Science Officer Simming Guide: Difference between revisions

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== '''Introduction:''' ==
==Introduction==
The ship's science officer(s) has a very important role in creating an appropriately "Trek-like" atmosphere to a sim. But you don't need to have a PhD in physics to play one. Star Trek has *always* been more about people and their stories than about gadgets, and UFOP is no different. For convenience's sake, we can talk about three stages in any simmer's duties: pre-mission duties, in-mission duties, and outside-mission duties. I'll divide my remarks on simming a science officer accordingly.


The ship's science officer(s) has a very important role in creating an
==Pre-mission Duties==
appropriately "Trek-like" atmosphere to a sim. But you don't need to have a
This will depend a bit on the captain and on the mission, but sometimes a science officer will be asked to speak at a mission briefing about what the crew might be getting into. This might be as simple as giving the class of the planet you're orbiting around, or as complex as outlining the civilization you're about to make first contact with. It will vary. If you are asked to give a complex report, hopefully your captain has given you some notice so that you can whip up something good. But whether he does or not, mission briefings can often be moments where a science officer can really shine, where your creativity can have full play. Go wild! If you're worried about something being *too* over the top, check with your Chief Science Officer, First Officer, or Captain before sending something in. They'll let you know...
PhD in physics to play one. Star Trek has *always* been more about people and
their stories than about gadgets, and UFOP is no different. For convenience's
sake, we can talk about three stages in any simmer's duties: pre-mission
duties, in-mission duties, and outside-mission duties. I'll divide my remarks
on simming a science officer accordingly.




== '''Pre-mission Duties:''' ==
==In-mission duties==
Because regs require a science officer on every away mission, a science officer is in a very good position to see a lot of "action". But if the danger for a security officer on an away mission is to become a "red shirt" (ie, the guy who shouldn't have beamed down  ), the danger for a science officer is to become just a spouter of technobabble: "The alien artifact is 2.356 km*that* way, it seems to be composed of an unusual steel-tritanium alloy..." That sort of thing. While a good science officer knows when to use the right sort of technobabble, it's often more important to know when *not* to use technobabble. Unless you're playing a know-it-all Vulcan who you *want* people to hate (and if so, you're on your own, pal!  ), technobabble should be used sparingly. As correctly as your knowledge of Star Trek physics allows, but sparingly. In my opinion, technobabble is part of the "atmosphere" of the game. Think of it like a smoke machine being used in a high school play. Just the right amount, and you have a very interesting setting for certain sorts of scenes. Too much, and you drown out the play (and perhaps the audience too!).


This will depend a bit on the captain and on the mission, but sometimes a
That being said, what should a science officer be concentrating on then during the mission? Two things: plot twists and character development. We'll start with the second one first. Talk about your character's impressions about beaming down on this away team. What is he thinking or feeling when the transporter effect dies away and he sees the alien landscape for the first time? Does she take trying to locate the downed shuttlecraft as a personal challenge, or is it just part of her job? Does he hate having been teamed up with that Klingon officer? Has she been dying to tell that Bajoran that she cares about him, and now that they're alone she has the chance? What might the stresses of the mission itself reveal about your character? And away mission is a perfect time to have the best (or the worst!) brought out in your character.
science officer will be asked to speak at a mission briefing about what the
crew might be getting into. This might be as simple as giving the class of the planet you're orbiting around, or as complex as outlining the civilization
you're about to make first contact with. It will vary. If you are asked to
give a complex report, hopefully your captain has given you some notice so
that you can whip up something good. But whether he does or not, mission
briefings can often be moments where a science officer can really shine, where your creativity can have full play. Go wild! If you're worried about something being *too* over the top, check with your Chief Science Officer, First
Officer, or Captain before sending something in. They'll let you know...


Another important role a science officer can play in-mission is by creating interesting plot twists. The discovery of a cloaked Romulan outpost can really change the atmosphere of a sim very quickly. Or an unusual disturbance that prevents communications with the ship. There are two sorts of plot twists, those that shake up the storyline, and those that calm things down. For example, say that people on your ship seem not to be simming, with no real clear reason why. You may want to try shaking the plot up by detecting an unusual reading of some sort. Sometimes it's even best to be as vague as possible -- this allows other players to build off your idea, it gives them a chance to get simming again. Maybe you planned that strange disturbance 100 light years from the ship to be a cloaked Warbird, but your tactical officer sims it as being a new space-faring lifeform. That's great! Be flexible and everyone has more fun. Just make sure to check with your Captain before doing anything *too* drastic.


== '''In-mission duties:''' ==
The other sort of plot twists is the sort that settles things down when a mission seem to be getting out of hand. A science officer *can* be the person who makes the discovery that brings things back to a more even keel. Oh, the Gorn and the Andorians are fighting over this planet because there's a huge dilithium deposit here we didn't know about before. One caveat and one suggestion. The caveat: no player can be superman. No one person solves all of the problems. Even when you're trying to settle things down, you should still be opening up ways that other people can sim, not close them down. You need to close that leak in your shuttle, but only the Klingon security officer has the strength to do it. The suggestion is that often the first sort of plot twist can be disguised as the second. Your brilliant solution which seems to fix the problem can in fact really make things worse (and therefore more interesting for the other simmers), or it could uncover a deeper problem. The new species you've encountered has weapons aimed at the away team and you figure out a way of contacting the ship just in time so that the away team is saved. But then going over your sensor logs you see that the aliens' weapons are powered by Federation energy signatures. Suddenly things aren't as simple as they first seemed. And apparent solution leads to new problems.


Because regs require a science officer on every away mission, a science
==Outside-mission duties==
officer is in a very good position to see a lot of "action". But if the danger for a security officer on an away mission is to become a "red shirt" (ie, the
Your "duties" outside of a mission (eg, shore leave and other down-times) depend more on the personality of your character than on his or her posting to the science department. Still, you should be aware that the duty-driven science officer who would rather spend time in a lab or catching up on scientific journals than interact with his crewmates during shore leave is a clich�?©. It's much more fun to think up something else to do with your character. Shore leave is always a chance to round out our characters, to see them in a casual situation, when they are in fact most truly themselves. Maybe your character's secret passion is music -- have her try to organize an impromptu concert for the crew, especially if there are other musicians on ship. Maybe he is also a gourmet cook (or only thinks he is) -- have him cook a meal for that cute Helm officer he's been dying to meet. Science is your character's job, but is it her whole life?
guy who shouldn't have beamed down ), the danger for a science officer is
to become just a spouter of technobabble: "The alien artifact is 2.356 km*that* way, it seems to be composed of an unusual steel-tritanium alloy..."
That sort of thing. While a good science officer knows when to use the right
sort of technobabble, it's often more important to know when *not* to use
technobabble. Unless you're playing a know-it-all Vulcan who you *want* people
to hate (and if so, you're on your own, pal!  ), technobabble should be used
sparingly. As correctly as your knowledge of Star Trek physics allows, but
sparingly. In my opinion, technobabble is part of the "atmosphere" of the
game. Think of it like a smoke machine being used in a high school play. Just
the right amount, and you have a very interesting setting for certain sorts of
scenes. Too much, and you drown out the play (and perhaps the audience too!).


That being said, what should a science officer be concentrating on then during
If for some reason you *want* to play the clich�?©, the shy, or anti-social lab-bound science officer, you have the responsibility for making it clear that this anti-social behavior is *only* on the part of the character and does*not* come from the player. Make sure that your crewmates know that, in spite of what your character says or does, you as the player really *do* want to sim with them. If handled correctly (especially if you have a willing partner or two), this can even be a lot of fun, providing some much-needed comic relief after a stressful mission. For instance, you are trying to run a few lab experiments during your "free time", but your partner keeps bursting in (Kramer-like) at just the wrong moments, ruining everything. Just make sure everyone knows what is IC and what is OOC and you can go crazy.
the mission? Two things: plot twists and character development. We'll start
with the second one first. Talk about your character's impressions about
beaming down on this away team. What is he thinking or feeling when the
transporter effect dies away and he sees the alien landscape for the first
time? Does she take trying to locate the downed shuttlecraft as a personal
challenge, or is it just part of her job? Does he hate having been teamed up
with that Klingon officer? Has she been dying to tell that Bajoran that she
cares about him, and now that they're alone she has the chance? What might the
stresses of the mission itself reveal about your character? And away mission
is a perfect time to have the best (or the worst!) brought out in your
character.


Another important role a science officer can play in-mission is by creating
==For the CSO==
interesting plot twists. The discovery of a cloaked Romulan outpost can really
Everything I've said so far holds true for any science officer. When you are playing the Chief Science Officer, and *especially* when you are CSO with other player characters under you, you need to keep one more thing in mind. Usually a Captain promotes a player to the position of the department head who has shown herself to be (or at least able to become) a leader. Being a department head is a privilege not given to all, which makes it a responsibility as well. But don't let that scare you -- your primary responsibility as a department head is to try to help others have as much fun simming as you do. This holds true first and foremost for the people in your department, but a department head, while not stepping on toes, should be a leader within his ship as a whole. He should take pride in seeing all of his shipmates becoming the best simmers they can be.
change the atmosphere of a sim very quickly. Or an unusual disturbance that
prevents communications with the ship. There are two sorts of plot twists,
those that shake up the storyline, and those that calm things down. For
example, say that people on your ship seem not to be simming, with no real
clear reason why. You may want to try shaking the plot up by detecting an
unusual reading of some sort. Sometimes it's even best to be as vague as
possible -- this allows other players to build off your idea, it gives them a
chance to get simming again. Maybe you planned that strange disturbance 100
light years from the ship to be a cloaked Warbird, but your tactical officer
sims it as being a new space-faring lifeform. That's great! Be flexible and
everyone has more fun. Just make sure to check with your Captain before doing
anything *too* drastic.


The other sort of plot twists is the sort that settles things down when a
In this context, being a leader primarily means helping people sim, and sim better. Make sure to welcome the new Ensign assigned to your department (or to another department!). If he seems lost after his first mission briefing, help spell out his assignment. Give him something to do. Do a Joint Post with a newer crewmember to help her work on her simming style. Ask her for a second opinion on a particularly difficult problem. Look for ways that you can create openings for the people in your department (and the rest of your crewmates) to sim.
mission seem to be getting out of hand. A science officer *can* be the person
who makes the discovery that brings things back to a more even keel. Oh, the
Gorn and the Andorians are fighting over this planet because there's a huge
dilithium deposit here we didn't know about before. One caveat and one
suggestion. The caveat: no player can be superman. No one person solves all of
the problems. Even when you're trying to settle things down, you should still
be opening up ways that other people can sim, not close them down. You need to
close that leak in your shuttle, but only the Klingon security officer has the
strength to do it. The suggestion is that often the first sort of plot twist
can be disguised as the second. Your brilliant solution which seems to fix the
problem can in fact really make things worse (and therefore more interesting
for the other simmers), or it could uncover a deeper problem. The new species
you've encountered has weapons aimed at the away team and you figure out a way
of contacting the ship just in time so that the away team is saved. But then
going over your sensor logs you see that the aliens' weapons are powered by
Federation energy signatures. Suddenly things aren't as simple as they first
seemed. And apparent solution leads to new problems.


== '''Outside-mission duties:''' ==


Your "duties" outside of a mission (eg, shore leave and other down-times)
==Resources for the Science Officer==
depend more on the personality of your character than on his or her posting to
In my opinion, every science officer should have at least skimmed *all* of the articles in the [[Academy Library|UFOP Academy Library]] at least once. Within a mission, a science officer can come back to these pages as needed, but it helps to have some general idea of where what you're looking for might be. Another site I find helpful is the [http://www.ditl.org Daystrom Institute Technical Library]. Your Captain or other crewmates may know of other helpful sites. Remember that we are always going for atmosphere, not information overload.
the science department. Still, you should be aware that the duty-driven
science officer who would rather spend time in a lab or catching up on
scientific journals than interact with his crewmates during shore leave is a
clich�?©. It's much more fun to think up something else to do with your
character. Shore leave is always a chance to round out our characters, to see
them in a casual situation, when they are in fact most truly themselves. Maybe
your character's secret passion is music -- have her try to organize an
impromptu concert for the crew, especially if there are other musicians on
ship. Maybe he is also a gourmet cook (or only thinks he is) -- have him cook
a meal for that cute Helm officer he's been dying to meet. Science is your
character's job, but is it her whole life?


If for some reason you *want* to play the clich�?©, the shy, or anti-social
{{DutyPosts}}
lab-bound science officer, you have the responsibility for making it clear
that this anti-social behavior is *only* on the part of the character and does*not* come from the player. Make sure that your crewmates know that, in spite
of what your character says or does, you as the player really *do* want to sim
with them. If handled correctly (especially if you have a willing partner or
two), this can even be a lot of fun, providing some much-needed comic relief
after a stressful mission. For instance, you are trying to run a few lab
experiments during your "free time", but your partner keeps bursting in
(Kramer-like) at just the wrong moments, ruining everything. Just make sure
everyone knows what is IC and what is OOC and you can go crazy.


== '''For the CSO:''' ==
[[Category:Duty Posts]]
 
Everything I've said so far holds true for any science officer. When you are
playing the Chief Science Officer, and *especially* when you are CSO with
other player characters under you, you need to keep one more thing in mind.
Usually a Captain promotes a player to the position of the department head who
has shown herself to be (or at least able to become) a leader. Being a
department head is a privilege not given to all, which makes it a
responsibility as well. But don't let that scare you -- your primary
responsibility as a department head is to try to help others have as much fun
simming as you do. This holds true first and foremost for the people in your
department, but a department head, while not stepping on toes, should be a
leader within his ship as a whole. He should take pride in seeing all of his
shipmates becoming the best simmers they can be.
 
In this context, being a leader primarily means helping people sim, and sim
better. Make sure to welcome the new Ensign assigned to your department (or to
another department!). If he seems lost after his first mission briefing, help
spell out his assignment. Give him something to do. Do a Joint Post with a
newer crewmember to help her work on her simming style. Ask her for a second
opinion on a particularly difficult problem. Look for ways that you can create
openings for the people in your department (and the rest of your crewmates) to
sim.
 
 
== '''Resources for the Science Officer:''' ==
 
In my opinion, every science officer should have at least skimmed *all* of the
articles in the
[[Academy Library|UFOP Academy Library]] at least once. Within a
mission, a science officer can come back to these pages as needed, but it
helps to have some general idea of where what you're looking for might be.
Another site I find helpful is the
[http://www.ditl.org Daystrom Institute Technical Library]. Your Captain or other crewmates may know of other helpful
sites. Remember that we are always going for atmosphere, not information
overload.
 
 
{{DutyPosts}}

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