Many people believe that the
role of a counselor is a dull one, and nothing can be done until somebody
comes to them for counseling. This is an uninformed opinion. This course is
for Counselors and would-be counselors alike. The bulk of this course is
positions that can be taken by a counselor and the roles that they can play
on the ship and it's missions. The aim is that by reading this guide,
talking to the lecturer and taking the exam, you will be able to contribute
to the plot that your ship is involved in and add inspiration to the crew
and be inspired by them.
COUNSELOR'S DUTIES
The counselor has a number of duties upon a starship. This is a list of the
more important
ones -
A. Crew Member Counseling
B. Crew Member Evaluation
C. Crew Member Orientation
D. First Contact Procedures
E. Away Missions
F. Morale Officer
G. Middle Person Role
H. Advisory Positions
CREW MEMBER COUNSELING
In the unlikely event that there is nothing you can do in the present
situation, a Counselor can always write a Post that has them counseling a
non-player character. If you are to counsel a character that is played by a
person you should always check with them first, or wait until they come to
you. It is intolerable to just take control of another person's character
and give them psychological problems. In this situation you should discuss
the details with the other person first, what they want the problem to be,
what has caused the problems etc. You can use this duty at anytime and can
be anything from marital problems and family counseling to childhood and
deep emotional trauma, and everything in between.
CREW MEMBER EVALUATION
The First Officer and the Counselor normally do this, of course you have no
real say in who gets promoted, that is the Commanding Officer's duty, it is
an In Character (IC) plot line you could use. To do this effectively you
should coordinate the story with the FO. You should *not* mention any
promotions unless the CO has already announced them. In some sims, on the
other hand, it is standard procedure that the Counselor and CMO first give
their evaluations about the crewmember before he/she gets promoted. In the
Counselor's evaluation you should describe the crewmember's behavior during
the sim (Ex: Towards Senior officers etc.) and you should keep an eye at
their attendance
FIRST CONTACT PROCEDURES
When your ship encounters a new species for the first time, first contact
procedures should be observed. First contact procedures are as follows: CO,
FO, Security, Counselor and Chief medical Officer should be present in full
dress uniform; an official greeting on behalf of the Federation should be
offered; etc. The main concern you will have, as counselors, will be
advising the CO after observing the behavioral patterns of the species. When
these procedures can not be done, ie the new species attacked on sight, the
counselor should be on the bridge to help the CO interpret the actions of
the species, if possible. This should be used rarely, and only when the CO
states that the procedures are being followed. You can't just decide the
ship is meeting a new species. It is the Counselor's duty to make a report
about the First Contact Procedure together with the FO and the CMO. In the
report the Counselor should at least describe: The behavior patterns of the
species, the appearance of the species and all special abilities the species
might have (Telepathic etc.) You will have to sent this report to your CO
(He/she will sent it to the Fleet Commander).
AWAY MISSIONS
In non-hostile away missions a counselor is often invited to join the team.
There could be any number of reasons for this: cultural exchange;
interaction with other or new cultures (Again you will have to write a
report about this); advising the Officer in command of the team of your
opinions and the cultural peculiarities; etc. The CO and FO are extremely
busy people and they have a lot to learn before they can affectively command
a ship, and a lot of that is technical, it is the counselors' job to have
studied the cultures that are in Starfleet, he Confederation, and any other
races they might encounter and interact with. This can be used whenever an
away team is sent and it is non-hostile. Joining a hostile away team or even
a non-hostile away team can only be done on the CO's permission.
MORALE OFFICER
This is pretty self-explanatory. A morale officer is responsible for keeping
the spirits of the crew up during times of duress. Things you could do to
lift their spirits could range from personal attention to arranging a party.
Keeping an eye on crew morale is a good reason to be in places such as
sickbay or anywhere on the ship, the counselor can be where the action is
when it happens. This is a good way of making sure you have something to
write about, just remember you are not restricted to your quarters or the
office. This can be used on a number of scales: a single person could be
feeling depressed and you could be trying to cheer them up; the entire crew
is starting to feel depressed/angry etc (due to an ongoing war etc but it
would have to be extenuating circumstances before the entire crew where in
need of cheering up) and you could arrange a party or something along those
lines; to anywhere in between.
ADVISORY POSITIONS
There are many roles that a Counselor can fulfill on a ship, and one of them
is the advisory role. Whether it is for individual crewmembers in their own
pursuits, or on Away missions to other species' planet, an important part of
your duties, is to help people solve their problems. One of the main
advisory positions on board the ship will be in your interaction with the CO
or the FO in the communication between the ship and other cultures. This
situation may require you to interpret and/or translate the actions and
behaviors of these people.
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