USS Darwin-A SIM Handbook: Difference between revisions

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{{Heading|How to sim|#339933}}
{{Heading|How to sim: Simming Basics and Tips|#339933}}


When you came through the academy, you were given a good comprehensive course on the mechanics of simming and you honestly don't need more than that to put a sim in the right format. As you sim with us you'll continuously learn how to improve the content that sites between the symbols. The [[USS Darwin-A|Darwin]] SIM format corresponds closely with that used in the academy and detailed in [http://www.starbase118.net/cadets/training-area/where-do-i-go-from-here/ Tutorial #1].
When you came through the academy, you were given a good comprehensive course on the mechanics of simming and you honestly don't need more than that to put a sim in the right format. As you sim with us you'll continuously learn how to improve the content that sites between the symbols. The [[USS Darwin-A|Darwin]] SIM format corresponds closely with that used in the academy and detailed in [http://www.starbase118.net/cadets/training-area/where-do-i-go-from-here/ Tutorial #1].
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{{Heading|What to sim|#339933}}
{{Heading|What to sim: Finding and making the most of opportunities|#339933}}


'''Your character!''' We want to see your character in action and learn about them. True, our sim has much action and adventure, but like the T.V. series and books, what really drives it along is the unique and complex characters that crew the ship. '''We want to see yours!'''
'''Your character!''' We want to see your character in action and learn about them. True, our sim has much action and adventure, but like the T.V. series and books, what really drives it along is the unique and complex characters that crew the ship. '''We want to see yours!'''
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|style="margin:0; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;" colspan="3"|Theme & Rating
|style="margin:0; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;" colspan="3"|Theme & Rating
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<div style="background: LightYellow; border: 1px solid black; margin: 1em auto; padding: 0 10px; width: 200px; float: right; text-align: left;">'''Tip:''' The MPAA defines PG-13 as "Some material may be not be appropriate for children under 13". More information [http://en.wikipedia.org/wiki/Motion_Picture_Association_of_America_film_rating_system#Rating_process here].</div>
<div style="background:#bce8b6; border: 1px solid black; margin: 1em auto; padding: 0 10px; width: 200px; float: right; text-align: left;">'''Tip:''' The Motion Picture Association of America (MPAA) defines PG-13 as "Some material may be not be appropriate for children under 13". More information [http://en.wikipedia.org/wiki/Motion_Picture_Association_of_America_film_rating_system#Rating_process here].</div>
 
The Darwin prides itself on realistic themes, free form nature and character driven plots. On the Darwin we believe that Star Trek is about the characters, first and foremost. While we do have missions, plots and external forces at play here, our primary focus is on our characters and displaying strong character development.
 
 
We tend to be a little more "European" in what constitutes a PG-13 rating, which means that we tend to prefer a euphemism ("Frak!") over a censored word ("$@#%!"), there can be romances between characters and we explore these through tastefully written sims and Joint Posts. We also take a relaxed, 24th century view on the personal choices and freedoms of the crew aboard. We tend to avoid scenes with strong violence or gratuitous bloodshed if at all possible- especially acts committed by Starfleet personnel in good standing. While an occasional sim may contain violence, it is unbecoming for officers in good standing to wound or take lives unnecessarily, gratuitously or with relish. The Darwin fires its phasers only when its absolutely necessary. It is also important to steer clear of any explicit sexual content or conversation.
 
 
Ultimately, it is the simmer's responsibility to ensure that their sims are tasteful. Repeated violations of the PG-13 guidelines may result in a warning or disciplinary action. A good rule of thumb is treat the subject the way our favourite show does.
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<big>'''Need Help Getting in to the Story?'''</big>
 
Once in a while you might find yourself wondering how to get involved in the plot, be it because you've just been particularly busy in real life, of are coming back from having taken a break to take care of real life - whatever the reason fear not - help is at hand and there are a few ways to jump right back in. Often the easiest thing to do is send an email directly to a member of the command staff to find out what your options are IC. Alternatively, if there is a superior officer in your department you could tag then and ask IC about what needs to be done. Another option is to introduce a plot twist of your own - maybe your character spots something on long-range sensors, or there's a fight in the ship lounge. (''More on that below'')


'''The command staff will always try to keep you busy but if you ever find yourself stuck, get in touch and we'll help you out!'''




The Darwin prides itself on its serious and realistic themes, its free form nature and its interesting character driven plots. On the Victory we believe that Star Trek and all good drama in general is about the characters, first and foremost. While we do have missions, plots and external forces at play here, our primary focus is on our characters and displaying strong character development.
<big>'''Plot Twists'''</big>


We also tend to be slightly more "European" in what constitutes a PG-13 rating. Generally speaking, this means that we tend to prefer a euphemism ("Frak!") over a censored word ("$@#%!"), there can be shipboard romances, and we explore these through tastefully written sims and Joint Posts. We also take a relaxed, 24th century view on the personal choices and freedoms of the crew aboard.
Creativity in simming is encouraged and the general rule of thumb for plot twists is to use your common sense. If the twist you're going to put in provides you and your fellow simmers with something interesting or exciting to do then it's likely to be a worthwhile addition to the plot. However, it would be worth contacting the CO or a member of the mission staff if you think your plot twist may have a major or serious effect on how the mission would turn out. Examples of this may include (but are not limited to):-


Accordingly, this means that we tend to avoid scenes with strong violence or gratuitous bloodshed if at all possible- especially acts committed by Starfleet personnel in good standing. While an occasional sim may contain violence, it is unbecoming for officers in good standing to wound or take lives unnecessarily, gratuitously or with relish. The Victory fires her phasers only when she has to. It is also important to steer clear of any explicit sexual content or conversation.


Ultimately, it is the simmer's responsibility to ensure that their sims are tasteful. Repeated violations of the PG-13 guidelines may result in a warning or disciplinary action. A good rule of thumb is treat the subject the way our favorite show does.
* The addition of a brand new alien race that has not yet been involved in the mission. (''Sir, Romulan Warbird decloaking!'')
* Relocation of another group of simmers other than your own.
* Destruction of an important building or ship.


Small twists, such as locked doors, system malfunctions or personal injury can be used at writer's discretion.
<big>'''Shore Leave'''</big>
Under normal circumstances, Shore Leave will take place at the end of each 6-8 week mission cycle and run for approximately 2 weeks. The length of Shore Leave may vary depending on general fleetwide circumstances and may be extended or curtailed in order to provide opportunities to take part in the fleet wide plot arc or do joint missions with another ship.
During Shore Leave, standard posting requirements still apply, but players have the opportunity to further develop their characters with a little more freedom. This is an ideal time for characters to make friends, pursue hobbies, personal projects or romantic relationships, interact with other members of the crew and for their writers to give us insights into their past or inner thoughts. The galaxy is your oyster!
<big>'''PNPCs'''</big>
On the Darwin the PCs are the most important characters. These are the main characters that each of sims and are the stars or primary cast on the Darwin, if we look at what we do as being like a series. This is one of the reasons why players should concentrate first and foremost on their PC. Player NPCs, or PNPCs as they're usually referred to, are additional characters we may choose to write for if we find we have extra time for writing after meeting the posting requirements for our PCs. It can be handy to have a PNPC to write for when your PC is waiting on tag responses, or to sim a different duty post or personality than you do with your PC. It can be very fun to try new things with PNPCs, but please remember they are the support cast and should never detract from, or steal the limelight from the PCs.
Some examples of characters you might make as a PNPC include:
* A boyfriend or girlfriend for your character or another PC on the ship.
* Your character's assistant or work partner.
* Your character's family member, such as a parent or child.
* A close friend.
There is no obligation to tie your PNPC to your PC. In fact, one of the good uses of PNPCs is that they allow you to play in any division you wish on the ship, or get involved in plots you would otherwise have to stay out of. With that in mind, you also might want to create a PNPC that:
* In a different department.
* Is a different species or gender to your main character.
* Really dislikes your main character! (''Nothing like conflict to get the stories flowing.'')
If you're intending to create a PNPC, drop the captain an email with a short bio including species and intended rank and duty post. If a department is getting flooded with too many PNPCs then you may be asked to reconsider where your PNPC will be placed. It is not the intention of the CO to deny permission for new PNPCs without due cause, but remember that your PC is the most important characters that you write for on the ship.
{| style="background:#F5FFFA; " class="toccolours" align=center width="90%"
|style="margin:0; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;" colspan="3"|Helpful Tips
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|style="background:#b6e8cf;" width="45%" |''Feel free to play your PNPC as often or infrequently as you like, but if they start to eclipse your main character you should consider making them your main character (and your old main a PNPC). You can do this at any time, just talk to the Commanding Officer. A good rule of thumb here is sim your PC more than PNPC and we should be good!'' 
|style="background:#bce8b6;" width="45%" |''We recommend no more than three to four PNPCs simply because you can end up stretched and unable to give them all the time and attention they deserve.''
|}
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{{Heading|When to sim: Posting Requirements and Etiquette|#339933}}
The [[USS Darwin-A|Darwin]]'s posting requirements are concurrent with Fleet full time requirements - '''all players are required to post 3 times per week, preferably for their main character.'''
As a rule of thumb you should aim to allow 36-48 hours for other players to answer tags before moving on. If someone in your scene answers tags in that time then by all means feel free to move forward but please be sensitive to the needs of the slower members of the group as well. We all experience busy periods in life and can be overwhelming to come back to several pages worth of tags. At the same time, its best practice to try and answer any tags left for you within 36-48 hours. If tags are continuously left even for three days unanswered it slows down the progress of the plot and makes it difficult for other players to meet their posting requirements, particularly if they don't have a PNPC to use. (Some people prefer to focus on just one character and that is absolutely fine.)
Basically, it's all about balance - this isn't a race and while everyone does have to meet the posting requirements as laid out by the fleet (simming three times a week) the Darwin is happier to be one of the slower ships in the fleet. We would rather someone use the extra time to polish their sims, flesh out those small details that make them so special and try to make them as close to perfect as possible. It's a casual observation that the more someone sims, the lower the quality and the shorter the length of the sim is. So sacrificing quality for quantity is obviously not desirable. However, someone who only sims twice a month- even if those sims are some of their best work isn't desirable either.
 
Consistently maintaining a sim count higher than the bare minimum (generally 20+ a month) and answering your tags with alacrity looks very good for your development, keeps your character involved in the plot and allows for a much more fun simming experience for the whole crew.
If things in real life get too busy and you struggle to keep up you should definitely talk to the command staff right away, there's no sense in struggling and we can talk about the options available to make things easier for you. This might include going to part time status for a temporary period of time, although you will need two sims per week to be considered a "part time" writer.


==Mentors==
==Mentors==
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From time to time, you may be contacted by your mentor, a member of the command staff, or another member of the crew on 'official business', or for a JP request. While you are under no obligation to write a JP with another member of the crew, please try to answer all OOC communication if possible to avoid ill feeling.
From time to time, you may be contacted by your mentor, a member of the command staff, or another member of the crew on 'official business', or for a JP request. While you are under no obligation to write a JP with another member of the crew, please try to answer all OOC communication if possible to avoid ill feeling.


==Plot Twists==


Creativity in SIMming is encouraged and the general rule of thumb for plot twists is to use your common sense. If the twist you're going to put in provides you and your fellow SIMmers with something interesting or exciting to do then it's likely to be a worthwhile addition to the plot. However, it would be worth contacting the CO or a member of the mission staff if you think your plot twist may have a major or serious effect on how the mission would turn out. Examples of this may include (but are not limited to):-


* The addition of a brand new alien race that has not yet been involved in the mission. (Sir, Romulan Warbird decloaking!)
* Relocation of another group of SIMmers other than your own.
* Destruction of an important building or ship.
Small twists, such as locked doors, system malfunctions or personal injury can be used at writer's discretion.
==PNPC Creation==


If you're intending to create a PNPC, drop the captain an email with a short bio including species and intended rank and duty post. If a department is getting flooded with too many PNPCs then you may be asked to reconsider where your PNPC will be placed. It is not the intention of the CO to deny permission for new PNPCs without due cause, but remember that your PC is the most important characters that you write for on the ship.


==Posting Requirements==


The [[USS Darwin-A|Darwin]]'s posting requirements are concurrent with Fleet full time requirements - all SIMmers are required to post 3 times per week, preferably for their main character.


==Promotions (Player Characters)==
==Promotions (Player Characters)==
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PNPC promotions are awarded at the same time as PC promotions by command staff only. Department heads are responsible for nominating PNPCs in their department for promotion by emailing command staff, who will discuss it amongst themselves before making a decision on whether or not to add that PNPC to the promotions list. PNPC promotions are different from PC promotions in that PNPCs should be rewarded for in character actions, rather than being promoted according to the requirements on the promotion guide on the main website. All such promotions will take place during end of mission award ceremonies.
PNPC promotions are awarded at the same time as PC promotions by command staff only. Department heads are responsible for nominating PNPCs in their department for promotion by emailing command staff, who will discuss it amongst themselves before making a decision on whether or not to add that PNPC to the promotions list. PNPC promotions are different from PC promotions in that PNPCs should be rewarded for in character actions, rather than being promoted according to the requirements on the promotion guide on the main website. All such promotions will take place during end of mission award ceremonies.


==Shore Leave==
Under normal circumstances, Shore Leave will take place at the end of each 6 week mission cycle and run for 2 weeks. The length of Shore Leave may vary depending on general fleetwide circumstances and may be extended or curtailed in order to provide opportunities to take part in the annual blockbuster or joint missions with another ship.


During Shore Leave, standard posting requirements still apply, but SIMmers have the opportunity to further develop their characters with a little more freedom. This is an ideal time for characters to make friends, pursue romantic relationships or interact with other members of the crew and for their writers to give us insights into their past or inner thoughts. The galaxy is your oyster!




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