Missions
First and foremost, we want you to feel comfortable being creative. Each contribution you make can affect the course of the game and we welcome it, no matter how much experience you have with the group. Your contributions can make a difference and move the story.
Plot Twists
When you are thinking of introducing a major plot twist simply consider if it logically follows in the course of the story. If so, feel free to write it. The major exception to this, of course, has to do with taking control of, or injuring, other characters. These things can be arranged with the other players, but be sure to do so ahead of time.
It will also never hurt to follow up with a member of the Command Staff or your mentor before
- Introducing a new species into the story,
- Destroying a ship, building, or other items important to the plot,
- Moving or otherwise affecting a large group of players.
In general, most of the above would be permissible, but advance knowledge might allow the Command Staff to adjust the timing of other mission elements.
General Tips
- The best way to improve at simming is to sim.
- Involve/Interact with others when you sim.
- Remember once an idea is simmed, it can go in many directions. It may or may not go as you planned.
- If an error is made, always try to fix it in sim. It is extremely rare for the CO to rescind a sim. Think creatively and fix issues in the sim.
- Do not sim for others. You may move a character if it is logical he or she would follow the orders a superior officer has given, but do not provide dialogue or sim for that character beyond a logical assumption that they would follow orders. You can also do joint sims by using chat software, or exchanging emails. Command decisions should always be RESPONSE
- Avoid Meta-simming; there may be times when the player knows exactly what is going on, but the character remains ignorant. Mysteries are often spoiled by Meta-simming.
- Be gentle with one and other. Everyone can have an off day, or miss something. Ultimately this is a friendly game.
- Expect consequences for IC actions. If someone phasers an innocent bystander, expect to be hauled up on charges. As a CO, I believe highly that IC actions have IC consequences. Think about the consequences of your actions before you sim.
- Commanding Officers hate surprises. If you are planning a sudden plot twist that will re-write the mission contact the Commanding Officer to clear the idea. If you plan on the death of your primary PC ALWAYS contact the command staff first.
- IC can bleed into OOC. Be careful when simming confrontations between characters. Often such sims should be proceeded by an OOC discussion that specifies what will happen, and how to resolve the confrontation.
(For Example: If your character is intolerant of non-humanoid species, be sure to email another simmer OOC and assure him or her that your problem wasn't with them, but rather was simply an IC trait you are exploring.) If you need to sim any type of difference of opinions, be it an internal hatred of anyone to fisticuffs in the mess hall, use your OOC judgment and contact the people involved, as well as your command staff. Always CC these types of OOC's to the command staff.
- Ultimately Simming is not about what you do, but how you do it.
|