| Introduction |
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Welcome to the Starfleet Engineering E-mail sim. Starfleet Engineering is a role playing game that is played via email over the Internet. It is a cooperative story telling effort, where each participant (player) creates and controls one of the characters in the story. This Player Character (PC) then acts and lives in the game world environment. In this case, the setting is the 24th century, in the Star Trek universe. The timeline is set in the post-Deep Space 9 era, following the end of the television series. So what exactly is simming? The word 'sim' is short for the word, simulation. Simulations originally started as management tools to test possible outcomes of the decision-making process. Since that time, "Fun" simulations have gained in popularity - first with Dungeons and Dragons (And the later advanced form of that game), then into re-enactments, role-playing games based in either real-time or space, and even play-by-mail simulations in which texts of reactions to situations were sent via what is now termed "snail-mail" by the populace of the Internet; simply another term for your local post office delivery. Once the Internet became more publicly accessible and popular in the late 80's and early 90's, simulations spread rapidly and gained new form. Online services offering chat rooms became hosts to dozens of groups of people utilizing real time communication and the distance-eliminating properties of the Internet to simulate a wide variety of subjects. The old play-by-mail sims (many of which still exist), long plagued with having to pay for postage or membership fees, made the move to the Internet as well, and Play-By-E-Mail, or PBeM, simming was born. PBeM simming has several advantages and disadvantages over chat simming. E-Mail sims allow you to articulate in much better detail locations, actions, and your character, whereas chat sims are designed to run quickly and have action. E-Mail sim missions or campaigns can take weeks, if not months to complete, and you only need to post at a frequent interval, with plenty of time to consider and write your next log. Chat sims are designed to sim a mission quickly and efficiently with no time wasted on the character you are portraying. E-Mail simming is much more readily-accessible now via public e-mail providers and lower online service rates; chat sims generally require spending large amounts of time online and almost always require the use of an online service or Internet Service Provider.
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| Terms |
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There are a few terms and keywords that you should first make yourself familiar with. They are used quite frequently by many people. GM Short for the term Game Manager. The GM is the person directly in charge of the sim. They work to keep the sim running, plan new storylines, admit players, advertise the sim, and keep up the website. This term can be interchangeable with CO that stands for Commanding Officer. AGM Short for Assistant Game Manager. The AGM is just what it's title says. He or she assists the GM in running the sim and can often at times take over some of the responsibilities. PC Stands for Player Character. Every member of the sim controls one PC, which is their primary character for development and interaction. NPC Stands for Non-Player Character. NPC's are the backbone of the simulation. They are the various background characters in the sim that can be created at will and controlled by any simmers. NPCs can range from being other crewmembers, to family, to friends, and to enemies. NPC+ Stands for Non-Player Character Plus. NPC+'s are more developed NPC's which often are the result of the work of one or more simmers. These characters have been featured in numerous logs and in many aspects can be as developed and 'real' as PC characters. Often at times, the creator of an NPC+ has plans for the character. It is recommended that if you wish to use an NPC+, you get permission first from it's creator. RPG Stands for Roleplaying Game. Often at times, in a message or log, it can be used to show where the actual story starts should their be other information in the email. NRPG Stands for Non-Roleplaying Game. Used to denote a area where information that is not part of the actual story is. Also used in the Subject lines of an email to show that the email is information, not a contribution to the actual story. OOC Stands for Out of Character. Similar to NRPG and can be used instead.
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| Creating a Biography |
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Now that you are interested in joining the sim, you can proceed to the next step; creating a biography. If you are familiar with role playing games, then you understand the processes involved in creating a character for a game. In a traditional role playing game, there are sets of rules that govern what abilities and characteristics your character possesses. In the Starfleet Engineering E-mail sim, your character biography serves this purpose. It will explain key points about your character so that the other players can visualize and interact with you correctly when they write their parts of the story. In a way, this simplifies the process, as you do not need to read complicated role playing manuals to figure out how to create your character. You simply have to put pen to paper, and let your imagination paint a picture of who you will be in the Star Trek universe as a member of the 2nd Starfleet Mobile Engineering Battalion. When creating a character for the Starfleet Engineering E-mail sim, there are a few guidelines that must be followed. Below will outline the entire process for the creation of a character for the Sovereign. You should send the GM a message, which will be your character sketch. The message should state three things: 1.It should describe a little about yourself. Your experience with sims or role playing games, your likes, dislikes, other interests, etc. This will let the GM get to know you a little better in order to run a better sim for everyone. 2.It should describe the character you are thinking of playing. This can be very sketchy. It is just to give the GM an idea of what you are thinking of, so he can make suggestions, or point out any foreseen problems with the initial concept. 3.It should describe the area in which you would like to be posted. Perhaps you want to be in Engineering, or maybe Science, or perhaps you want to be a Doctor. Your initial message should state your area of interest. Sometimes, certain positions will not be available and the GM will make a recommendation. After receipt of your initial message, the GM will reply to you with suggestions, or changes, to your initial character sketch. Perhaps she/he'll add an idea you hadn't thought of, or explain why something in your concept won't fit into the sim. Once the character concept has been ironed out, you will get the go ahead to write your full blown biography. Writing a fictitious character biography can be great fun. In the Starfleet Engineering E-mail sim, you are not limited by hard coded rules from a fixed role playing system. You are left open to your imagination, and the confines of the Star Trek universe. Keep that in mind as you create a character. Think of what is real and possible in the Star Trek universe and what is not. When creating your biography, please try to keep your dates as accurate as possible. The current gaming year is 2378. The following is a break down of each of the categories: Name: the full proper name of your character in Starfleet database records. This can be one of the most difficult aspects in creating a character. As much as possible, your name should try to reflect the race and heritage of the character. If you are playing a Vulcan crewman, his or her name would most likely be Vulcan in origin. Likewise, you probably won't see to many Trills and Bajorans named John Smith. In addition, you may want to keep your name somewhat simple and not too complex. Otherwise, other people might have difficulties spelling it. Rank: The GM will give you this when you first join. If he did not, you can either ask him or just take the rank of Ensign since it is the most common rank for someone to have when first starting out. Age: the age of your character in Terran (Earth) years. This is also another important factor, and can often depend on what field your character is in. For example, if your character is a commissioned officer, that means he would have attended Starfleet Academy. Typically, the Academy lasts four years, although sometimes longer for command and medical courses. Most cadets enter the Academy at the age of 18. If your character opted instead to become enlisted and not go through the Academy, he/she may have only received one or two years of basic training in his/her field. Species: What race your character will come from. Try to stick to basic Alpha Quadrant races (Terran, Vulcan, Bajoran, Betazoid, Bolian, Andorian, Trill, Bajoran) ... if you want to play an obscure or risky race (e.g. an El-Aurian, a Benzite, etc.) please ask first. There are certain species which will not be allowed. These include Borg, Romulans, Cardassians, Founders (shapeshifters), Q beings, omnipotent creatures, etc. Place of birth: where your character was born, place and planet. Hair/Eye Color: This is pretty much self explanatory. Height/Weight: This is also quite self explanatory. Remember, not everyone has to be the tallest or heaviest person in the world. Try to keep the height/weight ratio even. Languages: as a rule of thumb, Starfleet Academy requires you to take at least one alien language but that doesn't mean you are fluent in this language. The languages most commonly taught are from any species in the Federation of Planets. All Starfleet Personnel speak Federation Standard, which is essentially basic english. Interests: a list of activities, hobbies, sports, games your character enjoys while off duty. This can range from painting, to reading, to going skydiving on the holodeck. Education: This is where you list any formal education your character has received in his life. It can include any childhood education, but that is extra and not required. If your character is a member of Starfleet, you will want to include how much education they received. If your character is commissioned, he or she would have attended Starfleet Academy for at least four years and most likely majored in a subject relevant to their current position. If your character attended command school at the Academy, that is an extra two years added to the previous four years. If your character attended Starfleet Medical, they will have had 2 years of standard training at the Academy, and six years of medical education. With eight total years of education, your character should not be any younger than 26. Counselors require an additional two years of education in addition to the four years received at the Academy. Also keep in mind that counselors and medical officers an additional one year of internship aboard a Starfleet vessel or outpost. If your character is enlisted, he or she would not have attended the Academy, but would have instead received 1-2 years of basic training in a subject relevant to their current position. In addition, it is recommended that your character not graduate within the top ten percent of your class. With as large as the Academy is, it's highly unlikely one ship would receive so many top graduates. Please use the following format. i.e.: 2374-2376 USS Quizno, Engineering Officer, Ensign Position desired: on the online form, you can select which position on the ship you would like to fill. Please first view the open positions page where the most current open positions can be found. Service record: a listing, with dates of all positions and postings in Starfleet. Decorations/Awards: The award received and then the year. Please don't make your character have more medals than a Five Star General. Also remember to keep this intact/relative with your age, your position and your rank. Most Doctors aren't covered with a bunch of Medal of Honors. If none, simply put "none" i.e.: Dominion War Service Medal - 2376 Background: the factual life story of your character thus far. This is the main historical background on your character. Usually the longest part of the biography. This is probably one of the most important aspects of your biography as it lets the GM know the history of your character. Your history should be in depth and give a good picture of what types of situations your character has been through, and what type of affect it would have on him or her today. It often a good idea to include important situations during childhood. Other areas that are good to comment on are what made them want to join Starfleet, what was life for them like at the Academy, what were their previous positions before joining the Sovereign. Engineering Specialities: Another aspect that makes this sim different, is most of us will have engineering specialties. Pick 1-3 specialties, but try to pick atleast one that is relative to your character's position and try to pick different ones from other simmer's characters once some of them are posted on the webpage. That doesn't mean you all need to be experts on engineering. For example, let's pick the Chief Tactical Officer, he might have the following specialties: Damage Control Specialist and/or Photon Torpedo Technician. It is not necessary for your character to have any specialties. If you choose to have specialties you might want to include how you acquired the knowledge on these specialties. Perhaps when you were at the Academy, or maybe when you were stationed at Utopia Planitia. You may pick from the following list or even make up your own. - Cloaking System Specialist
- Communication System Specialist
- Computer Systems Specialist
- Construction Management Specialist
- Control Panel/Terminal Technician
- Cryptologic Technician
- Damage Control Specialist
- Deflector Shield Technician
- Emergency Operations Specialist
- Engineering Safety Specialist
- Environmental System Specialist
- Equipment Operator
- Guidance and Navigation System Specialist
- Holographic Environment Simulator Specialist
- Hull Construction and Maintenance Specialist
- Illustrator Draftsman
- Impulse Propulsion System(IPS) Specialist
- Inertial Damping System(IDF) Specialist
- Instrumented Probe Specialist
- Machinery Repairman
- Matter/Antimatter Reaction Assembly(M/ARA) Technician
- Mechanical Systems Specialist
- Medical System Specialist
- Navigational Deflector Technician
- Optical Data Network(ODN) Specialist
- Personal Access Display Device(PADD)/Tricorder Technician
- Phased Energy Rectification(phaser) Specialist
- Photon Torpedo Technician
- Quantum Torpedo Technician
- Quartermaste
- Reaction Control System Technician
- Replicator System Specialist
- Sensor System Specialist
- Shuttlecraft Maintenance Technician
- Shuttlecraft Operation Specialist
- Small Arms Technician
- Spaceframe Construction and Maintenance Specialist
- Structural Integrity Field(SIF) System Specialist
- System Diagnostic Specialist
- Technical Theorist
- Tractor Beam Remote Manipulator System Specialist
- Transporter System Specialist
- Turbolift Personal Transport System Technician
- Utility Distribution Network System Specialist
- Warp Propulsion System(WPS) Specialist Personality profile: this section describes what your character acts like. This is another important section, as others will reference it when writing stories that involve interaction with your character. Typically, this area is good for listing strengths and weaknesses of your character. Both are equally important. Having a developed character with both provides substance and detail to them. In addition, having weaknesses, fears, etc. allows you future material to write about and explore. Afterall, what fun would it be if everyone was perfect? Physical profile: this section will describe the characters appearance. It will include things like build, weight, height, skin color, eye color, etc. Special notes: this section can contain any additional notes about your character that could be important in game play. If your character is a vegetarian, for example, you can put that information here if you didn't specify it in the Background or Personality profile sections. That would avoid having your character accidentally eating something they normally wouldn't while interacting with another character for example. Anything you want to let the other players know about your character that hasn't been mentioned in the other sections is appropriate. Things to keep in mind when creating a biography: Superhero Syndrome
Probably one of the most loathed aspects of a sim is the occasional bout of Superhero Syndrome (SS). SS is where a person makes their character out of the boundaries of acceptable development. This can be in a number of methods, but typically tends to occur primary in a biography or writing in the sim itself. SS can range from making your character a race that is not acceptable, such as a Q, or other omnipotent being. It can also be making your character super intelligent, or super strong. When involved in writing, this can include having your character try to quickly and effortlessly solve every problem or situation. Superhero Syndrome severely inhibits the sim to function and can often at time interfere or disrupt the current storylines. Continued Development
Once you've developed a biography and gotten accepted to the sim doesn't necessary mean you don't ever have to deal with it again. Many players often like to go back after a while and revise their bio and add to it with things such as recent events and relationships that have occurred. Remember, characters can change over time and so can their personalities. After you have written your character's biography you can submit it to the CO. After it has met with approval, you will be all set to begin. The GM will then subscribe you to the Starfleet Engineering listserver, a tool that allows for the distribution of email to all members. Your bio will be put up on this web page, and you will be introduced to the game. After that, it's up to you to have fun and join in with the adventures on board the ship.Star You should read through all (or most) of the Crew Bios on the website to familiarize yourself with the other characters that you will be interacting with. It is also a great way to get ideas on how to write a biography. It is a good idea to read through the last several posts to get a feel for the style, and frequency of the other players posting into the game. That way you can get familiar with the characters of the sim, and also come up to speed on the current story line.
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| Writting |
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In a true live action role playing game, all of the players get together to participate in a fantasy game, and one person, the Game Manager (GM) takes on the role of referee. The GM oversees who goes when, and what is allowed and not allowed. In an E-mail sim, the burden of what is allowed and not allowed is somewhat shifted to each of the players. When you post your creative writing effort, and submit your story to the sim group by clicking on the "send" button of your mailer, YOU are the GM at that point. And being a referee on a role playing game you should ask yourself a few questions about your submission. "Given my character's biography and established game play thus far, would my character do this?" "Given the Star Trek universe in which we are gaming in, would this possibly happen?" "Will this entry greatly affect another player's character, or disrupt a storyline they are currently pursuing?" "Have I used this player's character in a way that is consistent with their biography and established game play?" "Will my post in any way alter the true Star Trek universe in which we are gaming in?" Basically there are two things you have to look out for. The first is that you do not write anything in your story entry that will drastically alter the current "story arc" established by the GM or AGM's logs. If you have doubts about an entry, you can always feel free to send a copy to the GM for approval before posting it to the group. We do intend to have certain story arcs and episodes center around different crew members to ensure that everyone gets to be "the star" on occasion. When this happens to your character, you will be in the spot light so to speak, and the other player's character entries will take a secondary, or background role. Like wise, when another character has the spotlight, it is important that you still post into the sim, but in a way that supports the storyline, and the other players. The second thing to look out for is when you use another player's character (star) in your story. If your use of the character is only minor, and doesn't really affect any other storylines currently in progress, then you are probably okay. But if your use of the character is extensive, you may wish to copy the player on your intended post before sending it to the whole group. Sometimes this can avoid problems later on because you made someone's character do something or say something that they would never do. Stories that require a lot of dialogue between two player characters (PCs) are usually best handled in a cooperative effort. One player will write out the story, with dialogue for their character and the other pc, and then mail it to the other player for review and/or revision. When they both agree on the final story, it is posted to the rest of the sim group as an official entry. This kind of cooperation, often called a joint log, is encouraged. The other way of doing a dialogue sequence between two players is to post a story that puts the two characters face to face, and then each player posts a short entry with their comments, ending it waiting for the other player to respond. While this can work well for short conversations between two players that frequently check their e-mail for sim messages and respond promptly, it tends to not work well for longer winded, or confrontational dialogue pieces. These are usually best handled "off line" with cooperation between the two players to come up with a completed `chapter' of the story, and then posted it to the sim group complete. This way, a conversation that takes just five minutes of "game time" doesn't spread out over two weeks worth of E-mail postings. The DOs and DON'Ts of Writing a post "The Dos"
To set out some simple rules of what to do in simming to get your character active in the plot and/or sub-plots is easy, to use the rules is not so easy. The simple rules: - Write in such a way that you portray a real person, with emotions, habits, weaknesses, a past, and one who may make mistakes and is just trying to live by their beliefs to the best of their ability. - Have fun writing your logs. - Write so that others have fun reading your logs. - Keep true to your biography, but don't be constrained by it. In-character ideas are always a good way to get involved in the main plot, suggestions for improvements or secondary approaches directed towards your superior get you visibility which may in turn generate an assignment for you to do something that could even become critical to the plot. Character interaction and joint logs can also be a great way to get involved too. If you feel your character is always being left out of the main plot, talk to the GM about it, they can suggest ways to get more involved or may even be able to focus the next plot on you or your department. Please realize, despite the best effort of your GM, he/she may not be able to create a plot which will actively include every member of the sim (try to think of a plot that will intimately involve 30-40 different people, if you can, let your GM know what it is). In a situation in which you are not highly involved in the sim, create a sub-plot, recurring ones are best. Some suggested sub-plots include: romance, ask a fellow crew member to share a holodeck program with you; rivalry, use the holodeck or challenge someone to a game of darts in the lounge; party, (always good to get people to interact) throw a surprise birthday party for another character. There are numerous other types of sub-plots, some that may require approval from the GM are: recurring villain NPC, recurring technical/mechanical problem, or maybe even an outbreak of a flu. Examples - "The Dos": Example #1:
Say you are on an away mission but you are just one of the little guys (a junior science officer), you can make an open ended post that you find a plant that should not be native to this planet, and is only known to exist five sectors away. This gives your GM the opportunity to feed your idea into the main plot which involves a medical quarantine of part of the planet or opens up a possible sub-plot for other simmers to exploit. Example #2:
You're patrolling near the DMZ for Maquis raiders. Nothing much is happening, and as the helmsman you're dying for some action. The BEST course of action would be to talk to the people most likely to be involved if a Maquis ship attacked a convoy or such - the senior officer on the bridge and the tactical officer - as well as the GM. Work out a co-log between the people. You might end up having a log in which the tactical officer receives a distress call and that the CO orders helm to head to the ship in distress at maximum warp, and the "blessing" of the GM to post the log. You might be told no, but again, by doing this, you don't have the GM angry at you along with the tactical and senior-most officer on the bridge. "The Don'ts"
Say your current mission is to protect a sector from some raiding pirates and you're the assistant flight control officer. Do not make a post that while on duty you detect a large deposit of metal on a remote moon. You steer the ship over to see what it is and find the pirates secret base. Your post then goes on to have the ops officer hail the pirates and tell them to surrender. They do. This is a prime example of Superhero Syndrome, which was mentioned above. The same idea applies here - while TV shows mostly do this sort of thing due to time constrains, e-mail has all the time in the world. Analyze the above actions and you can see a lot of plot problems - for one, the helm doesn't do scanning for metals, science, tactical, or operations does. Second, if you had the captain order you to pilot to the base, and if you had the Ops officer hail them, you've broken the cardinal rules of e-mail simming, which are NEVER undermine the CO or overuse another person's character without his/her permission. Finally, pirates would not surrender that easily. It's definitely a fine line that is tread when it comes to plot lines. When in doubt, stick to what you know and what you can do at your post or in your current situation. If you have a question about what the sensors might be reading, or even if you'd like to suggest a plot change, contact the GM or the AGM. In this area, one can certainly not be exhaustive in listing what is not proper to do in your logs. It's always a good thing to keep in mind the Golden Rule, if you would not want another character to make the post you're about to make, then you shouldn't make it. Remember, the GM may do some of these things from time to time, but he/she is doing it for good reason (discipline, plot development,etc.) and that does not mean that you should reciprocate. Some of the simple and hopefully more obvious things you should not do include: killing or seriously harming a character without that player character's prior permission, altering the main plot, solving the main plot, writing a log that locks other players into a set course of action without their or the GM's permission, taking an action which adversely affects the plot, or writing a log that makes your player look like a super hero. Don't spend excessive amounts of time writing about the universe your character lives in. And the object is not to out do the other simmers with what ideas you can create, i.e. in a Star Trek sim; a transwarp teleporter, my character can teleport any where in the galaxy! That wouldn't be very fun would it? What would be the purpose of spaceships? Do you think there could still be the political rivalries between the alliances? Also, remember what you do has repercussions for the rest of the crew and ship. Taking the warp core offline for a level 1 diagnostic in the middle of a battle is not a very good idea, nor is running a security drill in the middle of a party being held onboard. Probably the single biggest fault of simmers is related to the Superhero Syndrome. This is when a simmer has their character do something awesome and beyond good etiquette. This is regardless of whether or not it is feasible or within the characters biography. Examples of the more subtle forms of this are better than a description. But here are some of the more obvious cases: a character single handedly disables 10 Jem'Hadar with only a toothpick; you prevent a star from going supernova using the Bussard Ramscoops in 20 minutes; or you solve the plot in a single post. Remember, don't do everything, you are simming to interact with others, not show what god-like powers you can think of for your character. Examples - "The Don'ts" Say you are on an away mission but you are just one of the little guys (a junior science officer), you can make a post that you find a plant that should not be native to this planet, and is only known to exist five sectors away. Then you go on to state that this plant is obviously either the cure or cause of the disease that has the planet quarantined. For starters, the planet could be quarantined for other reasons - deadly indigenous flora or fauna, aliens shrouded in a VERY secluded spot, etc. Second, maybe the GM wanted this plant to strike out and kill an NPC on the team, or for it to be a life form. You've created a massive complication in this matter for the GM to try to handle. When in doubt, ask the GM. Tell him/her what you were thinking about sending. You might just happen to have a better idea than what they had and might let you go ahead and post, or they might be able to sit down and explain why that post wouldn't fit in. Either way, it's a lot better than posting it and then having the GM upset at you.
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| Character Interaction |
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Like all shows on TV (not just Star Trek!) it's not a very good practice to kill off the stars of the show. Since the other player characters are the stars... well you get the idea. Also, because of the gaming timeline, that of the current Star Trek period, we may occasionally get to interact with "Canon" Star Trek characters in the sim. When this happens, it's important to treat them as "special guest stars" and also not to hurt or change their established characters in anyway that would cause inconsistencies when future Star Trek movies or episodes come out. The GM's role in this sim will be to establish the storyline and provide guidance to each of the players. Outside of the official sim entries GM’s will often send NRPG messages to some members of the crew from time to time to let them know pieces of the storyline that they need to describe in their stories. An example might be sending a message to the Tactical Officer explaining that he/she is picking up a warp trail shadow to the aft of the ship. Or telling the Doctor that when he/she examines a particular alien's injuries, he will die if not brought immediately to the ship. Then, in these players up coming sim entries, they can present the information any way they like, you each have creative license within your sim entries, so long as the storyline is adhered to and none of the sim etiquette rules are broken. The last piece of advice assumes that you write your stories "off line". Use a spell checker to check spelling, and/or use other grammar aids. When you have finished a piece, before posting it to the sim, always check your e-mail to verify that there are no new entries that will force you to have to revise your post.
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| NPC's |
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In regards to NPCs (non player character) or "extras", you can feel free to create any new supporting characters you require, following the original guidelines in the Starfleet Engineering E-mail sim Manual in regards to Alpha Quadrant races. On the website under "Manifest" there is a complete crew manifest listing all NPCs for the sim as they are created. They are listed by position and by department to hopefully make it easier to quickly "grab" a couple of officers from what ever department you need. Unlike the "stars" of the sim, NPCs can be killed without too much worry, if it was one you created. Recently, a new concept has been introduced to NPC development, the NPC Plus (NPC+). The NPC+ is a NPC that over time has been extensively developed and interacted with. These characters have been featured in numerous logs and in many aspects can be as developed and 'real' as PC characters. Often at times, the creator of an NPC+ has plans for the character. It is recommended that if you wish to use an NPC+, you get permission first from it's creator. If you've created a NPC or NPC+ that you would like listed on the website along with other crewmembers, please write up a brief biography and send it to [email protected]. Back to the top.
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| Posting |
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THE ESSENTIALS OF AN EMAIL SIMMany have asked, "How does an E-mail sim work?" This section will attempt to answer that question by laying out some guidelines. Mechanics
The mechanics of an E-mail sim are quite simple. Each participant (or player) creates their own biography for the character that they will play in the sim. This biography is important, because it will describe to the other players how your character looks, and acts like. Once the character biography is completed, it will be posted on the website so that it can be referenced when stories are written involving your character. You should always read each player's biography (or reread it) before posting a new story entry involving that character. It can save you the embarrassment of making a false reference in one of your stories. Example: "Chris ducked to the right as the disrupter blast streaked past her head." Which would be fine as long as "Chris" is a woman, but if it is short for "Christopher".... Most Web browsers will allow you to print out and make hard copies of the articles you browse. Feel free to make yourself a hard copy of the player's character biographies for easier referencing. When you think of the player characters, you should be thinking of "the stars of the show", that is really what they are. In this sim, the USS Hephestus (the Mobile Engineering Plaftform) has about 200 men and women on board, but really, the few player characters are the stars of the sim. So our famous Desemona Karol, would be the equivalent of Jadzia Dax on Deep Space Nine. Along with the player's biographies, a list of all the player's e-mail addresses and the player's positions are stored on the website. These files are updated each time a new player joins the sim, or an old one leaves. You may wish to download these files and print them out from time to time. ` Listserver
When you turn in your character bio and it was accepted by the GM, your email address was added to an email listserver mailing list. You should have received a "Welcome" message directly from the listserver telling about the sim, and how to turn on and off your email there in case you leave town for an extended period of time. If you need to have your email address changed, or a new one added to the list, you need to email the administrators at [email protected]. When you are ready to post your "in character" story to the Starfleet Engineering email sim, you only need to send it to this one address: The email list server will then mail out copies of your story to everyone in the group (including yourself) within a few hours. If, for some reason, you do not receive a copy of your story from the listserver within 4 hours, go ahead and re-send it. The worse thing that can happen is everyone receives the story twice. (we call that a "rerun") When posting new story entries or posts to the sim group, please adhere to the following rules: If the message is "in character" and intended to be part of the sim, on the "Subject line" of the message, begin it with the following: Start of with the title of your post. Such as "Romulan attack part 2" or "party in Ten forward" etc. For messages to other crew members 'out of character' to discuss possible storylines, or congratulate them on an exceptional posting to the sim, please start the subject line as follows: "NRPG" or "OCC": Where the "NRPG:" is the first part of the subject, and any additional text you like can follow. That will make it easier to sort out the NRPG - (Non Role Playing Game) messages from those intended to be included in the sim storyline. Format
Another important thing to remember in each of your logs is the header. Before each post, please include the title of the post, who it is written by, and the position of the person(s) For example: John Smith
Science Officer
Location: USS Hephestus; Transporter Room 1, Quarters
"Coming Aboard"
---------------------------------------- In addition, when writing your log, please follow standard internet writing format; no indentations and a single line break in between paragraphs. Correct Example: "Yep, see you in a bit." Janaia quickly responded and shut off the comm link. Remy quickly put on his uniform and headed out the door towards the bridge. He wondered what she wanted to talk to him about, then it hit him, it was going to be about the alternate Sovereign or something, possibly a demotion. Something like that would ruin his Starfleet career. The turbolift soon stopped on the bridge, Remy walked across the bridge to the door of the Ready Room, he could feel that everyone on the bridge was staring at him... maybe cause of the past happenings that have happened when Remy went into the Ready Room. Incorrect Example: "Yep, see you in a bit." Janaia quickly responded and shut off the comm link. Remy quickly put on his uniform and headed out the door towards the bridge. He wondered what she wanted to talk to him about, then it hit him, it was going to be about the alternate Sovereign or something, possibly a demotion. Something like that would ruin his Starfleet career. The turbolift soon stopped on the bridge, Remy walked across the bridge to the door of the Ready Room, he could feel that everyone on the bridge was staring at him... maybe cause of the past happenings that have happened when Remy went into the Ready Room. It's also recommended that use spell check for each of your logs before you send them to the listserver. Frequency
The last E-mail sim "mechanic" is that each player is expected to make a minimum of one sim entry per week. You may post more frequently than this, but we would like everyone to at least post this frequently. If you are unable to post to the game because of vacations, or final exams, etc. Just let the GM know, (and the rest of the sim group) with a NRPG message ahead of time. Promotions within the sim are based on performance and a running tally of points which you accumulate with each log you write. The more quality logs you post, the more points you receive, and the closer you become to getting promoted. For more information on the point system and promotions, click here. Back to the top. |
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When done properly, email simming can be a lot of fun to be a part of. By creating a unique character, following established plot limits, and interacting with others, you can help to create and explore an interesting fictional world alongside many other talented writers. Remember the important points and guidelines detailed above when you write and post your logs. Also remember that when it comes to the basics, this is a game and it's purpose is to have fun. That pretty much wraps up how the Starfleet Engineering E-mail sim works. If you have any questions on ANYTHING related to the sim or your character, or the storyline at all, send a message to the sim administrators. We will be more than happy to answer any questions or listen to any input you'd care to provide. Back to the top. This section is credited to the USS Sovereign Play by Email Sim and it's players. It has been modified from it's original version and has been used by permission by the original authors.. Back to the top
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| Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, movies, etc. are Copyright Paramount Pictures. This is a purely fan-based web-page and has not been set up for commercial purposes. This webpage is Copyright 2000. This site is contributed by the members of the sim. All crew biographies, crew images, and other original artwork are all copywrite of their individual creators. Use only with permission. |
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