|
RPG GUIDE
Introduction
We
would like to welcome you to the USS Retribution, Star Trek
E-Mail role-playing game. The Retribution is a role playing
game ship assigned to the UFED Role Playing Group.
First of all,
we have a few questions:
What
do you know about the Star Trek Universe?
There are many resources available to acquaint you with the
way things run in the Star Trek Universe. It might be a good
idea to pick up the Star Trek Encyclopedia. It is available in
almost any book store or through
Amazon.com
or
BarnesandNoble.com.
However, we're aware that not everyone has the funds or
willingness to purchase the books. Another source might be
your local library. You can check out Star Trek novels and
read them. You can also access vast amounts of information on
the World Wide Web. See resources for a list of excellent
sites or use your favorite search engine. For the best example
of what takes place on board a starship, watch a couple of
Star Trek episodes.
Have
you ever done any role-playing before?
If so, what kind? U.F.E.D. RPG is a science fiction based game
which is grounded in a well organized manner. Some of you who
have participated in fantasy RPG's might find it rather
constricting.
Those of you
who are die-hard Star Trek fans, or even those of you who have
just discovered it, will find it an entertaining, as well as
mentally stimulating, way to experience the Star Trek Universe
on a more personal level. We feel that this Simulation Guide
will give you the tools to help you build and role play a
character that everyone will find interesting and that we hope
you will find fun. After all, that's what role playing is all
about, having fun.
Throughout
this Guide, you will hear us refer to "In-Character" and "Out
Of Character" or "OOC" posts. For a thorough explanation of
these terms, please see "RPG Etiquette".
Remember, the
goal of any "game" is to have fun but do it within the
established rules.
RPG Etiquette
An
In-Character post is a message sent to the entire crew in
which your character takes action, talks to other characters
and has thought processes. These are read by the entire crew
and actions may be taken, questions answered or other thoughts
considered in response to them. This is not the forum for
discussing Sim-Plot development, questions about simming
etiquette or personal statements or questions to other
authors. These would be handled in Out of Character (OOC)
posts.
You want to
handle as much as you can with In-Character posts. If you have
a question about the operation of the ship or other technical
question, you can handle this In-Character. For example: You
want to know how fast a shuttle craft can go or what type of
weapons it carries. You could post this question to the
engineer with an In-Character message. If you disagree with
the actions of another character, post your question or
argument In-Character, but remember to be polite, courteous
and observant of the Chain of Command.
An OOC post
is utilized when you, the Author, has a question about the
plot, where it is going or if you are confused about the
current status. These would be posted for the whole crew to
read.
It is
acceptable, even appropriate at times, to post OOC messages to
only one or a few Authors. You may do this if you want to make
a suggestion to an Author for his/her character to try and
action or follow a course of logic that would be beyond the
scope of your character. You may want to coordinate how you
want a specific dialogue to go between you and another
character to make sure you keep that other person's character
consistent and within the bounds of his/her background.
You As The
Character vs. You As The Author
What's the
difference?
You, as the
character, will be confined to doing and saying things only
your character knows, as we have referred to before. If you
have chosen to make your character a security officer, even if
you (the Author) are a board certified Medical Doctor, would
it be reasonable or fair to the Doctor on your ship for your
character to have any knowledge of advanced medical
procedures? If the background you provided for your character
has the reference in it providing sufficient reason for
him/her to know medical procedures then go ahead and suggest a
course of action to the doctor, citing your reason for knowing
the information. Example: "Doctor, as a child whose father was
a doctor and wanted his son to follow in his footsteps, I
attended 2 years of medical training. I heard of a procedure.
. . would that be possible in this case?" Giving your ship's
doctor the opportunity to be THE doctor. Now, doesn't that
make sense? That's called Simming Etiquette.
Another habit
that's easy to fall into is having your character act on
information you have read in an OOC message, another
character's thoughts or actions committed and words said
outside of the presence of your character. Example: Crew
members away on a Landing Party and suddenly find they cannot
contact the ship because they have been transported
underground in a shielded area. The people on the ship will
only know that they cannot contact the party, but they will
not know exactly why, other than perhaps tracing energy
signatures from the transporter. Another Example: A crew
member begins to feel dizzy, ill and disoriented as a result
of contracting Kassaba Fever and puts this in his <thoughts>
only, but does not vocalize them. The crew will only know that
s/he has passed out, but not know why. They may see him/her
stumble and fall, but they will not immediately know it is a
case of Kassaba Fever. That would be for the Doctor to
diagnose.
Just because
you as the Author read an action in a post, you may not be
able to immediately take action on it until your character is
notified and/or asked to take action.
Play by e-Mail
What is Play
by Email RPG?
Well, although it seems
like a simple question deserving a simple answer, it isn't.
Play by E-Mail comes
in many forms. Depending on where you go to play, it can vary
from as much as different ways to develop the story to a
simple symbol.
The UFED RPG uses a
narrative style of play. What that means is that we write
like we are writing a book. We don't use a movie script
format which is often the common means of role playing. For
example:
Script:
Maxon: Sir, we are
being hailed.
Rogers: Put it on
screen, Ensign.
Narrative Style:
"Captain, we are being
hailed, Sir." Maxon said.
"Very well Ensign, put
it on the screen." Captain Rogers replied.
We also role play in a
"third person" format vs. a "first person" format. Third
person means that you don't use the "I" terms but rather the
"proper name" version. For example:
Parker was busy
working at his station when a call came in from Engineering.
"Engineering to Lieutenant Parker. We've started the warp
re-calibrations per your instructions" the Engineering officer
explained. Parker acknowledged the call and returned to his
station.
In this case, "Parker"
was my character. I could have easily written it as I was
busy working at my station when a call came in from
Engineering....
We also use a specific
format for our story "posts". A "post" is simply your
contribution to the game. It is your part of the story sent
via email. Our format differs from many other rpg's out there
because we don't put a lot of extra garbage on our "posts".
For a sample of how to set up your format, please press this
link:
sample email.
This will give you an idea of what to expect as a proper
heading.
We do not allow for
any signatures on our "posts" as they tend to make the whole
visual look messy to a lurker reading our story posts. We do
not permit the addition of other rpg groups links or character
names on the email posts either. Advertising other groups
isn't what we are here for. There are many great groups out
there and many of us belong to other groups. However, this is
the UFED and that is all that should be on our posts.
We do not offer "IRC"
(online) role playing but if you are really interested, we can
set up an IRC division. We believe that email playing offers
you more opportunity to get involved with a time schedule
which meets YOUR schedule.
Remember, the
object of the game is to enjoy yourself. When you stop
having fun, it is time to review your character and his/her
contribution to the game. Usually a slight change in how you
approach the game will re-invigorate you and your character.
Of course, on the other end of the spectrum the option to
resign or be asked to leave always exists.
Problem Solving:
Is there
magic out there? Not usually. In the Star Trek universe
things often happen that are hard to explain. This odds a
little bit of mystery and adventure to a universe often deeply
over run with logical and scientific explanations. (No offense
Vulcan characters.)
As your
character becomes involved there will often be times when a
problem comes your way. Be sure that when you come up with a
solution it is believable and in character. Give your
character a personality, make him guess, or have to find a
solution by trial and error. You may want to have this take
some time, two or three posts spread over a couple of days.
This will allow others to respond to the problem and
contribute to the plot.
A bad habit
that often occurs is when someone creates a problem and solves
it in the same post. Another thing you may see will be when a
medical doctor puts in his post that he is experiencing
problems with a power fluctuation in sick bay. This is an
excellent way to get the engineer involved in the post. But
before the Engineer can post a response in reference to
finding or finding the problem, a post comes in from the
Helmsman whose Author has an interesting solution and decides
to fix the problem from his station on the Bridge. This is
excellent initiative on the Helmsman's part, however it is
also bad judgment. Not to mention pretty far fetched as the
problem may have to be fixed manually by the engineer in a
Jeffries Tube or other remote location.
It is often
frustrating for other Authors, as well as rude, when a
character has a habit of always pulling solutions out of thin
air to solve a particularly difficult or dangerous problem
that comes up. Even if your character has the ability to
magically save the day, there might be times when the
Engineer, the Captain or the Doctor might want to come up with
a solution themselves. If your character has an ability that
resembles magic, you might want to include specifics in your
Bio as to the extent of their capabilities, therefore the
other Authors have the knowledge and can work them into their
posts. They might even call on you to save the day.
You will find that if too many major plot complications are
introduced, it reduces the fun factory for everyone. This also
forces the Captain to spend a great deal of time and energy
trying to bring everything together into an understandable and
workable story. A lot of times the ultimate solution will end
up looking like the work of magic or some benevolent force
rather than the work of the crew.
Interaction:
What keeps
our sims going is character interaction. The object of your
posts should be to include as many characters as is reasonably
possible within their scope of duties. Ask them questions and
give them time to respond. Take their suggestions and apply
them according to their reasonable expectation of success. One
person cannot think of everything and the authors of most
characters may have a wide range of knowledge. Phrase your
suggestion as just that, a polite suggestion. Unless you are
in a position to give that person a direct order, do not
alienate the rest of your crew.
Always
remember that, with the exception of the Captain and the First
Officer, department heads; Chief Medical Officer, Chief
Engineer, Chief Security Officer and Chief Science Officer are
responsible for their departments and therefore all decisions
concerning a specific department should be made by that
department head.
If Security
makes a suggestion to Engineering on how to fix the warp drive
and the Engineer says that it is impossible, the Engineer
should be ready to explain why it is not possible. In turn,
the Security Officer should accept the Engineer's explanation.
Do not be offended, just because you saw that solution in a
particular episode of Star Trek does not always make it
workable in every situation. Most of the time they were using
pioneering techniques and technology that were untested. These
could have destroyed the ship as easily as solved the problem
they were trying to fix. This applied to every department on
the ship. Although every department head does not have the end
all of knowledge, they are considered the expert in their
particular field and should be treated as such.
Remember, be
creative. But always have a plausible explanation for your
creative suggestions. But also be careful if you create a
problem that has the potential to affect things outside your
scope of responsibility. For example: If you lose ship wide
power it will have a negative effect on helm, life support,
sick bay, shields detention cells, everything.
Medical
You may
notice a shortage in Counselors and Doctors. This is generally
due to the perception that they are not normally used in a
proactive manner, but merely sit and wait for things to happen
so they can utilize their skills. This is a prime example of
why character development and role play are so important.
If, for some
reason, it has been a while since the doctor has had an
opportunity to treat a patient, s/he could then create a
situation that would call for the doctor to be useful. Even if
there is already a plot running, the doctor could suddenly be
inundated with crew members showing signs of radiation poising
from a ruptured plasma conduit. The doctor can then put
together a very descriptive post, much like an episode of E.R.
or M.A.S.H. where the doctor first becomes aware of the
problem, sets up a triage, informs the captain of the problem,
treats the patient and so on. This would also bring about
interaction with the engineering staff who would then be
called upon to repair the problem. Although this would be a
big problem in Medical, it would not adversely effect other
departments, other than Engineering, or jeopardize the
mission.
Another thing
the doctor can do to keep busy and involve other characters
may be to call one of them in for a follow up on a previous
injury or illness. Perhaps having a non-player character, NPC
(one you make up) come into your office with a complaint and
you may find it necessary to ask the playing characters if
they are experiencing the same symptoms. There is a good
chance that an experienced simmer will pick up on you cue and
come to your office.
It is also
not unreasonable, and definitely within your scope of duty, to
call the other characters in form routine medical checkups.
Who's to say that you don't find something wrong with them.
But be careful, you may incapacitate another character by
accident. If it ever becomes necessary to have a player
quarantined, don't forget about them or leave them there too
long with nothing to do. The player may become bored or
resentful and no longer want to participate in your medical
posts. At the end of the checkup prepare a fitness for duty
report and submit it to the XO.
Another
responsibility that the doctor has is the fitness for duty
aspect of other players. If you find it necessary to find
another character medically unfit for duty, which is well
within your scope of authority, make sure you have ample
documentation of your reasons for needing to do so and always
run this decision by the Captain or XO first before you render
player characters unfit.
If you ever
feel like taking the Captain off of active duty, send a
message OOC to the Captain first, explaining why and how the
plot twist could fit into the current sim. All in character
responses from the Captain obviously will be to argue and
complain about it, but most of the individuals who run them
will realize the could make for an interesting situation on
board the ship. Be careful that you do not use this function
to often as the Captain will eventually become irritated at
always being confined to sickbay.
Engineering
Now we'll
cover some types of simming for the Engineer. Always remember
these are merely suggestions to make things more interesting
for you, they are not intended to limit you or your character.
As the
Engineer you are (to coin an often used phrase) "The Miracle
Worker". Almost regularly on any mission something technical
will go wrong that needs to be fixed or you profession opinion
as an Engineer will be required. That is where you come in.
A little used
aspect of the Engineering department is maintenance of ALL
shipboard functions. If, for some reason, you are not actively
involved in the mission, such as when all the main characters
go on an away mission or the action is centered around
Medical, you can submit a post advising the Captain that this
or that function must be taken off lien for a period of time
for routine maintenance or because of a problem. Try to make
the time limit reasonable for each incident. You also might
want to keep in mind, in case the Captain belays your request
due to the state of thing on board the ship, that you have the
responsibility as well as the duty to place your
recommendation on the record. Also, if the Captain, in
character, chooses to ignore your request you might want to
OOC him/her and see if they will let you make that particular
piece of equipment malfunction. The courtesy of informing you
Captain OOC will allow him/her to take advantage of the
opportunity to shake things up even more. Eventually you will
build a trust with the Captain so that he trusts your judgment
enough to let you "break things at will". Again, be careful
that this aspect of your job is not over used as it can become
annoying.
When you are
called upon to perform various tasks, do not be afraid to say
that doing something will be difficult, take time or require
research. From time to time someone may suggest a solution to
a particular problem. If you want to use the suggestion, go
ahead. If you feel the need to modify it, fine. It is
impossible, say so. Chances are the person who posed the
suggestions is not an engineering expert, as you are supposed
to be. Politely tell them that it is not possible and explain
why. Or, if it's possible but modifications need to be made,
tell them so. Don't fall into the trap of becoming
territorial, welcome suggestions from other players.
Counselor
This is an
area that is not often used to its potential. There are far
more possibilities here than most people realize. Usually the
only time you see the counselor is when the Captain requires
his/her services. Be aware, this particular position is not a
proactive position, but rather a reactive assignment. It is
not often exciting and glamorous. This post, however, does
present almost infinite possibilities for character
development as well as interaction with the other characters
on a more personal basis. The counselor is specifically
responsible for the emotional health and well being of the
entire ship. Get involved with the other characters. Schedule
meetings, required Starfleet evaluations, if a character
displays a certain habit, explore it. Create a number of NPC's
to bring to the XO's attention various mental health issues.
For example:
You create Ensign Schmoe who has a problem with understanding
the chain of command. There are two ways to post this. Post an
actual counseling session where you play both characters, or
you can report the result of a counseling session to his
supervisor or the XO during Schmoe's evaluation.
You could
have a fictitious senior officer approach you with a problem
he is his having with a fictitious, or real, crew member.
Again, be very careful when dealing with real characters, you
wouldn't want someone to develop a mental or discipline
problem for you to deal with. Before using a real character,
ask him/her OOC if s/he would be willing to participate in a
particularly touchy or sensitive counseling problem concerning
his/her character. These types of posts can be fun and/or
informative to the other crew members.
As a
counselor you'll realize that most real characters don't
expand much on their own background. It is your duty to be
familiar with the character's history above and beyond the Bio
information they may have already provided. Set up counseling
sessions to explore in greater detail what is in their Bio or
attempt to bring information to the surface that is heretofore
unknown. This can be an invaluable asset to the rest of the
crew, giving them more information on the personality so they
can include better and more accurate responses of other
characters in their posts.
Be attentive
to questions or comments made by other character, both in
character and in OOC posts. Often times when a character does
something that is suspicious or is not particularly supported
in their background, other characters will begin asking
questions about where s/he received their information, who the
character really is or what background they have in a certain
field of expertise. As a counselor you can provide a forum for
characters to explain, in character, where they are coming
from. This adds an element of realism to the game. Not
everyone on board a starship is clearly defined, such as a
pure Klingon or pure Vulcan. These types of characters have
preset personality traits, but not everyone chooses to play a
character that is a warrior or emotionlessly logical.
As An
Afterthought . . .
Just because
a particular mission is centered around a medical problem
doesn't mean that engineering cannot be utilized to assist in
coming up with a solution. As shown in numerous Star Trek
episodes, every department on board the ship is able to
function in conjunction with, and alongside, others. Just like
a jigsaw puzzle piece, all pieces working together as a team
to create the picture as a whole. As long as you stay focused
on what your particular duties and responsibilities are in
relation to the other departments as you work to solve a
problem, you will have a fun time interacting with the other
characters.
Promotions & Gaming Points:
The UFoP's Fleet
Exploration & Defense RPG believes in basing promotions on
performance and service rather then leaving them to the whim
of the individual GM. By following the simple posting
requirements below, you'll be able to best determine your own
progress as well as estimate when you'll be promoted, etc.
Keep in mind,
promotions are based on your contributions, so only you can
make or break a promotion. Enjoy the game! |