Command
ROLEPLAY Overview
Starship Captaincy is the very core of Starbase 1, and
while the Fleet
allows its Members to play virtually any Role, from
Station Security Officers, Yeomans and Engineering
Assistants through to Warp Theorists, Medical Doctors
and elite MACO Snipers, Task Force Avalon remains a
particularly popular path
of entry for those who join the Fleet.
While it might not have the same intimacy or immediacy of
playing as a member
of the crew of Starbase 1, It is fairly easy to understand
the draw of
playing in the Task Force – you are promised Command of
your own Ship, Crew,
and the freedom to travel where you want as that Ship’s
Master and Commander,
just like Kirk, Picard, Janeway, and others. It is a
license to RP
independently, on far Off Worlds, in the depths of unknown
Space, or in the
company of a huge and imposing armada – the very pride of
Starfleet.
But as rewarding as that is, it also carries with it a
weight of
responsibility. Whether a Lieutenant Commander in charge
of a fast and
heavily-armed Defiant-class Escort, or a full-fledged
Captain in Command of a
powerful and heavily protected Sovereign-class Cruiser,
Starship Captains are
routinely faced with a world of critical decisions that
affect not only the
lives of their Crew, and the safety of their Ship, but
also the Reputation, and Standing of the Federation
itself. Starships and their Crews are Starfleet’s
Ambassador's, and it is their Actions and Deeds that are
weighed most heavily in Galactic Diplomacy.
Expectation, and your Actions in Command…
In playing the role of a Starfleet Officer, it is
important to consider the
core of what that means as a Character concept. Clearly,
as a Guild and as Roleplayers, we discourage the idea of a
“Mary Sue” – a flawlessly
over-achieving Character with no weaknesses, but at the
same time – in the
setting of Star Trek – it is accepted that entry into
Starfleet Academy is an
incredibly prestigious achievement that recognizes the
best and brightest of
Federation Societies.
Put simply, by sheer virtue of your Character having been
accepted into and
then Graduated from those hallowed grounds, there is an
expectation that they
are an incredibly intelligent, capable, and motivated
individual. This is the
baseline standard – no one gets to graduate from the
Academy being being an
under-achiever. And none who just scrape through will
likely ever rise through
the Ranks and gain the recognition they need to be offered
Command of the
proverbial pointy-end of Federation Policy: a Starship.
It can be difficult to imagine just what sort of Character
qualifies for such a
prestigious Posting, but with a little research, and a
little bit of
examination of the thing we call ‘the real world’, it is
possible to rapidly
build a General Profile of those destined for Command.
And if you’re still confused by where you begin with that
– then just remember
that while they don’t have Warp Drives, Phaser Arrays and
Photon Torpedoes, Spaceships are indeed a real thing, with
real Commanders, with very real Skillsets.
Starfleet is, at its most basic level, a futuristic look
at what NASA might
become, and so NASA is a very good place to start
researching who you want your Starship Captain to be. The
Heroes of the 20th Century’s Space Age – people
like Yuri Gagarin, Neil Armstrong, Buzz Aldrin, Alan
Shepard, Eileen Collins,
Christa McAuliffe – and those more recently like Scott
Kelly or Chris Hadfield
– are who you should be looking at for inspiration. NASA
calls these Rocket Men
and Women “the Right Stuff”. Starfleet calls it “Average.”
To put that in perspective, the current head of NASA’s
Astronaut Office is a
man named Christopher
Cassidy, and to give you an idea of
his professional Credentials, he graduated the United
States Naval Academy,
rose to the Rank of Captain, is a Graduate of the US
Navy’s Basic Underwater
Demolitions School (He is a Navy SEAL), and holds a
Masters in Ocean Engineering from the Massachusetts
Institute of Technology – one of the finest Technology
Schools on the Planet. It is probably fair to say that
Captain
Cassidy is the closest thing modern day Earth has to a
Starship Captain, and so
the benchmark is high.
Clearly, as Roleplayers, we aren’t going to know
everything there is to know
about being Astronauts, let alone Starfleet Officers.
Those who RP in Engineering and Medical can tell you about
the wealth of Character Research
they do into the Systems and Processes of those Fields,
and I believe it is no
different for those who wish to Command. Knowing how to do
something is not
anywhere near as important as the attitude you take to it,
and as Star Trek
fans, it goes without saying that the Staff hope that
attitude is one of
wanting to Learn, Explore, and Investigate thoughtfully.
Every action a Starship captain takes has a consequence,
and this should be the
foremost thing on Roleplayers’ minds when they are in that
role. A Starship is
several million tonnes of Duranium hull wrapped around a
large, contained Antimatter Explosion that is driving it
through Space at a velocity of many
billions of kilometers per second. Stop to consider that
even the smallest of
these Starships has (by canon statements) enough firepower
to exterminate all Life on the surface of a Planet, and
then ask yourself – what sort of Person is
Starfleet expecting to Command that type of Responsibility?
The Fleet has a very clear Policy of In Character Actions
having In Character
Consequences. (We simply abbreviate this to ICA and ICC.)
Anything your Character does, carries Consequences –
usually Positive, but also Negative.
In pen-and-paper RPGs like D&D, Rogue Trader, or
Vampire, it is fairly easy
for Players to do ‘Risk Analysis’ on their Actions because
of hard Stat Lines
that represent their Personal Capabilities. But every now
and then, a Player
will attempt to take an Action prompting an almost
traditional, softly-worded
question from the GM: “Are you really sure you want
to do that?”
Veterans of pen-and-paper RPGs know that this is a
question any wise individual
should not simply dismiss, for the GM is trying to do
their Player a kindness
in suggesting the gravity of their Actions – Indeed, those
nine words usually
precede many Roleplaying tales of hilarity, and woe that
end in total disaster.
As Staff and GMs, the same holds true in Starbase 1. We
will try to steer Players in
the right direction fairly without Violating the Spirit of
Players having the
power to make their own choices, but when we ask the
question, ‘Are you really
sure you want to do that?’ perhaps it is time to stop, and
think about what
your brave Spaceship Captain is about to bring down upon
themselves.
So, as clearly as it can be said: If you
think having your Ship blown up, severely damaged,
captured, violating the Prime Directive, pre-emptively
opening fire on a Ship, or anything else that
might be contrary to Federation Procedure is a good
idea, you should really
think about just what the people who gave you
responsibility for that very
expensive, very large planet-destroying Spacecraft are
going to say when you
get Home.
Over the last couple of years, the Fleet has been quite
relaxed in allowing
such incidents to go by without comment. In theory, it is
up to the GM’s
personal discretion to how much leeway Officers under
their Command are going
to get, in practice – the first priority of the Staff
Officers is to
provide a realistic environment for Roleplaying a
Starfleet Officer, and that
means – more often than not – we are going to take the
serious line when
dealing with Actions and consequences. Starbase 1 prides
itself on being quite rigid
in this regard, but we acknowledge that this style of
Roleplay is not for everyone.
That, ultimately, is for you to determine as a Member of
this Fleet.
In the end, if you aren’t sure whether your actions in
character are in keeping
with the expectations of Starfleet Command, then you
should either err on the
side of caution, or absolutely feel free to ask one of the
Veterans or Staff.
Across the United States Armed Forces, NASA, and countless
international civil
services including Police and Fire Authorities*, those who
are in positions of Command over a unit of personnel rely
on something simply called the Five
Paragraph Order to organize and explain Critical Information.
*Including the one which the author of this essay works
for in Australia
The Five Paragraphs – each with a critical component of
relevant information –
are easily remembered by the acronym “SMEAC”: Situation,
Mission, Execution,
Administration/Logistics, Command/Communications.
Situation: The first thing Picard,
Kirk, Sisko, Janeway, Archer, or any other Officer in
Charge does when they
walk onto the Bridge is ask for a Report on what is
happening. This, in a
nutshell, is the Officer beginning their SMEAC Orders by
determining what is
happening with an understanding of all the critical facts.
Using a combat situation as an example, relevant
information may include the
size and number of the Enemy Force, their capabilities,
their weaknesses, what
they are likely to do next, and what the worst-case
scenario for their Ship is.
Other information may be whether or not Friendly Forces
are near to their
location.
With an establishment of these Facts, the Officer may make
initial calls on how
to proceed further, if at all.
Mission: Based upon the Situation,
the Commanding Officer will then determine their Mission
Objectives based on
the simple questions of Who, What, When, Where and Why?
Simply, the Mission
determines the Objective that is to be achieved, and
nothing more.
Execution: Once the Officer knows
what the Mission Objective is, they may formulate a plan
of how to do it – this
is the Execution Phase of their briefing, and is – after
the initial situation
report – the most important phase of their Orders.
In establishing a Plan of Execution, the Officer should:
· Establish their intent clearly so that their Staff
understands what needs to
be done,
· Identify the odds of success or failure, and what
factors dictate advantage
or disadvantage,
· Identify what Tools and Assets they have at their
disposal to best exploit
weaknesses,
· Understand what the outcome should be and the factors
that need to be
considered after the fact,
· Form a Plan based on the above information to achieve
the desired outcome,
· Identify factors outside their control that can be used
to support their Mission,
· Delegate Tasks to Crew and subordinate Officers,
· Establish how those with delegated Tasks should
coordinate their Actions.
Administration/Logistics: Having
established and committed to a Plan of Action, the Officer
must take steps to
ensure those whose Task it is to indirectly support the
Mission (such as Medical, Engineering, Armories and
Shipboard magazines/weapons Storage, damage
control, Fighter Pilots providing Air Support, etc)
understand what is
required. Again – simply put – once your force of Soldiers
are carrying out
their Mission, how do you plan to supply them with Food,
Ammunition, and Medical Support for wounded? All of these
thought processes are just as
critical to areas of Starship Operations as they are
ground Forces.
Command and Communications: The final
part of the Briefing is to establish the operational Chain
of Command, and how
a Force is to Communicate once they are engaged in their
Operations. This Task
can be simple, or it can be very complex depending on the
size of the Mission
in question. In practice, at a basic level, junior
Starship Captains will only
need to worry about their own Ships. It falls to Captains
and Admirals to worry
about the Fleet itself.
Identifying a Chain of Command should include contingency
planning on what to
do should the Commanding Officer him/herself be
incapacitated or removed from Command through Injury or
Fatality. On a Ship, this will nominally fall to the
Executive Officer, and then the Second Officer, and then
the Third Officer, and
so on down the Chain of Bridge Officers in order of
Seniority and Rank.
This step is critical when multiple Starships collaborate
to put together joint Away Teams, as the Chain of Command
may be far less clear.
Understanding the SMEAC Five Paragraph Order is the first
and most important
thing Officers in crisis situations in the real world must
learn, and it
applies elegantly to both Military and Civilian
Authorities over a range of
different disciplines and purposes. Police may use it when
conducting a large Public Order Exercises, or simply when
closing a Street, Ambulance Officers and Medics may use it
to Triage on a large scale when dealing with Disaster
Relief, Firefighters use it to coordinate multiple Crews
against weather and moving Fire Fronts to defend Homes,
Military Officers use it to coordinate the actions
of their Squads, and NASA Mission Commanders use it as the
basis for complex
problem solving in Earth Orbit where Time, Resources, and
the Margin of Error
are all equally in short supply.
In short – the origins of the Five Paragraph Order being
Military in nature are
irrelevant in accepting that it has become The
Standard for Crisis Management around the
World. While you don’t have to RP with great
detail around using the Five Paragraph Order, knowledge of
it may help you
establish an understanding of your Character in how they
manage critical
incidents, and the huge responsibility and burden of Command.
What is Starfleet? It’s a question that has divided Star
Trek fans since the
1960s - especially when challenging the notion that it is
a Military Service in
a society that purportedly has no need or want of such a
force.
It is also debated when discussing the import and extent
of a Chain of Command,
and the attitudes of Starfleet Officers when faced with a
crisis.
Without attempting to take a position one way or another,
I would surmise that
the question of whether Starfleet is a Military, is
largely academic in
accepting that it has both a Military Chain of Command,
and a major
responsibility in filling the role of a Defense Force.
Starfleet uses Weapons and Defensive Systems that are
grotesquely powerful at
all levels of operations - from Anti-personnel Weapons
capable of vaporizing Organic, and Inorganic Matter, to
Tricobalt Warheads that make modern Nuclear Devices look
like the equivalent of Pocket Fireworks.
Starfleet also uses Military Ranks and a strictly-observed
Chain of Command
necessary for the maintenance of good discipline and
operational stability.
On multiple, bloody occasions in Federation History,
Starfleet has been
required to fight wars against a range of intransigent Adversaries
who could
not be reasonably negotiated with - the Borg being the
pr-eminent example of
the necessity of a capable Defense Force.
Again using the perennial example seen throughout this
essay, NASA is not - in
itself - a Military Organization. A Civil Agency, NASA’s
Mission to advance the Frontiers of Human Space Flight is
the closest real-world analogy we have to
what Starfleet represents, but in saying that, we must
also recognize that
almost every single Mission Commander and Pilot in the
Agency’s History has a Military background, and held
Military Rank, and therefore it can be said that
the Agency has good knowledge of Military Procedures at an
Operational Level -
and those Procedures have unquestionably affected the Agency’s
own SOPs.
Starfleet is a force that fulfills every Role which the
Federation requires -
be it Scientific Research and Exploration, Defense, Civil
Protection, Humanitarian Relief, or even Diplomacy - and
no one role is given greater
importance than another (a fact, we see reflected
consistently in the design of
Federation Starships which are, by far, the most versatile
vessels in the Alpha
and Beta Quadrants.)
Because of this, it is not enough to have a Starship
Captain who is simply a Soldier, or a Diplomat, or a
Scientist - the primary responsibility of the Captain is
to balance the needs of the day, and truly, they must be
masters of
creating around them a controlled environment in which
Specialists of all Disciplines and Trades, work together
as a cohesive Unit.
If your Character cannot do this, then you should expect
them to run into
trouble. While every Officer has rough spots in their
Career, it is the Fleet’s
expectation that every Officer should - in the long run -
be emulating
Starfleet’s best and brightest.
In closing, I leave you with what I believe is the most
succinct Description of
what a Starship Commander is, as delivered by one of the
most qualified
authorities on the subject:
Quote:
”Welcome
to Command College. You’ve just embarked on the
most challenging course that the Academy has to offer, and
also, the most
rewarding.
It is often said that Command School Cadets are the best
of the best, and it is
also said that I commanded the best. The best Ship, and
the best Crew. But the Truth is, there is no such thing as
‘the Best’. One Ship may be brand new,
state of the art, but it also has countless bugs to work
out. Another Ship may
be a hundred years old, and shake like a Rattle, but the Bugs
are long gone -
and that’s why she’s a hundred years old.
The same goes for your Crew. They may be Technical
Wizards, but if they can’t
work as a Team their Skills are useless to you. When you
meet your Crew, you’ll
find a thousand Abilities, and Talents, and Flaws, all
crackling against each
other, and, that is where you come in.
Those of you who succeed in building a Team, will be among
the elite few to
take us to the Stars.
Good luck, Fair Weather, and never forget… that Risk, is
your Business.”
-James T. Kirk.
➢
Fri, h14:00 a dedicated Shuttle will leave
from LAX Airport (Los Angeles - Lancaster)
➢
Fri, h14:30 Registration opens.
➢
Fri, h15:00 meeting at the HQ. Please don’t be
late - it’s important! You’ll have barely an hour to set
up the Sleeping Quarters, go through Registration and
take your Uniform.
➢
Fri, h15:45 Registration is Closed.
➢
Fri, h16:00 time to get in your Uniform!
Everything should be ready by 16:30
➢
Fri, h16:30 start of the Workshop. This will
be a Pre-Game Preparation where we’ll practice some
Mechanics of the LARP, and get to know a bit about
fellow Players. Workshops are Off-Game, but in Uniform.
➢
Fri, h18:00 Light Dinner. Workshop ends.
➢
Fri, h18:30 In-game Tutorial : an introductory
Episode, to help Players to get familiar with the
Station, and its working. It takes place on Starbase 1
Day #1, when the Station was opened. The Tutorial will
include “Security
Photos”, that is, a portrait for anyone who
desires it.
➢
Fri, h21:30 Speed LARP. Player will form
Teams; each Team will receive 1 or 2 pre-scripted
“Missions” to play out. Each Mission will be a
significant shared moment of the Characters Backstories.
➢
Fri, h22:00 the LARP starts! It’s Starbase 1
Day #1. In the fiction, Alpha Shift has been on Duty for
a few hours, while Omega Shift is sleeping.
➢
Sat, h01:30 Omega Shift wakes up. In a couple
of hours, Alpha Shift will go to sleep.
➢
Sat, h08:00 Starbase 1 Day #2 starts. Alpha
Shift wakes up
➢
Sat, h15:00 Starbase 1 Day #2. Omega Shift
wakes up
➢
Sat, h22:00 Starbase 1 Day #2 starts. Alpha
Shift wakes up
➢
Sun, h05:30 Starbase 1 Day #3. Omega Shift
wakes up
➢
Sun, h12:00 Starbase 1 Day #3 starts. Alpha
Shift wakes up
➢
Sun, h13:00 Endings time: some characters may
exit the game.
➢
Sun, about h15:00 the LARP ends.
➢
Sun, 15:10 Debriefing: Goodbye to Starbase 1
➢
Sun, 15:20 Debriefing: Goodbye to your
Character (Costume restitution!)
➢
Sun, 15:45 Debriefing: Goodbye to Starbase 1
Station (each workgroup tidies up their lab!)
➢
Sun, 16:30 Pack up your Stuff, Bedding, and
board the Shuttle
➢
Sun, 17:00 The last Shuttle leaves for the HQ
➢
Sun, 17:30 we get to the HQ, after Party and
Dinner!
➢
Sun, 21:00 we start to turn some of the HQ’s
rooms into a dormitory.
➢
Sun, 23:59 Lights out! Good night.
➢
Mon, 09:00 We wake up
➢
Mon, 10:00 the last LARP Shuttle for the
Metro-link leaves. Unless, authroized, you must leave
the HQ.
Days
on Starbase 1 are counted starting from the opening of
Starbase 1 Station. The LARPs starts during “Starbase 1
Day” #15. The exact year is deliberately unspecified.
Each
Player’s day on Starbase 1 lasts 14 hours: approximately 9
hours of wake and 5 hours of sleep.
During
sleeping time, it
is MANDATORY to stay in the Sleeping Quarters, or
Recreational area’s such as the Mess Hall or 10 Forward.
Please make good use of the little time you’ll have to
sleep.
It
is strictly
Forbidden to be Loud in the Sleeping Quarters. This
is an Off-Game Rule.
If
you deem it really important for the story, you might
consider waking up an individual Character (“Savic, they
found the contrabad you hid, what do we do?”). Keep in
mind, though, that several Players dislike to be woken up
like this, so be ready to leave them be, and be careful
not to disturb others.
Workers
are divided in two Shifts: Alpha (α) and Omega (Ω), that
alternate in running the Station, because Starbase 1 never
sleeps. It means that each Lab and Work Environment is
always manned by one of the Shift Teams, while the other
is off Duty, and viceversa.
Each
working day involve also a period of time while both the
Alphas and Omegas are Awake. In order to coordinate, the
Teams working in the same area can leave Messages, and
Notes to the Coworkers of the other Shift.
Days
on Starbase 1 are counted starting from the
opening of Starbase 1 Station. The LARP starts
during “Starbase 1
Day” #1. The exact year is deliberately unspecified.
Each
Player’s Day on Starbase 1 lasts approximately 14 hours: 9 hours of wake
and 5 hours of
sleep.
Each
"Starbase 1 Day" starts when Shift α Wakes up, it lasts 14
hours, and it ends when Shift α wakes up again for the
next Starbase 1 Day. Shift Ω wakes up every Starbase 1 day
at 07:00 or 07:30, and goes to sleep about 9 hours later
(that is, at about h02:00 of the next Starbase 1 day,
since days last 14 hours there is no such thing as “h16”).
Starbase 1 Day |
Starts at (real-world time) |
1 |
h18:00,
Friday The LARP will start at h22 Friday,
that is |
2 |
h08:00,
Saturday |
3 |
h22:00,
Saturday |
4 |
h12:00,
Sunday |
This is the
framework of the Alpha and Omega shifts for the LARP:
Off-Game Day & Time |
SHIFT Ω |
SHIFT α |
Starbase
1 Day
& Time |
||
Day |
Time |
(When
SHIFT α wakes up, a new day
starts) |
|||
|
|||||
Friday |
22 - 23 |
they start "asleep" |
|
Starbase 1 Day 15 |
4 - 5 |
23 - 23:59 |
|
|
5 - 6 |
||
New off-game day: Saturday |
|
||||
Saturday |
00 - 01 |
|
DINNER / First Meal & Second Meal |
6 - 7 |
|
01 - 02 |
wake up 1:30 breakfast til 2:30 |
|
7 - 8 |
||
02 - 03 |
Both
shifts are active |
8 - 9 |
|||
03 - 04 |
|
shift ends 2:30 |
9 - 10 |
||
04 - 05 |
|
|
10 - 11 |
||
05 - 06 |
LUNCH / First meal |
|
11 - 12 |
||
06 - 07 |
LUNCH / Second meal |
|
12 - 13 |
||
07 - 08 |
|
wake up 8:00 |
13 - 13:59 |
||
New Starbase 1 Day: #16 |
|||||
08 - 09 |
Both
shifts are active (albeit VERY briefly) breakfast
α |
Starbase 1 Day 16 |
0:00 - 1:00 |
||
09 - 10 |
shift ends 9:00 |
|
1 - 2 |
||
10 - 11 |
|
|
2 - 3 |
||
11 - 12 |
|
|
3 - 4 |
||
12 - 13 |
|
LUNCH / First meal |
4 - 5 |
||
13 - 14 |
|
LUNCH / Second Meal |
5 - 6 |
||
14 - 15 |
wake up 15 |
|
6 - 7 |
||
15 - 16 |
breakfast 15-16 |
|
7 - 8 |
||
16 - 17 |
Both
shifts are active |
8 - 9 |
|||
17 - 18 |
Both
shifts are active |
9 - 10 |
|||
18 - 19 |
|
shift ends 16:00 |
10 - 11 |
||
19 - 20 |
LUNCH / First meal |
|
11 - 12 |
||
20 - 21 |
LUNCH / Second Meal |
|
12 - 13 |
||
21 - 22 |
|
|
13 - 13:59 |
||
New Starbase 1 Day: #17 |
|||||
22 - 23 |
Both
shifts are active Shift
α: wake up 22:00 breakfast
til 23:00 |
Starbase 1 Day 17 |
0:00 - 1:00 |
||
23 - 23:59 |
Both
shifts are active |
1 - 2 |
|||
New off-game day: Sunday |
|
||||
Sunday |
00 - 01 |
shift ends 23:30 |
|
2 - 3 |
|
01 - 02 |
|
|
3 - 4 |
||
02 - 03 |
|
|
4 - 5 |
||
03 - 04 |
|
LUNCH / First meal |
5 - 6 |
||
04 - 05 |
|
LUNCH / Second Meal |
6 - 7 |
||
05 - 06 |
wake up 5:30 breakfast til 6:30 |
|
7 - 8 |
||
06 - 07 |
Both
shifts are active |
8 - 9 |
|||
07 - 08 |
|
shift ends 6:30 |
9 - 10 |
||
08 - 09 |
|
|
10 - 11 |
||
09 - 10 |
|
|
11 - 12 |
||
10 - 11 |
LUNCH / First meal |
|
12 - 13 |
||
11 - 12 |
LUNCH / Second Meal |
wake up 12:00 |
13 - 13:59 |
||
New Starbase 1 Day: #18 |
|||||
12 - 13 |
|
breakfast 12:15-13 |
Starbase 1 Day 18 |
0:00 - 1:00 |
|
13 - 14 |
Both
shifts are active |
1 - 2 |
|||
14 - 15 |
Both
shifts are active |
2 - 3 |
|||
|
|||||
Day |
Time |
SHIFT Ω |
SHIFT α |
Starbase
1 Day
& time |
Every Player is
entitled to have Personal Free Time every Shift. Besides
Working Hours, there are other compulsory
Activities that everyone on Starbase 1 Station must
attend, during each and every Shift: Physical
Training in the Leisure Area - Meals - routine Medical
Checks in Sick Bay - Socializing Time in the Leisure Area.
Every
Player receives a Personal Schedule that establishes how
many Working Hours there are in every Shift, which Meals
to attend, when the Physical Training is supposed to
happen and so on.
After each
Mission, every Crewmember is expected to write one Duty
Log (DL), and one Personal Log (PL). You've seen these
before in Star Trek: often, when an Episode opens, you'll
hear "Captain's Log" followed by a brief Summary of the
Events which have led up to the point depicted, while at
other times you'll hear a Character making a "Personal"
Log Entry of their Private Life and/or feelings about the
Mission.
Well, it's
the same way in the Starbase 1 LARP. Your Duty Log is
usually a summary of what happened to your Character
during the course of the Sim, written from a First-Person
perspective. Remember, though you as a Player are aware of
all Sim Events, your Character is not—you should try to
limit your DL to your Character's experiences. A DL can
also include your Character's recommendations for the
following Sim: for example, a Counselor on the Bridge
during a Battle with a hostile Alien Species could, in his
or her DL, offer theories about why the Aliens attacked,
and offer recommendations for avoiding future conflicts.
Duty Logs also include your Character's job-related
activities between Sims: if, for example, your Character
writes a Report about a piece of Alien Technology s/he
encountered, that's a DL.
Personal
Logs, on the other hand, detail your Character's Off-Duty
Life. These can include your character's plans for time
off, your character's feelings about the current Mission,
or even your Character's feelings about his, or her fellow
Crewmembers—how are they getting along? Does your
Character feel as though s/he is fitting in? Just like in
real life, your Character will often grow and evolve as a
Person—your Personal Logs will give you, and your
Crewmates a weekly Chronicle of your Character's
development, and add to the fun of the Sim.
There's
another type of Personal Log: the Story Log. Story Logs,
as the name implies, tell Stories about your Character
that take place outside the confines of your weekly
Missions. You frequently see Star Trek Characters spending
free time in a Holodeck Simulation, for example—well,
there usually isn't time to do this in your weekly Sim, so
why not write a Story about an Experience your Character
had in the Holodeck? Want to flesh out experiences from
your Character's past? Dramatize them in a Story Log! Want
to write about your Character's Shore Leave on Risa? Story
Log—just keep it clean! Many Starbase 1 simmers prefer the
Story Log to the more traditional Personal Log—the
important thing is to write something you enjoy.
A third type
of Log—one which is not required of a Crewmember—is the
Joint Log (JL). Sometimes, this simply means that two (or
more) People collaborate to write a Story Log, just as two
People might co-Author a Novel. More common, however, is
the "mini-Mission," in which the Authors get together in
their free time and actually Sim out the action of the
Story. Once the "mini-Sim" is completed, one of the
participants writes up the Events in prose form, and sends
the completed story to the other Participants for their
suggestions and Approval. When all Parties involved
approve of the Story, it is sent to the Crew and posted to
the appropriate Message Board by one of the Authors.
Remember,
Log Writing is the best way for your Crewmates to get to
know your Character. While you Sim In-Character, most
Missions won't provide many opportunities to show your
Character's intricacies—and even when they do, these
details often scroll off the screen before everyone can
read them. Your Logs, however, can contain almost anything
you like—and your Crewmates can read them at their
leisure. To qualify for Promotion, you must Write Logs,
send them to the Crew, and Post them on your Starbase 1's
Message Boards. However, once they find a style they
enjoy, many Starbase 1 Members take the opportunity to
explore their Characters, and write in excess of the basic
requirements.
This Department consists entirely of Officers.
To
Roleplay Surgery, as the Command spends time (at least 6
minutes) Roleplaying Surgical Actions - you must Roleplay
the appropriate signs of your Medical condition.
(Note:The
Physician Character can only try to cure a specific
Condition on a given Patient as the Lead Physician, once per
day. This means that if they choose to stop Treatment
usually because of repeated failures increasing the risk of
the surgery), they cannot try to treat that Condition again
as the Lead Physician, they have exhausted their Personal
Knowledge, or Techniques trying to cure it). They can,
however, assist another Player to Treat that Condition, as
Lead Physician later on in the same day.
Any
given session of Surgery is divided into three Phases - Starting, Treatment, and Finishing.
This is to make the Roleplay make sense, reduce the time
that the Surgery requires a dedicated Physician, and provide
a good tension curve.
During
the Start Phase, the Physician gathers their team and begins
the surgery. Any Command Character with one or more Ranks of
the Physician Skill may join during the Start Phase, and
decide on a Lead Physician. You do not need a Referee to begin Surgery, but you do
need one to continue past the Start Phase. The Start Phase
takes at least 3 minutes of Roleplay - this time is a good
time to contact Command. Once at least 3 minutes have passed
and the Referee is present, the surgery proceeds to the
Treatment Phase. The Lead Physician should identify
themselves to Command and provide the following information:
§ How many ranks of Physician they
have
§ How many other Physicians are
participating
§ What are the Conditions they are
treating
§ Anything else that is relevant
During
the Treatment Phase, the Physician or Team of Physicians
does the Surgery/Treatment needed to remove the Condition,
but this can be a risky process. The risk in this case is
represented by a Medical Scan from the Tricorder. At the
beginning of the Treatment Phase, and every minute
thereafter, the Lead Physician must update his Scan.
§ If they Scan Green, they succeed in
treating one Condition (assuming it only requires a single
success).
§ If they Scan Yellow, they suffer a
setback, and can continue the Treatment, but at increased
risk.
§ If they Scan Red, the Patient
deteriorates, and may suffer a LETHAL wound or some other
negative consequence.
§ If they Scan Black, the Patient
suffers a severe negative consequence and may die.
After
another Scan, the Lead Physician may choose to keep going,
Roleplaying another minute of surgery, and conducting a
Scan, or stop and proceed to the Finishing Phase. The
assisting Physicians must continue to be involved, or the
benefits of their help (increasing the odds of success) will
be removed for the next Scan.
The Lead
Physician may ask how many Scans are in the Treatment
Options prior to the current Scan, and may choose to stop
and proceed to the Finishing Phase before scanning again. If
they complete a Scan, then they must accept the result of
that Scan.
The
Finishing Phase represents the time taken to tie up the
loose ends (or organs) and close up the Wound. During the
Finishing Phase, the risky part of the Surgery is over, and
the participating Physicians can relax a bit. At least one
Physician who was participating must spend an additional 3
minutes of Roleplay to complete the Surgery - at the end of
this time, the Patient regains 1 lost Hit to each of their
locations (or 3 Global Body Hits). Failing to complete the
Finishing Phase may also result in the Patient acquiring an
Infection Condition.
When the
Referee arrives at the Surgery, they will gather some basic
information from the Players present and build a Treatment
Scan. The basic Treatment Scan consists of 2 Green, 2 Yellow
& 1 Red Medical Scan Results. Other factors will affect
what Info go into the initial Treatment Scan;
§ Every Rank of the Physician skill that the Lead Physician has
adds another Green Scan Option.
§ Every additional Physician assisting
adds another Green Scan Option, up to the number of ranks of
the Physician skill possessed by the Lead Physician.
§ Every Level of the Psionic Skill that the
Patient has adds another Green Scan Option.
§ The Condition being treated may add
more Scans of any of the 4 types based on how easy or
difficult it is to treat.
After
every Scan, the Referee may add or remove Scans from the
Treatment Scan to denote the increasing risk of prolonged
surgery.
If a
Green Scan is shown, that indicates a success. The Surgeon
may continue the Surgery to attempt to remove another
Condition affecting the Patient - if that other Condition
has additional Scans that need to be added, then those will
be added for the next Scan.
If a
Yellow Scan is shown, that indicates a setback. There is no
direct negative consequence to the patient, but the risk of
the surgery failing increases. If a Yellow Scan is shown,
then the Referee adds another Yellow Scan to the Treatment
Scan.
If a Red
Scan is shown, that indicates that something has gone wrong
in the Surgery - one of the Physicians may have clipped a
blood vessel, the Condition may have worsened, or similar.
The negative consequence might be another Condition given to
the Patient, or the Referee may afflict the patient with a
LETHAL wound, beginning their Death Count (note that
Physicians who are working to stop someone's Death Count, do
not contribute their Green Scan to the Surgery while they
are doing so). If a Red Scan is shown, the Referee also adds
another Yellow Scan to the Treatment Scan.
If a
Black Scan is shown, that indicates that something has gone
very wrong. Either the Patient will Die during the Surgery,
or has acquired a severe, long lasting and possibly
incurable Condition. The Referee may confer briefly with the
Patient's Player, and will decide on the most dramatically
appropriate and fitting course of action - the Referee's
decision is Final. No additional Scans are added to the
Treatment Scan.
The
longer the Surgery goes on without success, the more likely
it becomes that a negative consequence will occur. If at any
point the Treatment Option has 4 Yellow or Red Scans, some
of them are options of the next level of severity.
§ If there are 4 Yellow Scan Options
in the Treatment Scan, three of them will be removed and
replaced with another Red Scan Option.
§ If there are 4 Red Scan Options in
the Treatment Scan, three of them will be removed and
replaced with another Black Scan Option.