Astraeus Officer's Manual/Mission Proposals: Difference between revisions
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As you can see, Act 1 is the primary setup of the mission and culimnates in a change of some kind. Events should grow more intense or the stakes should grow higher at this point. Act 2 is where the bulk of player-driven plot changes are set up and where certain action pieces may occur. Once again, stakes should be raised in this act, and it's a good place for assumptions to be turned on their head, like the motivations of the freighter captain being revealed. Act 3 is the climax of the mission, where the stakes are at their highest and where events are eventually resolved. Missions can have more or fewer than 5 acts (a traditional TNG, DS9, or Voyager episode would have a teaser followed by 5 acts due to the spacing of commercial breaks) but we often find that three acts work very well for our purposes. | As you can see, Act 1 is the primary setup of the mission and culimnates in a change of some kind. Events should grow more intense or the stakes should grow higher at this point. Act 2 is where the bulk of player-driven plot changes are set up and where certain action pieces may occur. Once again, stakes should be raised in this act, and it's a good place for assumptions to be turned on their head, like the motivations of the freighter captain being revealed. Act 3 is the climax of the mission, where the stakes are at their highest and where events are eventually resolved. Missions can have more or fewer than 5 acts (a traditional TNG, DS9, or Voyager episode would have a teaser followed by 5 acts due to the spacing of commercial breaks) but we often find that three acts work very well for our purposes. | ||
:*B Plot | :*B Plot: If you have something that you really want to do that relates to your character's development, it may work best as a B plot. If you come up with a good mission proposal that involves the rest of the crew, but want to have your character shine in their own particular, by all means involve them in a B plot. This might involve your character's family or race, something in particular from their background that a limited number of other players can be involved with while the main plot is progressing, and will ideally be related to the A plot occurring in the mission in some way or another. As an example, an A plot may be your ship exploring a nebula, and the B plot may involve dealing with the discovery of a hidden colony of your character's relatives in said nebula, and what happens as a result. | ||
;Is there anything that I should avoid? | ;Is there anything that I should avoid? | ||
As mentioned above, if there has been an overabundance of a similar mission type recently, we always appreciate some diversity. Also, it's best to avoid missions that are centered around PCs or PNPCs, because if for some reason that player is unable to sim for a long period of time, it can derail the plot in a big way. | As mentioned above, if there has been an overabundance of a similar mission type recently, we always appreciate some diversity. Also, it's best to avoid missions that are centered around PCs or PNPCs, because if for some reason that player is unable to sim for a long period of time, it can derail the plot in a big way. |
Latest revision as of 19:26, 27 July 2024
Astraeus Officer's Manual |
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Mission Proposals Have an idea for the Astraeus' next mission?Anyone can submit a mission for the Astraeus to embark on, and we encourage you to do so! All of our missions have been submitted by someone on the crew, ranging from an Ensign to a Captain and all have a chance of making it onto the schedule. We know submitting a mission can be challenging, and has some daunting aspects, so we've added some frequently asked questions below.
As you can see, Act 1 is the primary setup of the mission and culimnates in a change of some kind. Events should grow more intense or the stakes should grow higher at this point. Act 2 is where the bulk of player-driven plot changes are set up and where certain action pieces may occur. Once again, stakes should be raised in this act, and it's a good place for assumptions to be turned on their head, like the motivations of the freighter captain being revealed. Act 3 is the climax of the mission, where the stakes are at their highest and where events are eventually resolved. Missions can have more or fewer than 5 acts (a traditional TNG, DS9, or Voyager episode would have a teaser followed by 5 acts due to the spacing of commercial breaks) but we often find that three acts work very well for our purposes.
As mentioned above, if there has been an overabundance of a similar mission type recently, we always appreciate some diversity. Also, it's best to avoid missions that are centered around PCs or PNPCs, because if for some reason that player is unable to sim for a long period of time, it can derail the plot in a big way. The best advice the staff can give you is, if you have an idea for a mission, go ahead and submit to your mentor, First Officer, or CO, ideally by sharing a Google Document with the considerations listed above filled out. We'd love to hear it and work with you to see where it goes! |
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