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===Tutorial 4: Advancing the story through our character’s eyes===


===MILITARY TIME===
By now, you’re getting a feel for how we play our game: Each writer moves the story forward with their sim, ensuring that their character has a strong, identifiable voice in their post. We achieve this in two ways; keeping our sims fresh and relevant, leaving open tags for other players, and rewriting the descriptions of other players so our sim comes entirely from our character’s perspective.
Our group uses military time. It's a simple concept, but one that can take a little getting used to. Here's a quick example: 6:23am is written 0623 hours. For AM times, just add a “0” at the beginning.


Instead of the clock resetting at 1pm, it continues to count up. 1pm becomes 1300, 2pm becomes 1400, and so on. An easy way to calculate this is to take any PM time and add 12 to the number. So, 6pm would be 6+12=1800 hours.  At midnight, the clock starts over at Zero-hour: 0000 hours.  
===PICK UP WHERE YOU LEFT OFF===
At this point, the class is several posts in and you may be wondering where to begin your second sim. A great rule of thumb is to start your new sim at the same point you left your previous one. That way your character can respond to everything new that’s happened, without asking your fellow simmers to retread old ground.


===STARDATES===
A good way to achieve this is to start with a paragraph which briefly sets the scene, follow with your last dialogue section, and go from there.
The Star Trek universe uses a special dating system, due to the fact that everyone is moving around the galaxy at different times of the night and day. Our calendar is based on the Earth moving around the sun, but not everyone in Starfleet comes from Earth. So we use a system called "stardates."


On the show, stardates were usually selected arbitrarily as a series "start value" and an "end value," so they didn't really mean anything. For our purposes, though, we need a way to keep track of everything that's happening In Character. You will be glad to hear that the In Character Stardate system is very simple. The format of our stardates is as follows:
===TAGGING OTHER PLAYERS===
You’ve seen by now that we advance our story by leaving open dialogue blocks like this:


'''yyyymm.dd'''
  ((Example: Cliff Edge))
 
  Rollins: ::He pointed to the base of the cliff.:: Looks like they built a second installation down there. We’ll have to check it out.
 
  Doe/Bloggs: Response
 
  Rollins: Good thing we brought climbing gear!
 
  He threw the two cadets a cheeky wave and stepped toward the cliff edge, ready to start rappelling.
 
  Doe/Bloggs: Response


Where:
We call these open dialogue sections—e.g. Doe/Bloggs: Response—a “tag”, and we expect each player to leave around 3 tags per sim. This strikes a nice balance between sharing the story momentum evenly, and making sure no one person dominates the plot.
* yyyy = The current In Character year
* mm = The current REAL month
* dd = The current REAL date


Meaning...:
What sort of dialogue can you use when you’re leaving tags for other players? Consider throwing questions to the other members of your team, playing on their strengths and roles (ask the security officer if there are known threats in the area, ask the engineer what is that strange sound you can hear in the conduits, etc.). Your character could make an observation based on their role, adding new information to the story. Or you can introduce new action, building on the events already established in the scene (someone saw Klingon footprints earlier? Maybe they make their appearance now!).  
* The current REAL date is simply the current date. For example, if today is the 18th day of the month, the number you'd put in for "dd" would be 18. Note that the date portion is always two digits, so the 4th of the month would be 04.
* The current REAL month is a two digit number representing the real month. If it is January, the number is 01, in February is 02, and so on.
* The current In Character year is figured by adding 377 to the actual current year. So, in the year 2000, we added 377 to create a In Character year of 2377. In 2014, we added 377 to create an In Character year of 2391.


When you add all these parts together, you have a stardate. Let's try one: June 15th, 2004 would become 238106.15. And the time, if it's 6:30 p.m.: 238106.15 – 1830h.
Whatever you do, ensure your tags are open-ended to avoid trapping other players into a specific response. For example, don’t ask a question, leave a tag for other players, and then answer your own question! If you can only think of one way to answer a tag you’ve left, it’s probably too constrictive, so try rewriting it to open up the options for others.


To make it easy for you, today's stardate – {{stardate}} – can always be found on the main page of the wiki: https://wiki.starbase118.net/wiki/
===WRITE FROM YOUR CHARACTER’S PERSPECTIVE===
Sims from other writers will include descriptions of events that they can see and their character’s reaction to those events. Your sims should do the same, with all the action and events described as your character sees them.


===FORMS OF ADDRESS AND RANKS===
When you come to write a sim for your *own* character, you will need to mention the actions that everyone can see, but you need to remove all internal thoughts and observations from other characters. It doesn’t make sense, for example, for you to have a passage in your sim that describes how another cadet is feeling and why, because there’s no reason for you to pick up on that (unless you’re an empath of course, in which case you might find yourself with some idea!)!
The appropriate formal forms of address are as follows:


At all times, use of the rank and last/only name of the officer is appropriate, AS IS the rank alone. For example:
Let’s take a look at an example. Cadet Doe reads the following sim from Cadet Bloggs:


* Commander Marlet
  ((Example: Cliff Edge))
* Commander
 
  Bloggs felt his heart rise into his mouth as he stared over the edge of the cliff. He had always been afraid of heights. He watched the first officer, Commander Rollins, throw a cheeky wave at both him and Cadet Doe. He was sure that command officers were supposed to be a little more responsible.
 
  Bloggs: We have to go all the way down there? oO I’ll never make it! Oo
 
  Doe: Response
 
  Bloggs gestured for Doe to go first.
 
  Bloggs: After you? Maybe you can show me how it’s done?
 
  Doe: Response


However, keep in mind that when speaking a rank, you use it's abbreviate form. So, if you're asking Lieutenant Junior Grade Joe Bloggs to come to the bridge, you'd say: "Lieutenant Bloggs to the bridge." This works similarly with flag ranks. "FltAdml. Wolf" becomes "Admiral Wolf" when spoken. In dialog, spell out the ranks. Do not use “Lt. Bloggs” when in dialog, use “Lieutenant Bloggs.”
When Cadet Doe comes to write his reply, he should look at the sim and consider which parts are only happening in Bloggs’ inner world. It would be strange for Doe to include Bloggs’ thoughts about not making it, or his opinions about the behavior of Commander Rollins—he has no way of knowing any of that is happening. So, anything that isn’t immediately relevant to Doe needs to go, but things that he can see and hear get to stay:


When speaking to an officer of lower rank, use the rank, and last/only name, OR the last name alone, OR the rank alone, OR "mister". (Yes, you can call a female officer "mister.") For example:
  ((Example: Cliff Edge))
 
  Doe stood at the cliff edge filled with eager anticipation. If someone had told him that the exam he would be taking at the end of years of hard work at the Academy would include rappelling down a rock face then he would have asked whether or not it was by virtue of his good grades that he had earned that privilege! The first officer, Commander Rollins, threw a cheeky wave at both him and Cadet Doe as he started his descent.
 
  Bloggs: We have to go all the way down there?
 
  Doe: All the way? Buddy, you could jump to the bottom and barely even feel the impact when you landed. oO Don’t tell me this guy is going to wuss out on us! Oo
 
  Bloggs gestured for Doe to go first.
 
  Bloggs: After you? Maybe you can show me how it’s done?
 
  Doe offered his colleague a confident grin.
 
  Doe: No “maybe” about it! Watch and learn, Bloggs!


* Ensign Kyle
When you’re thinking about what narration to add, you have lots of things to consider. Our best advice: Put yourself in your character’s shoes and think about all five senses, as well as internal thoughts. Throw the doors open and let everyone see what’s going on inside your character. This is your chance to tell their story and make a mark on the sim!
* Kyle
* Ensign
* Mister Kyle
 
When speaking to a Doctor, call them by their rank, or call them "Doctor," followed by their last/only name. For example:
 
* Commander McReedy
* Doctor McReedy
* Doctor
 
StarFleet officers generally only call others by their first names while off duty, or when they're alone together and regulations aren't important. Be careful if you're speaking to an officer of higher rank, at any time!
 
===RANKS===
There are many ranks one can ascend through in our group. Here's a list of them, with their abbreviations:
 
* Ensign (Ens.)
* Lieutenant Junior Grade (Lt. JG / LtJG / LtJg.)
* Lieutenant (Lt.)
* Lieutenant Commander (Lt. Cmdr. / LtCmdr.)
* Commander (Cmdr.)
* Captain (Capt.)
* Fleet Captain (FltCapt.)
* Rear Admiral (RAdml.)
* Vice Admiral (VAdml.)
* Admiral (Adml.)
* Fleet Admiral (FltAdml.)
 
More detailed information about ranks, including Marine Corps ranks and their Starfleet equivalents, see the [[Starfleet Rank Index]].
 
===PROMOTIONS===
Once you have completed training and are posted to a ship, you are automatically promoted to the rank of Ensign. At the discretion of your commanding officer, you can rise in rank to Lieutenant Commander. To become a Commander or Captain, you must take both a written and a practical exam, which is administered by a friendly member of the community staff. You must also receive a recommendation that you are prepared for promotion.
 
All ranks above Lieutenant Commander are presented at the discretion of the Captains and Executive Councils.
 
For more information on promotion criteria, check out the [[Promotions]] area.


===SEE ALSO===
===SEE ALSO===
* Extra Credit! If you want to develop your skills further, we suggest you check out the "Writer's Workshop" blog posts on our Community News: https://www.starbase118.net/category/column/writers-workshop/
* Extra Credit! In your mission to master the art of simming, take a look at our tutorials on advanced simming in our tutorials library:
** [[Writing_Improvement_Squadron/Plot_and_Story#Taking_Cues_from_Lost|Taking Cues from ''Lost'']]
** [[Writing_Improvement_Squadron/Creating_Original_Material#Creating_a_World_Within_Your_Sim|Creating a World Within Your Sim]]
** [[Writing_Improvement_Squadron/Style_and_Mechanics#How_to_Add_Magic_to_Your_Story|How to Add Magic to Your Story]]
* You can always find this tutorial on our website: https://wiki.starbase118.net/wiki/index.php/Training_Tutorial_4
* You can always find this tutorial on our website: https://wiki.starbase118.net/wiki/index.php/Training_Tutorial_4



Latest revision as of 15:57, 7 May 2023

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Tutorial 4: Advancing the story through our character’s eyes

By now, you’re getting a feel for how we play our game: Each writer moves the story forward with their sim, ensuring that their character has a strong, identifiable voice in their post. We achieve this in two ways; keeping our sims fresh and relevant, leaving open tags for other players, and rewriting the descriptions of other players so our sim comes entirely from our character’s perspective.

PICK UP WHERE YOU LEFT OFF

At this point, the class is several posts in and you may be wondering where to begin your second sim. A great rule of thumb is to start your new sim at the same point you left your previous one. That way your character can respond to everything new that’s happened, without asking your fellow simmers to retread old ground.

A good way to achieve this is to start with a paragraph which briefly sets the scene, follow with your last dialogue section, and go from there.

TAGGING OTHER PLAYERS

You’ve seen by now that we advance our story by leaving open dialogue blocks like this:

 ((Example: Cliff Edge))
 
 Rollins: ::He pointed to the base of the cliff.:: Looks like they built a second installation down there. We’ll have to check it out.
 
 Doe/Bloggs: Response
 
 Rollins: Good thing we brought climbing gear!
 
 He threw the two cadets a cheeky wave and stepped toward the cliff edge, ready to start rappelling.
 
 Doe/Bloggs: Response

We call these open dialogue sections—e.g. Doe/Bloggs: Response—a “tag”, and we expect each player to leave around 3 tags per sim. This strikes a nice balance between sharing the story momentum evenly, and making sure no one person dominates the plot.

What sort of dialogue can you use when you’re leaving tags for other players? Consider throwing questions to the other members of your team, playing on their strengths and roles (ask the security officer if there are known threats in the area, ask the engineer what is that strange sound you can hear in the conduits, etc.). Your character could make an observation based on their role, adding new information to the story. Or you can introduce new action, building on the events already established in the scene (someone saw Klingon footprints earlier? Maybe they make their appearance now!).

Whatever you do, ensure your tags are open-ended to avoid trapping other players into a specific response. For example, don’t ask a question, leave a tag for other players, and then answer your own question! If you can only think of one way to answer a tag you’ve left, it’s probably too constrictive, so try rewriting it to open up the options for others.

WRITE FROM YOUR CHARACTER’S PERSPECTIVE

Sims from other writers will include descriptions of events that they can see and their character’s reaction to those events. Your sims should do the same, with all the action and events described as your character sees them.

When you come to write a sim for your *own* character, you will need to mention the actions that everyone can see, but you need to remove all internal thoughts and observations from other characters. It doesn’t make sense, for example, for you to have a passage in your sim that describes how another cadet is feeling and why, because there’s no reason for you to pick up on that (unless you’re an empath of course, in which case you might find yourself with some idea!)!

Let’s take a look at an example. Cadet Doe reads the following sim from Cadet Bloggs:

 ((Example: Cliff Edge))
 
 Bloggs felt his heart rise into his mouth as he stared over the edge of the cliff. He had always been afraid of heights. He watched the first officer, Commander Rollins, throw a cheeky wave at both him and Cadet Doe. He was sure that command officers were supposed to be a little more responsible.
 
 Bloggs: We have to go all the way down there? oO I’ll never make it! Oo
 
 Doe: Response
 
 Bloggs gestured for Doe to go first.
 
 Bloggs: After you? Maybe you can show me how it’s done?
 
 Doe: Response

When Cadet Doe comes to write his reply, he should look at the sim and consider which parts are only happening in Bloggs’ inner world. It would be strange for Doe to include Bloggs’ thoughts about not making it, or his opinions about the behavior of Commander Rollins—he has no way of knowing any of that is happening. So, anything that isn’t immediately relevant to Doe needs to go, but things that he can see and hear get to stay:

 ((Example: Cliff Edge))
 
 Doe stood at the cliff edge filled with eager anticipation. If someone had told him that the exam he would be taking at the end of years of hard work at the Academy would include rappelling down a rock face then he would have asked whether or not it was by virtue of his good grades that he had earned that privilege! The first officer, Commander Rollins, threw a cheeky wave at both him and Cadet Doe as he started his descent.
 
 Bloggs: We have to go all the way down there?
 
 Doe: All the way? Buddy, you could jump to the bottom and barely even feel the impact when you landed. oO Don’t tell me this guy is going to wuss out on us! Oo
 
 Bloggs gestured for Doe to go first.
 
 Bloggs: After you? Maybe you can show me how it’s done?
 
 Doe offered his colleague a confident grin.
 
 Doe: No “maybe” about it! Watch and learn, Bloggs!

When you’re thinking about what narration to add, you have lots of things to consider. Our best advice: Put yourself in your character’s shoes and think about all five senses, as well as internal thoughts. Throw the doors open and let everyone see what’s going on inside your character. This is your chance to tell their story and make a mark on the sim!

SEE ALSO


Starfleet Academy