guides, encourages and helps the new writer with any issues they may be facing. Starbase 118 has a few specific officers who have signed up to mentor new Ensigns as they are placed with our crew.

These officers have a history of high level simming ability and a secure grasp of how things work on StarBase 118 Ops and in the Fleet. Because our mentors have the responsibility of shaping some of the Fleet's future leaders, we do not take this job lightly. On the contrary, to be a mentor means both dedication to the rules and setup of the Starbase 118 Fleet as well as knowledge of writing and simming overall.

Tip: Volunteering to mentor a new crew member to the ship is a great way to earn a new drinking buddy! *hic*

Anyone can apply to be a mentor, but the program run on the Starbase is not for the faint of heart. Only the best of the best are accepted. Want to better your chances of approval? Make sure that you maintain a full time sim rate and contribute with sims that are of appropriate length, checked for spelling and grammar errors, and free from other formatting or content problems.

If you are interested in becoming a mentor aboard the Starbase, read over the mentor handbook and contact Commander Taybrim to apply.


Outside the Ship


Outside of simming, there are a huge number of resources for you to let out your creative energies. Involvement in any of the OOC activities is strictly optional below the rank of Lieutenant, but in order to progress up the ranks a certain level of involvement is expected.

Tip: See a sim you liked? Nominate it for the Top Sim competition!


Fleet OOC Opportunities

At the time of writing, there are a vast number of fleet-wide OOC activities you can become involved in!

  • Meeting others playing your duty post around the fleet, and learning more about how to play that post better;
  • joining the fleetwide chats held the second Sunday of each month
  • Nominating well written sims by either yourself or your crew for the accoldaes forum;
  • Writing articles for the Community News (head to the team Yahoo! Group and request membership);
  • Joining the Publicity team!
  • ... and much more!

Extra Writing Avenues

There are many players throughout the Fleet that enjoy writing more than just on their own vessel. After you reach the rank of Lieutenant, you are permitted to have one other 'main' character on another ship. This other character is known as a secondary. This is not, however, the only extra avenue of writing within the Starbase 118 fleet. On the contrary, there are many other places that encourage your creativity to flow.

The community hosts a Writing Challenge competition, which is run every two months. The winner from the last round picks the topic for the next round. This is a great chance to share your own unique style with the entire fleet. The submissions are available for all to read before they are judged, and once judged, the finalist goes on to compete for the yearly title of champion.

There are also two areas on the forums where you can write freely, outside the ship:

  • Character Cafe: where writing in any style can be posted- even if it's not Star Trek related!
  • StarBase 118 Lounge: where you can post sims set in the "UFOP: StarBase 118 Universe," but not strictly related to the vessel you sim on.


Closing Thoughts


It might seem like there are lots of different things to learn and understand, but most of this will come second nature after you are with us for just a little while. Many officers already model the behavior that is encouraged, so it is easy to pick up on the good habits of others. There is a great team of officers on the Starbase, and we all learn and grow together.

Regardless of your rank or position, or when you joined the Starbase, always remember that the command staff is there to help you. No matter what your question or comment is, or if you simply need another set of eyes or help with another issue, your Captain and First Officer will be glad to help! Simply contact them.


The Starbase 118: Operations New Officer Manual written, created, and compiled by the Starbase 118: Ops Web Dev Team

~~~~~ Radi Rais ~~~~~ Tressa ~~~~~ Kalianna Nicholotti ~~~~~ Katy Orman ~~~~~