Starbase 118 Ops New Officer Handbook: Difference between revisions

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* Commodore [[Sal Taybrim]] (for advanced mentoring for officers ranked Lieutenant and above)
* Commodore [[Sal Taybrim]] (for advanced mentoring for officers ranked Lieutenant and above)
* Lt. Cmdr. [[Alora DeVeau]]
* Cmdr. [[Gogigobo Fairhug]]
* Lt. [[Nestira Aristren]]
* Lt. Cmdr. [[Solaris McLaren]]
* Lt. [[Aine Sherlock]]
   
   
If you are interested in becoming a mentor aboard the Starbase, read over the mentor handbook and contact Commodore [[Sal Taybrim|Taybrim]] to apply.
If you are interested in becoming a mentor aboard the Starbase, read over the mentor handbook and contact Commodore [[Sal Taybrim|Taybrim]] to apply.
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Outside of simming, there are a number of ways 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.
Outside of simming, there are a number of ways 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.


===Fleet OOC Opportunities===
===Fleet OOC Opportunities===

Revision as of 09:50, 28 May 2024

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


Welcome to Starbase 118! If you're here, it's likely because Commodore Sal Taybrim, First Officer Lieutenant Commander Alora DeVeau, or your mentor directed you to this handbook. Consider this page your ultimate guide to simming as part of the Starbase 118 Ops crew!

Even if you've recently graduated from the Academy and have all the necessary knowledge, this handbook goes beyond that, offering a comprehensive view of the day-to-day operations of simming with the Starbase 118 Fleet, and Ops in particular. It not only reinforces the skills you learned during training but also provides a handy reference for any questions that may arise.

This handbook doesn't replace the invaluable guidance you'll receive from the command staff and your mentor. Instead, it complements their support, helping you excel in your role aboard Starbase 118.

If you spot an error or have a question not covered here, don't hesitate to reach out to a member of the Ops staff at any time!




Where To Get Help


People join Starbase 118 for various reasons, with a passion for Star Trek being a major motivator. Some players join simply because they find writing these characters incredibly enjoyable. No matter how much of a Trekkie you are, there may be occasions when you need assistance in fine-tuning the technical and canonical Trek information in your sims. Fortunately, our fleet writers have identified several reliable websites where you can seek information and guidance. If you're in need of information and don't know where to start, consider exploring the following sites for valuable assistance.


Each character, installation, team, task force, or group affiliated with the Fleet has its own dedicated page. By visiting our Wiki site, you'll discover a wealth of information about both Star Trek and the members and operations of our fleet. It's a valuable resource for delving into various aspects of the Fleet's universe.

When it comes to all things Trek, this site is the ultimate resource. It serves as the definitive guide for anything considered canon within the Trek universe. Whether you're seeking information on characters, storylines, or any other aspect, this site is invaluable in providing accurate and comprehensive details.

The Forums are a treasure trove of information, particularly when it comes to simming. One of the most fascinating sections is the duty post forums, where members actively support one another by exchanging questions and sharing ideas. It's a dynamic space where you can find valuable insights and guidance related to various duty posts.



The Way Things Work


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, your mentor will 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.

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


Basic Simming

At the Starbase 118 Academy, new Ensigns are introduced to the script style format utilized by the fleet for simming. A (short) basic sim will look something like this:

Subject: Ensign James Ricky - Greeting the World

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 Commdore Taybrim's assistant aren't you?

T'tala: Response.

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

T'tala: Response.

TAG/TBC...

 

Ensign James Ricky
Security Officer
StarBase 118 Ops
JSNGSDG4A

As you can see, the format used for the title is Your rank and character name - Title of sim. For the signature at the end of the sim, please remember to post the writer ID that has been assigned to you, otherwise the program we use for tracking purposes will have trouble assigning the sim to you!

When it comes to leaving tags for other people, we try to aim for a minimum of three, and a maximum of five tags.

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!

Polishing



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.

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.


What to Sim

When a person is assigned to Ops, things can seem a little overwhelming. But no worries!

During shore leave, when the Ops crew is taking a break, it's highly likely that Lieutenant Commander DeVeau will meet with you and provide an introduction to the Starbase. This serves as the initial scene you'll start with. Following that, it's a good idea to check in with your department head. Moreover, your mentor will ensure that you are included in scenes that gradually introduce you to the rest of the crew, fostering a smooth integration into the team.

However, if Ops is currently on a mission, the staff will ensure that you are integrated into a scene accordingly. Depending on the specific setting, you may still begin with a greeting scene, marked as Backsim. More details about Backsims will be explained later on.

Once you have been on Ops for a little while longer and integrated into the crew, there is no point of time where you do not have anyone to write with.

How, exactly, your character helps out and develops in the story will vary wildly based on the duty post your character is assigned to. A good rule of thumb is: If your character doesn't have anything to do, ask someone if you can help.

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 what our players can write and post. While some ships like to concentrate on the mission while it is running and only allow development posts during shore leave, Ops welcomes development posts at any time as long as it means that the plot is not being abandoned. The quality of writers on board makes it easy to both develop characters and push the story forward at the same time.


Different kind of sims

As you read the sims posted by the Ops crew, you'll come across various types of sims with specific identifiers. Here are some common examples:

  • JP (Joined Post): A closed scene created by two or more players, typically written collaboratively on a platform like Google Docs. Each player contributes a portion of the post.

Example: "JP - Commodore Taybrim and Lt. Cmdr DeVeau - Tribbles are cool (Pt.1)"

  • Backsim: A sim set in the past, often used when a shore leave scene hasn't concluded yet but the mission has already started. Some players may indicate the specific time below the location tag instead of using "Backsim."

Examples: "BACKSIM - Commodore Taybrim - Tribbles are cool" "((Time Index: A few days before the start of the mission))"

  • Sideplot: Some members enjoy playing a side plot alongside the main mission. These sims are often labeled with tags like "B-Plot" or "Sideplot."
  • Solo Sim: A sim written by a single player without any specific tags. It focuses on describing a part of the character's day or development. Please note that while solo sims are encouraged, they should be written in addition to interacting with the crew, rather than as a replacement.

By familiarizing yourself with these sim types, you'll better understand the various storytelling styles and structures within Ops crew's posts.


Different kind of characters

Within the Starbase 118 Ops crew, you will encounter four different types of characters:

  • PC (Player Character): Your main character, listed on the crew roster. This character holds top priority and is the focus of your role-playing experience.
  • PNPC (Personal Non-Player Character): A personal NPC created and played by a player. Some players enjoy having additional characters who may or may not have a connection to their main character. These PNPCs are played at varying frequencies and may participate in missions with the approval of the Commanding Officer.
  • MSNPC (Mission Specific Non-Player Character): NPCs created specifically for a mission, such as villains or allies. These characters are typically discarded after the mission concludes. Ownership of MSNPCs may vary depending on the attachment a player develops towards them. Playing a MSNPC needs approval of the Commanding Officer.
  • NPC (General Non-Player Character): Characters that are available for anyone to use and play as they wish, providing flexibility and opportunities for interaction within the role-playing environment.

Understanding these character types will help you navigate the diverse cast of individuals you'll encounter in the Starbase 118 Ops crew's sims.


PG-13 Regulations

We 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 do not shy away from exploring difficult topics 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.

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. 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.

Also, please note that sexual assault is one story line that will never be allowed. If you are concerned about whether or not your story is too dark or gritty, please talk to staff. Ops as a location tends to have darker stories- within reason. We can certainly help you make that determination, or even help you employ a story that you wish to tell.

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.


As always, if you're uncertain, ask Ops' staff for clearance.


A Note About 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.

Writing and roleplaying are wonderful ways to use our imagination and get away from real life. However, in Starbase 118 Ops, we expect a certain level of realism in context with the stories. For instance, if an officer is going out and taking drugs and is discovered, there can and will be in character consequences for that type of behaviour. Disrespect to higher officers can lead to demotion or even dismissal if severe enough, and serious injuries can mean an officer is put on leave temporarily to have time to heal. That is not to say that you can't have your character suffer a traumatic injury or struggle with a drug addiction, or any myriad of other difficulties, but please bear in mind that IC actions and situations will result in IC consequences.




Fleet Requirements



Please click here to see the specific posting requirements for Ops.

Each writer must find a balance between quality and quantity, and has to find what works for them. But no matter what you decide is best for you, membership in our group requires at least eight sims a month to be considered active, and twelve sims per month to be considered a full time writer.

Generally speaking, sims should be evenly spaced out (every two 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 Ops' 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.

Common 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.

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'.


Ranks & Promos



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. 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 get in touch with the Commanding Officer to discuss the best way to progress. Note: A Lieutenant Commander is generally addressed as simply 'Commander'.



Mentoring



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.

Our current mentors are:

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



Outside the Ship



Outside of simming, there are a number of ways 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.

Fleet OOC Opportunities

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

joining the fleetwide chats held the second Sunday of each month joining the Ops-exclusive voicechat held every first Sunday of the month Nominating well written sims by either yourself or your crew for the Appreciations Forum joining a taskforce

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 once a year. 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.


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 mentor, Commanding Officer and First Officer will be glad to help! Simply contact them.