Workings of the Embassy
Introduction
In 2004 the Embassy was just a dream. It began life as a project on the drawingboard, or rather a set of threads on the Forums. This allowed the dream to be shared with all across the fleet and a number of UFoP players worked on its creation long before I even got involved.
By the end of 2004 the dream became a reality. With players throughout the fleet having brainstormed the Embassy's setting, we as a crew took their idea and expanded on their foundations. As we strive to build an entire planet, culture and history we record our facts and our missions here on the wiki.
But the creation is quite like no other -we're planet based, we often do diplomatic, political and science based missions rather than all out action and as such simming on the Embassy can be a little diferent too.
Whether your an experienced Embassy crewmember or a new player joining our little group, there are times when we all need to put our hands on a piece of info telling us what we can do as a player within our group.
This page tries to offer a wealth of information on how to be a player with the Embassy group. The website and the wiki offers a wealth of IC info about the Embassy setting and the Star Trek Universe, but hopefully this page can act as your first port of call when you have a question on being a player or what to do!
-Capt.Rocar Oct 2005.
Aims and Goals
As we began our adventures on Duronis II we had a number of aims and goals which we would work towards. This article details them:
Also, if anybody is interested in reading the original brainstorming behind the Duronis II Embassy creation then they are available here:
This can be quite an amusing read. You'll see what we inherited from our friends accross the fleet and perhaps be able to reflect on how our sims and the details in them compare to their original ideas. Perhaps you could even bring back a forgotten idea and get it into one of your posts to make that dream become a reality.
As we move on as a crew their are three main goals which we ought to all walk towards:
- The Embassy group will always be tolerant and understanding: Open to all races, sexualities, ages, religion and gender etc. This is both IC and OOC.
- Stay within PG13 but push the boundaries of what we explore in your sims. Theres no reason we cannot have disabled characters, homosexual characters or even extremist characters. Likewise, our writing should explore the issues that affect societies -damaging the environment, poverty, war, drug use etc etc. Anything we see in the news would likely make an aspect of Laundean society worth exploring.
- Do not be afraid to seek out new ways of simming or offer an original of looking at the Star Trek universe. Everyone can have an idea and its up to Ensigns and Lt.Jg to lead a mission on in its plot just as much as a LT.Cmdr.
Two Tiered Simming System
It is important to understand the two tiered simming system on the Duronis II even if your not always seeing it in use!
Sometimes a player's RL commitments mean that they remain excellent high quality writers but in a mission environment they can not always keep up with pace and feel bad for holding people up with replies. In the two tier system these players move to (for lack of a better expression,) Part-Time embassy based characters. These part-time players remain Embassy based whilst the other players will
be the ones sent out on the more traditional high-powered and fast
moving away missions.
Going Part-Time is not a handcuff though. Come each "shoreleave" (or point at the end of a main mission,) Part-Time players will get a chance to volunteer for the next mission and return to full-time with the crew. Or they can choose remain at the Embassy on a PT basis. For example, if a player suddenly has exams coming up in the next month or if they're off on holiday with only internet-cafe access then then they can take a step back for a few weeks.
Those Part Timer (henceforth referred to as PT) remaining at the Embassy will therefore be able to continue simming at a slower rate without holding up an actual mission. Our planet based Embassy setting allows for something exciting: contrary to what might usually be the case with beint a PT.
If you ask to be a PT then you are actually taking on an important responsibility: You will be tasked with exploring the Laundeans, their society, their hisotry -everyday life. In essence your mission is to write a sim that explores an aspect of Duronis II or Laundean society. And you write it as and when your RL time permits.
To give you an example, Lt.Cmdr Jenkins (a made up person,) has been playing with the UFoP for nearly 4 years and is a great writer who has ties to the Embassy group and other players there; she does not want to quit and won't transfer. But she has to revise for exam and work 40 hour weeks and cannot keep up with the mission pace. So she take on her PT embassy based role. What I expect from her (and other players in that situation,) is that when she writes a sim it should not just be about her pottering about the Embassy complex but it should go and explore the Duronis II setting seperate from the mission... so for example she could go shopping round a market in Lokesh or she could go witness a coven or she could meet an old man and talk about what life on Duronis II was like before the revolution!
If she wanted she could just write a short story about a fisherman at the other side of the planet...anything that helps establish what local life is like there! These writers can really do some indepth exploration of the Duronis II setting and give a real vibe to the planet -eventhough their post will not be tied to the focus of the main mission everyone else is on.
Captain Rocar keeps a number of NPC/secondary characters but only one or two are ever needed in a mission. The others are there to facilitate those undertaking this second tier PT role. At the end of the day, 4 quality sims a month from these players setting out the background of Duronis II is better than loosing these good writers alltogether because their RL prevents them from simming at the rate of the mission.
New ways of Simming
In establishing a planet based sim we have done something new. But the novelty need not end there. In addition to running our regular missions, we sometimes like to try out a new way of simming within the standard format accepted for our usual mission.
Although most are missions are traditional, so far we've done two kinds of things to make a mission a little diferent. The first was a Murder Mystery in which we suprised everyone with the death of a main character. Each member of our crew was then e-mailed (in a direct OOC) a set of three clues pointing to the culprit. Alone these clues were useless but once the crew all shared their clues by writing them into their sims then they could work together and it became a solvable murder mystery that everyone strove to solve. The other new mission we did was insert a diferent type of puzzle into a sim. The crew could only overcome the obstacle blocking their mission once a player completed the puzzle and included their solution in their sim
Details of how these missions were organised and run are printed below:
The Murder Mystery Sim
Coming Very Soon
What the crew thought?
If you did this mission please write a feedback comment here!
Puzzle Sim
Coming soonish
What the crew thought?
If you did this mission please write a feedback comment here!