Eagle Manual/Missions

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Eagle Manual


Eagle Manual

1: Expectations
2: Sim Format
3: Below Sims
  • B: the Posting
1: Ship 101
2: The Aavaro Wilds
3: The Crew
  • C: Operating Procedures
1: Missions
2: Shoreleave
3: Submit a Mission
  • D: Advanced Topics
1: Promotions
2: Secondary Characters
3: Department Heads
4: Mentors
5: OOC Activities
6: Player Achievements

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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 will allow the Command Staff to adjust the timing of other mission elements.

Back Tags / Back Sims

Back Tags are tags for responses left for a player after they have already progressed past that point in the story. For instance, you are starting a sim and realize you would really like adding a boarding party being detected in the middle of your sim; however, the player action has already progressed past the point such an incursion would be detected and responded to. Adding the plot element, and then tagging the appropriate officers for a response would be a Back Tag. Back Tags lead to a myriad of problems: tags get lost by players not looking to 'go back', it sets up situations where players' future actions don't match previous events, they can cause players to need to write extra-long posts to include both the 'back tags' and future events.

Our goal is to keep the momentum of a plot moving forward, 'back tags' can often rob the story of momentum and progress as players must always 'go back' and rehash previous events.

In the case of the boarding party example from above, a more permissible way to complete the desired action would be to sim an indicator of 'something strange' and then later in the course of events sim the actual detection of the boarders. If you find yourself wanting to write backtags, consider it a challenge to not do it and find a way to accomplish your goal at the current point of the action.

If you decide you cannot write without a backtag, contact a member of the Command Staff for assistance.

Back Sims are sims you wish to write to fill in gaps in your writing, your character's backstory, or simply when you have been away for a bit and want to give your character some closure. Back Sims are permitted, provided you do not introduce back tags and realize that some other players, due to their own time constraints, might not respond. Plot Twists and similar mechanics should not be introduced in a back sim.

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.
Previous missions are available for reading on the Mission Archive.

REV SD 239609.28