Engineering ROLEPLAY OVERVIEW
➢
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, authorized, 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.
Players
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.
To
Roleplay Surgery, as a Engineering Officer requires you to
spend 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 Engineering 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 Engineering. 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 Engineering 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.