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Avoiding Backsims, Regaining Missed Opportunities

Written by Rear Admiral Rocar Drawoh

Ever missed someone’s post and had to backsim after the plot had moved on? Alternatively, perhaps you have posted a sim that moves things on and then a fellow player posted a sim requiring responses from your character in the past even though you had moved your character on from that place or time-frame?

This is a situation we all face from time to time and generally our solution is to post a backsim, filling out the necessary gaps and asking the reader to insert it back before the current time frame. Such backsims can be over a page long, however more often than not they will be a post of just a few lines which appear at the start of our next sim with a massive leap in time to the rest of our post and little concept. Despite this common practice, there are ways to effectively avoid backsim posting.

One of the easiest and most effective methods is the ((Flashback)) which if you milk it can really help you do some character building; as it shows your character thinking about an event in the recent past or that something important was still playing on their mind some time latter. Essentially this allows you to insert the lines that have been missed within the context of your sim.

e.g.- Say a staff meeting ends and I have simmed my character back to his office, but then Commander Shartara posts a set of lines for me to reply to in the meeting. Rather than back sim, I could simply include the following lines in my next sim…

((Rocar’s Officer -Duronis II))

::Having left the conference room some moments earlier, the Ambassador sat down at his desk and picked up a PADD. As his green Ktarian eyes gazed over the information he couldn’t help but think back to something that Shartara had said to him during the meeting, Rocar’s mind going over their exchange just moments earlier::

((Flashback – Conference Room))

Shartara: Sir. . . I quite like Kate Rusby’s voice::

::Rocar chuckled a little as he’d remembered Rusby singing at his birthday. Despite his reservation he had replied…::

Rocar: Okay. . . .see if she’s free to perform at the Embassy reception on Tuesday.

((End of Flashback))

::Rocar sat in his office and shook his head in amusement at the brief exchange before the meeting had carried on and come to a close. Smiling to himself he turned his attention back to the PADD and the matter at hand.::

For added effect I would advise you to write the Flashback in the pluperfect tenses (i.e. “He HAD said” instead of “he said” or “He would have said” rather than “he would say”) as this helps convey the fact that it is an event in the past that your character is remembering.

Of course simply remembering something without reason rarely happens in RL unless we are reminded of the event, and this lends itself to the sim as it offers the writer to use a little style in artistic technique. Rather than just sticking a flashback into the middle of the sim, try and lead into it by including a trigger. For example, if you are going to flashback to an event by a lake, then describe the ripples on your characters cup of coffee catching your characters attention; if you are going to back flash to a conversation with a beautiful blond then spot a blond haired officer ahead in the corridor; or if you’re going to remember a fight with an Orion, then sim an NPC mentioning Orions to your character in everyday conversation, or pick out a key word in some dialogue that someone else simmed for you.

A flashback memory triggered something around your character is quite a stylistic way to write and helps bring a back sim into context whilst replying to the gaps you missed; you can even portray your character as giving the matter thought after the incident and thus do some good character building.

This technique can also be adapted slightly to allow for showing different side to your characters. How often in RL do you have a verbal confrontation with someone and then several hours later think of something witty you should have said? Likewise, when simming, it will occasionally happen that you write a reply to someone’s previous sim and then latter you realize that you did not maximize on the gaps in the dialogue and missed out on a chance to do some real good character development?

If this happens, then there is no need to pull your previous sim, despite your mistake. Instead, why not use thought marks and the flashback techniques to play over what happened and have your character imagine the same event with different dialogue. Perhaps start off with your character meditating or in bed ready for sleep, then have them think about what they said and imaging the alternative line that they did not say or could have said. This way you still manage to use the dialogue the way you realized you could have done, without having to pull your previous sim.

Try these two sims out, and you not only avoid the dissatisfaction of posting a few lines of disconnected back sims or having to pull sims you not happy with, you also end up writing a new sim off the back of your previous oversights. These new Sims will allow you depth and development to your character whilst using some nice writing techniques that provide you with a high quality sim and something a little bit different to usual.


Giving Briefings an Interesting Edge

Written by Rear Admiral Rocar Drawoh

Between the end of shore-leave and the start of a mission, many vessels hold staff meetings (“briefings”). Conference room meetings can be less exciting than the main mission, but they are, however, important to understanding the mission and establishing the key facts you’ll be working with and developing. It gives players a basic scenario and then each player comes away from the meeting with an idea for how to develop the mission – what direction to take it in and what twists to introduce. This chance to ask questions IC and establish as many background facts as possible should not be overlooked. You should always try and avoid not simming because the mission briefing is taking place.

A common excuse for not simming at this juncture tends to be: “I do not have a question to ask.” Sometimes both writers and characters cannot think of a questions, however, it does not mean you have to stop simming. Instead, you can describe how your character feels about not being able think of a question – nervous, embarrassed or confident that they already know everything they need to know? Moreover, everyone can be simming their character’s reactions, thoughts and feelings as to what is being said in the conference. If someone tells those at the conference table that the Klingons have killed 500 Bajorans on the planet, then you may not have a question to ask, but you can describe your character watching the CO as he speaks and allow your character to react — for example your mouth falling openly aghast in shock to show your character’s compassionate side! (Or for contrast, you could sim your character smiling and show how much your character hates Bajorans!)

In addition to this, you can also sim how your character feels about the mission ahead and the task presented. Does your character agree they should be doing it? Does your character agree with the chosen plan? Is your character apprehensive about the risk he or she will be taking? Does your character wish shore-leave could have gone on for longer? These are all things you should be simming. After all, your Captain is telling your character something they did not know, the result of which could be fatal — would your character sit there nonplussed and silent? Or would they have a reaction?

As a crew, your characters all hear the same information in a briefing but your individual reactions do not need to be identical. If your Captain tells the senior staff that three naked Klingons will be dancing on the bridge, a male Klingon Security Officer and a female Vulcan Science Officer would have different thoughts and feelings about the same situation. Your sims should express and reflect your character’s reaction even though you all hear the same piece of info from the CO.

Even if our characters have nothing to say in the conference room, that does not mean that we should fall silent and not sim. Simming our reactions to the “mission facts” offers us a brilliant chance to do some major character building. Suppose your Captain is briefing everyone on Borg activity on the planet Centura IV and your character has a phobia of the Borg. You can convey this to your fellow players and develop that aspect of your character’s personalities through describing your character’s thoughts, feelings and reaction to the briefing. (You could even do a flashback whilst your character remembers their last encounter with the Borg!) Meanwhile, a fellow player might play a character with severe hay fever and react to the same captain’s briefing by shuddering at the thought of having to beam down to the pollen filled atmosphere of Centura IV. By the end of the briefing, we would have learned a lot of background on our crew-mates and developed our characters.

Your character’s reaction in the briefing room does not just have to be related to the facts that the Captain is providing about the mission. You should convey how your character feels about their own role on the assignment. How does a security officer feel about being sent to Manaria on a science mission when he could be arresting criminals on StarBase 118’s promenade? How does an El-aurian feel about people polluting their home-world when her own people don’t have a home-world anymore? How does a command officer feel about leading an away team of scientists? Within the mission, every character has a different role and the briefing room is a great chance for you to convey your character’s feeling about their duties in the upcoming plot. Briefings are an ideal opportunity to develop aspects of your character and for each member of the crew to learn more about their crew-mates.

Sims where Captains just give out a lot of facts tend to be dry. So give him something about your character in the meeting that he can then include to add a bit of spice! If you don’t want to ask your Captain a question then sim something else, even if you just say your character falls asleep, or looks bored with what the Captain is saying or even that your character starts rubbing someone else’s foot under the table and looking seductively at them. Anything like this then gives the Captain leading the briefing a set of small details that they can include in the sim. This way, rather than just a load of mission facts, the Captain can also add little extras in between his dialogue and write a better sim.

For example:

Rocar: Team 1 will enter the compound from here and move towards the Klingons.

::Rocar paused and wondered why Lt Nicole Kidman kept looking at Ensign Hanks with a mixture of amusement and annoyance. Giving the young Ensign a suspicious look, the Ktarian Captain returned to what he was saying.::

Rocar: Meanwhile Team 2 will enter here where Lt Garfunkel will…

::Smiling a little, the CO motioned for Ensign Simons to nudge Lt Garfunkel who had his eyes shut and looked fast asleep.::

In the above example, if Lt. Garfunkel does not sim that he’s asleep and Ensign Hanks does not sim that he is rubbing Kidman’s foot then Rocar’s sim would be a mass of dialogue outlining the mission but with less variety. Always give your Captain something to work with and stop him sounding boring!

Another briefing technique is to sit back in the conference room chair as the words being spoken by your captain begin to be drowned out by your own thoughts. Dissolve into a flashback and write a sim full of dialogue as you explore your character’s past before snapping out of the daydream and returning to the meeting.

Once a mission starts, a ship’s command staff often gets an OOC question from players. There’s nothing wrong with this, but sometimes a lot of those OOC questions could have been written up IC and asked at the conference room table in the briefing! The briefing is an ideal chance to ask your OOC question IC.

For example, rather than Ensign Bloggs on Duronis II OOCing Captain Rocar next week and asking “Is it okay if we kill off one of the Klingon NPCs and which team am I on?” He could ask Rocar the following, in character, at the conference table:

Bloggs: So I’m with Commander Jagger’s team?

::The Ktarian stopped wondering if Garfunkel was actually asleep and glanced over at Bloggs.::

Rocar: Yes

Bloggs: And if we encounter resistance from the Klingons should we shoot to kill?

Rocar: Yes

Although sitting round a conference room table may not be as exciting as a mission or as shore leave, it does not mean that there is not an opportunity to write high-quality and worthwhile sims – either asking questions or describing your characters thoughts and feelings. After all your characters are Starfleet officers and care, protect and work together! They would not sit in silence without a single reaction, thought or emotion simply waiting for the mission to start so they can get some action.

Next time your ship is having a staff meeting at the start of a mission try out some of the above tips and I look forward to hearing about some really high-powered conference meetings throughout the fleet!