OEB Simmer Guide/Missions and Shoreleave

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Revision as of 00:09, 8 July 2024 by Avander Promontory (talk | contribs) (Added a line about balancing flexible missions with structure.)
OEB Simmer Guide



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OEB Simmer Guide

1: Expectations
2: The Lists
3: Formatting Your Sims
  • II: OEB 101
4: The Setting
5: The Ship
6: The Crew
  • III: Operating Procedures
7: Staff
8: Missions and Shoreleave
9: Mission Proposals
  • IV: Beyond the Basics
10: Promotions
11: OOC Activities
12: Mentoring


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Missions and Shoreleave


Creativity in your sims is encouraged!

No matter the original mission proposal or initial outline, there are no pre-determined endings. Each and every one of your contributions, whether your PC is an ensign or a captain, can change the course of the mission or storyline. With that great power comes some moderate responsibility and we all work to ensure a satisfying narrative. You might say it's a balancing act between "this mission can go anywhere" and "this mission went everywhere!!"

Mission vs. Shore Leave

Generally, writing time aboard Octavia E Butler is divided into two major blocks: missions and shore leave. Missions involve one or more central objectives and generally take place aboard the ship and local stations or planets, etc. Missions are generally divided into 3 Acts, each of about 2-3 weeks in length for a total of about 2 months in mission, though this may vary!

Between each mission, the OEB crew has about 3-4 weeks of shore leave. During this time, there is no central plot and no general objective (or at most, a low-key "routine" mission that stays in the background), so it's a great time to have your character(s) mingle with others and develop relationships you otherwise couldn't during mission time.

Three Act Structure

On the Octavia E Butler, our missions generally follow a three act structure. Act I introduces the scenario, gives background for the specific mission, and establishes teams/relationships. There may be some initial inciting actions. Act II develops and complicates the plot, introduces plot twists! and raises the stakes. Act III has the action reaching a climax and then resolving (and that doesn't always mean a happy-ending!). The third acts are often shorter than the other two.

Plot Twists

When introducing twists, consider whether what you're about to add follows logically within the evolving story. If so, you should feel free to go ahead and write! The only usual exception to this is when new additions take control of another writer's character out of that writer's hands. For example, you should never injure another character without talking to the character's writer first.

It is always worth contacting the command team or your mentor, too, if you think your plot twist may have a serious and unexpected effect on the course of the mission. Examples where you should check may include:
  • The addition of a new alien race that has not yet been involved in the mission. ("Sir, Borg cube dropping out of transwarp!")
  • Relocation of group of PCs that does not include your PC.
  • Destruction of an important building or ship.

Previous Missions

You can read summaries of previous OEB missions here: OEB Mission History.


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