Dekas

Joined 2 February 2021
803 bytes removed ,  11 October 2022
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===Unofficial tips===
===Unofficial tips===
If you're reading this, hi! You've reached the Unofficial Tips portion of this page. Because even if it's not super likely to be read, on the off chance you do, these are good things to know if you don't already do them yourself! Obviously, there are a number of rules, tips, and tricks all over the wiki about how best to write, and you obviously get tips from mentors and Captains. You should definitely be following those as well. But these are things I've realized how to put into words that I never really saw put into direct words this way because I think there's a level where it's assumed you already understand these things. But as someone with neuro-divergencies and troubles remembering when things aren't directly laid out, here are some direct things that are implied but not always stated!
If you're reading this, hi! You've reached the Unofficial Tips portion of this page. Because even if it's not super likely to be read, on the off chance you do, these are good things to know if you don't already do them yourself! Obviously, there are a number of rules, tips, and tricks all over the wiki about how best to write, and you obviously get tips from mentors and Captains. You should definitely be following those as well. But these are things I've realized how to put into words that I never really saw put into direct words this way because I think there's a level where it's assumed you already understand these things. But as someone with neuro-divergencies and troubles remembering when things aren't directly laid out, here are some direct things that are implied but not always stated!
*'''Don't be afraid to use the whole ship/base as an environment! (When applicable):''' Pretty self-explanatory. There will be times when there are a lot of people in one scene, and that can lead to the oversaturation of that scene. Those moments can get a bit stressful to interact with as much as you'd like, or in the way that you'd like. Sometimes, there's not much you can do to fix that upfront. Sometimes the scene is in a spot where "splitting the party" is not necessarily attainable, or you are where it makes the most sense for you already. But in a lot of cases, there will eventually be an opening that could make sense for a party split. If it makes sense, doesn't break the game, and you have an idea, it's usually okay to just go for it. Doing that can desaturate and spice up a mission, and make you feel pretty good about your creative place on a crew. To be clear, don't go off to be alone for too long. It's good in moderation, and a useful tool sometimes, but always be sure to reconnect with others in the end. People want to play with you, too, and the point is to communicate creatively in some way, not to isolate yourself in a scene forever. Combadges and com-stations are good for reconnects when available, as is bringing someone with you outright. Some missions allow for extra creative methods based on settings. If you're not sure about something, ask your mentor or your Captain. They'll be able to tell you if something is or isn't appropriate to run with when you're really not sure.
*'''Don't be afraid to use the whole ship/base as an environment! (When applicable):''' Pretty self-explanatory. There will obviously be times when you can't use more of the environment than you have. Sometimes the place you are is the only one that makes sense in the moment. It happens. But there are times when scenes may feel over-saturated and hard to interact with in a way that isn't completely overwhelming. And if you're lucky, sometimes there is an opening to "Split the party" a little and use the environment to create creative ways to communicate that aren't just being in the same room. Usually, it's good taste to bring someone with you, but there are also times when short bursts of being alone is also a good tool. Just make sure you don't stay in your own scene for too long, we want to write with you too! And if you're unsure, just ask your mentor and/or the command staff to clarify what might or might not work. They're happy to work with you.
*'''Short time skips can be your friend:''' Of course, always be sure it's the right place for it. It's usually obvious when it's not the time. (Mission briefings, mid-conversation with the mission antagonist, super dramatic moment in motion, etc.) But if something is dragging a scene, everyone's character has had a few chances to submit input to the situation at hand, and now everything is feeling a little cyclical; unless otherwise stated, and it makes sense to time skip the scene in question, do it. It helps get into the jucier bits of a mission a little faster. Again, if you're not sure, ask your mentor or the captain.
*'''Short time skips can be your friend:''' Again there will obviously be times when a time skip won't work. It's usually obvious when it's not the time. (Mission briefings, mid-conversation with the mission antagonist, super dramatic moment in motion, etc.) But if something is dragging a scene, everyone's character has had a few chances to submit input to the situation at hand, and now everything is feeling a little cyclical; unless otherwise stated, and it makes sense to time skip the scene in question, do it. Again, if you're not sure if it's appropriate for a given scene, ask your mentor or the command staff, and they will be happy to answer.
*'''Not everyone leads from the Captain's Chair:''' This one has taken me a lot of mental reminders to process. Sometimes I even still struggle with it. But your goals here don't have to include becoming the Captain of an installation. Sometimes I worry that I'm not doing enough just because my ambitions don't currently include being the ring leader. I see people get promoted and I wonder if I should try to do that. But I'm slowly learning that there is nothing that I "should" be aiming for other than having fun and trying to tell a good story with friends. My goal is to do that and to help others have fun, but that does not need to mean I play Captain. Because not everyone leads from the Captain's chair. Remember that when you feel anxious. It's okay to lead from the sidelines and help out in other ways. Not everyone has the time, energy, or personality to want that. And you don't have to want that. Because your main goal should ALWAYS be to have a good time and help others have a good time with you. Take your time to reach the Captain's chair and really consider if that's even a chair you want to sit in. And if you find that it is, know that you don't have to do so at lightning speed. Cherish the time you have as a lower-decker.
*'''Not everyone leads from the Captain's Chair:''' This is one I'm still working on. I go through phases where I worry I'm not progressing the way that I "should". Or that I'm somehow less because it's possible that I'm not suited to a Captain's position. I'm sure there are some people who feel similarly. But try to remind yourself that the only thing you "should" be doing is having a good time with friends and crewmates and helping to build a compelling or otherwise entertaining Star Trek story with them, doing your best to keep up with it if you're able to. This group is meant for fun, and should never feel like a job. If it feels like a job, you're doing it wrong. You don't have to want to be Captain. This entire group would be much less interesting if everyone aimed for the same target. If you do find you want to be in command at some point, make sure it's something that would serve you, and appreciate the time you have as a lower-decker before that point.


===Player Characters===
===Player Characters===
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