Amity Officer's Manual/Missions

Amity Officer's Manual



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Amity Officer's Manual

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


Federation Diplomatic Corps
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Missions


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.

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 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 Amity missions here: Amity Mission Archive.


REV SD 239810.13