Victory Standard Rules of Operation: Difference between revisions

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Sim Form
'''Sim Form'''


The Victory's sim form is essentially the same form you were introduced to in training.  
The Victory's sim form is essentially the same form you were introduced to in training.  
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Simming Standards
'''Simming Standards'''


Frequency
''Frequency''
Full Time Simmer - 4+ times a week. (Ideally at least 12 sims a month)  
Full Time Simmer - 4+ times a week. (Ideally at least 12 sims a month)  
Part Time Simmer - 2+ times a week.
Part Time Simmer - 2+ times a week.
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Any simmer who does not sim in 30 days or is Occasional with out being a Secondary will receive a note advising them of UFOP policy and the possibility they may be removed from the list.  
Any simmer who does not sim in 30 days or is Occasional with out being a Secondary will receive a note advising them of UFOP policy and the possibility they may be removed from the list.  


Content
''Content''
This is a Star Trek Sim the Content should be Trek in nature, and reflect the standards of the show. ((example - you can't beam through shields.)  
This is a Star Trek Sim the Content should be Trek in nature, and reflect the standards of the show. ((example - you can't beam through shields.)  


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Sim Theme
'''Sim Theme'''


Keep in mind as you sim the Star Fleet is a paramilitary organization. Chain of Command is part of the Theme. In normal circumstances a junior officer reports to the Department Head. The Department head reports to 1st or 2nd officer. The 1st and 2nd officers report to the Captain.  
Keep in mind as you sim the Star Fleet is a paramilitary organization. Chain of Command is part of the Theme. In normal circumstances a junior officer reports to the Department Head. The Department head reports to 1st or 2nd officer. The 1st and 2nd officers report to the Captain.  
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In emergencies call the Bridge, not the Captain who may not be on the Bridge. The Bridge acts as the center of the ship, receiving information and directing action. If the Bridge is disabled, the Auxiliary Bridge becomes the fall back point.  
In emergencies call the Bridge, not the Captain who may not be on the Bridge. The Bridge acts as the center of the ship, receiving information and directing action. If the Bridge is disabled, the Auxiliary Bridge becomes the fall back point.  


Away Teams remember -  
''Away Teams remember'' -  


1: Report down and safe. This is a SOP within Star Trek.  
1: Report down and safe. This is a SOP within Star Trek.  
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Sim Tips
'''Sim Tips'''


1: The Best way to improve at simming is to sim.  
1: The Best way to improve at simming is to sim.  
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Sim Philosophy
'''Sim Philosophy'''


There is no I in TEAM!
''There is no I in TEAM!''


Simming on the Victory is a team effort, with everyone reading and playing off of each others sims. Command staff will set the stage for large plots in the form of a mission briefing or some such. The plot evolves one step at a time and eventually concludes gracefully. The plot may actually travel quiet far from the original idea which is only natural when everyone contributes.  
Simming on the Victory is a team effort, with everyone reading and playing off of each others sims. Command staff will set the stage for large plots in the form of a mission briefing or some such. The plot evolves one step at a time and eventually concludes gracefully. The plot may actually travel quiet far from the original idea which is only natural when everyone contributes.  
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Promotions
'''Promotions'''


One can not deny the appeal or power of promotion. Yet, each rank has its own pleasures. Promotion is not an end onto itself, but rather side result of continuos quality simming. Many factors go into promotion. One is time; on the average Captain has been in the club for at least 2 years. Many officers never achieve Captain, while others who do step down at some point. Even the best simmer needs time to learn the protocols of UFOP and how to handle fellow players. But, it takes more than putting in time to be promoted. Each simmer must reach certain markers of achievement to advance; nor are the markers necessarily the same for each simmer. Here is my general thoughts on which each rank should be capable of.  
One can not deny the appeal or power of promotion. Yet, each rank has its own pleasures. Promotion is not an end onto itself, but rather side result of continuos quality simming. Many factors go into promotion. One is time; on the average Captain has been in the club for at least 2 years. Many officers never achieve Captain, while others who do step down at some point. Even the best simmer needs time to learn the protocols of UFOP and how to handle fellow players. But, it takes more than putting in time to be promoted. Each simmer must reach certain markers of achievement to advance; nor are the markers necessarily the same for each simmer. Here is my general thoughts on which each rank should be capable of.  




Ensigns should be enthusiastic, using the proper sim form, and willing to adapt to their new ship.  
''Ensigns'' should be enthusiastic, using the proper sim form, and willing to adapt to their new ship.  


Ensign to Lieutenant junior grade: An Ensign is promoted to Lt. junior grade once they demonstrate a mastery of the sim forms, ability to inner act with others, an ability to follow the ship,s basic plot, and consistency in their simming.  
Ensign ''to Lieutenant junior grade:'' An Ensign is promoted to Lt. junior grade once they demonstrate a mastery of the sim forms, ability to inner act with others, an ability to follow the ship,s basic plot, and consistency in their simming.  


Lieutenant junior grade. Must achieve the following to be promoted to full Lieutenant. The simmer will sim reliably, push forward the plot, develop their character, and exhibit a willingness to assist other simmers.
Lieutenant junior grade. Must achieve the following to be promoted to full Lieutenant. The simmer will sim reliably, push forward the plot, develop their character, and exhibit a willingness to assist other simmers.


Lieutenants must move beyond the desires of personal glory to be promoted to Lieutenant Commander. A Lieutenant Commander Shows leadership by sacrificing their own role in the plot to encourage others to sim. For example, they may allow their primary character to be injured or detained to give their fellow simmers impetuous to sim. When faced with a chance to solve the entire mission they will leave others a chance to assist. To become a Lieutenant Commander the Lieutenant must be willing to reach out to new simmers in their sims; perhaps with something as simple as doing a welcome aboard conversation sim. When asked to assist the captain with OOC tasks a person deserving of Lieutenant Commander rank will show a willingness to help. Continued character development and details will also be evident. In many ways Lieutenant Commander is about mastery of simming.  
''Lieutenants'' must move beyond the desires of personal glory to be promoted to Lieutenant Commander. A Lieutenant Commander Shows leadership by sacrificing their own role in the plot to encourage others to sim. For example, they may allow their primary character to be injured or detained to give their fellow simmers impetuous to sim. When faced with a chance to solve the entire mission they will leave others a chance to assist. To become a Lieutenant Commander the Lieutenant must be willing to reach out to new simmers in their sims; perhaps with something as simple as doing a welcome aboard conversation sim. When asked to assist the captain with OOC tasks a person deserving of Lieutenant Commander rank will show a willingness to help. Continued character development and details will also be evident. In many ways Lieutenant Commander is about mastery of simming.  
 
''
Lcmds are recommended for the command test when they show a continual desire to assist with the OOC activities of running a ship. Command is the first rank at which the simmer moves to being staff of UFOP. To have anyone at the rank of commander who does not wish to or is unable to assist with the club work in unacceptable. As captain I look for concrete examples of what the individual has achieved. Do they participate on the message boards? Have they written an article for the Reporter? Do they assist with problem simmers? Would they help out in training?  
Lcmds'' are recommended for the command test when they show a continual desire to assist with the OOC activities of running a ship. Command is the first rank at which the simmer moves to being staff of UFOP. To have anyone at the rank of commander who does not wish to or is unable to assist with the club work in unacceptable. As captain I look for concrete examples of what the individual has achieved. Do they participate on the message boards? Have they written an article for the Reporter? Do they assist with problem simmers? Would they help out in training?  


As I said these are only guides; often times a Captain's own instincts play a major role in promotions. Occasionally, feed back is offered to simmers to assist their advancement. However, feel free to solicit advice.  
As I said these are only guides; often times a Captain's own instincts play a major role in promotions. Occasionally, feed back is offered to simmers to assist their advancement. However, feel free to solicit advice.  
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OOC Conduct
'''OOC Conduct'''


Ultimately this is a game, and we all share the same goal, which is to have fun.  
Ultimately this is a game, and we all share the same goal, which is to have fun.  
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NPCs and Secondary Characters  
'''NPCs and Secondary Characters'''


NPCs move through the background of our sims giving life to our writing. They can be everything, from a lost ensign to a girl friend, or a trusty security guard. Some are named, and many are not. Named NPCs should be treated with some care, and not killed with out contacting the creator if possible. Every simmer is free to create NPCs as needed. Still NPCs are window dressing and players should feel free to use them. An example is the nurse in Sick Bay. The Chief Medical Officer may use this NPC character a lot, but others are free to sim the NPC. They do not have to put in Tag lines.  
NPCs move through the background of our sims giving life to our writing. They can be everything, from a lost ensign to a girl friend, or a trusty security guard. Some are named, and many are not. Named NPCs should be treated with some care, and not killed with out contacting the creator if possible. Every simmer is free to create NPCs as needed. Still NPCs are window dressing and players should feel free to use them. An example is the nurse in Sick Bay. The Chief Medical Officer may use this NPC character a lot, but others are free to sim the NPC. They do not have to put in Tag lines.  
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Transfers
'''Transfers'''


Transfers are properly requested through a ship's Captain. He or she then contacts the Fleet Placement Officer (FPO) and other Captains, to work out the transfer.  
Transfers are properly requested through a ship's Captain. He or she then contacts the Fleet Placement Officer (FPO) and other Captains, to work out the transfer.  
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Grievances
'''Grievances'''


If you ever have any concerns or questions please feel free to contact the First Officer or Captain. It is also possible to contact Admiral Wolf from the main UFOP RPG site.  
If you ever have any concerns or questions please feel free to contact the First Officer or Captain. It is also possible to contact Admiral Wolf from the main UFOP RPG site.  
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Leaves
'''Leaves'''


Simming is a cooperative effort. If you are going to be gone an extended period of time please advise the ship's crew. This will prevent anyone from having to wait, as while as, preserve your placement on the ship should the absence be greater than 30 days.
Simming is a cooperative effort. If you are going to be gone an extended period of time please advise the ship's crew. This will prevent anyone from having to wait, as while as, preserve your placement on the ship should the absence be greater than 30 days.
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