Victory Handbook: Difference between revisions

Filled in more sections!
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====Need Help Getting into the Story?====
====Need Help Getting into the Story?====
Okay, this does seem to come up from time to time- how do I get involved?


====Meeting Fleet Requirements====
====Meeting Fleet Requirements====
Generally speaking, UFOP requires ten sims a month to be considered a "part time" simmer. Simmers who are more active sim every other day (fifteen a month, a "full time" load) and some sim every day. [[Rais, Radi|Some]] sim more often than that... but that's far from required.
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 the bees knees- isn't desirable either.
So each writer must find a balance, find what works for them. But no matter what you decide is best for you, UFOP membership requires at least ten sims a month to be considered active- it's just not fair to your fellow simmers to sim any less. Generally speaking, these sims should be evenly spaced out (every few days), rather than a large burst of activity at the end of the month.
Consistently maintaining a sim count higher than the bare minimum (generally 20+ a month) and answering your tags with alacrity looks very good for promotion, keeps your character involved in the plot and allows for a much more fun simming experience for the whole crew.
In order to advance in rank beyond Lieutenant you should be showing that you are, in some capacity, involved in the OOC working of the ship and the fleet. This is generally something small and, in most circumstances, doesn't take up much more time than an hour a week. Something like becoming a wiki editor, a forum moderator, writing something for the Fleet News or in some way contributing to the ship and the fleet as a whole. Even Ensigns can contribute, so don't be shy- ask away.
On the Victory, we like to think we're better than most ships- while we can't step outside UFOP bounds, we'd like to think that every member of our crew puts out a good quality sim every other day on average. That's three-and-a-bit sims a week, or fifteen a month. Again, this looks good for promotion!


==Common Problems==
==Common Problems==
Not every voyage is smooth sailing, and while simming these are some of the issues you might encounter. Some of them are general, while others are very specific in nature. In any event, they should be treated with caution.


====Telepaths====
====Telepaths====
Telepathy is a very powerful sense, most commonly found in Vulcans and Betazoids (and others). As such, caution should be advised when simming telepathy.
The best way to sim telepathy is as just another passive sense. In addition to reading someone's body language, you could also sense basic emotions from them; distress, joy, sadness, pain and anger are examples of 'passive' sensing. You might be able to sense a Romulan assassin creeping up behind you, for instance, or that the Klingon warrior standing before you is just a hologram. The range of passive sensing would be, generally speaking, line of sight. This makes it a balanced, well reasoned sense.
However, forcefully entering the mind of someone who does not consent to such an action (to read their memories, to alter their thought patterns or to damage their psyche) is a very serious criminal action and can be humiliating for the victim. Starfleet officers in good standing are expected to refrain from these actions, except where faced with no other choice.
Of course, nothing comes for free. Telepathy presents its own set of problems and issues; sometimes two people just don't get along, but will act nice to each other to preserve their feelings. How would you feel if you could tell the person you were talking to really didn't like you? Some people distrust telepaths. How will your character deal with this prejudice?
When the ship's in distress, perhaps your character is overwhelmed by the rush of fear and panic into their minds. How do they deal with that? Almost any "power" can be turned into a weakness with enough creative work.
The only hard and fast rule we have is that no character can have telekenetic powers. That is to say, no character may move physical objects with their mind. Years of experience in the simming world have taught us that such a powerful gift solves too many problems too easily, and makes a character far too powerful.


====Runaway dialogue====
====Runaway dialogue====
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