USS Archangel Posting Guidelines
Stardate: 74102.0

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TABLE OF CONTENTS
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Section 1: An Overview of the Handbook

Section 2: Creating a Character

Section 3: A List of Common Races

Section 4: A List of Common Billets
     4.1: Common Billets and Responsibilities
     4.2: Flag Billets

Section 5: Posting
     5.1: Subject Line
     5.2: Scenes
     5.3: Mission Dates
     5.4: Star Dates
     5.5: Berth Dates
     5.6: Body
     5.7: NRPG Section
     5.8: Mission Date Summary
     5.9: Closing
     5.10: Parts of a Post Checklist

Section 6: Posting Tips      6.1: Plots, Subplots, and Plot Twists
     6.2: The Golden Rule
     6.3: Three Axes
     6.4: NPC, Non-protected Characters
     6.5: Posting Tip


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Section 1: An Overview of the Handbook
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This Cadet Handbook will provide you with the basics on creating your Character's Bio, putting together a post and tips on interacting with other players using different methods. The information in this handbook represents a collection of the many ships in the Archangel universe and not all ships or stations (units) will use certain sections. Your Commanding Officer (CO) will let you know what is expected once you've joined the unit.


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Section 2: Creating a Character
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The first step is to create a character for you to use in order to interact with other players. In this section you will find a CHARACTER BIO TEMPLATE that will aid you in creating one. Each line of the template has a small caption explaining the different parts and what information is needed in each section.

Biography Creation Cautions:

While creating the character who will give you the means to interact and play with others in your unit, there are some *cautions* that must be kept in mind. Since the main emphasis on the game is "to have fun", you want to make sure you don't create a disruptive character that could take away from that objective - not only from yourself but from others as well. So, certain characteristics and / or attributes are strongly discouraged and may not be allowed in the creation of a new player's character. Let me ask you this right from the start: would you want to play with someone who had created a disruptive character?

Now what is meant by 'disruptive'? Disruptive would include things like:

Active connections to intelligence communities (in or out of Starfleet): What this means is to find out answers through sweat, blood and good old fashion investigation is an absolute plus in the RPG gaming field. Who wants to play with someone that all they have to do is 'pick up the phone' and call their massive spy network and 'presto' they have the answers? Ask yourself, where's the fun in that?

Extraordinary offensive psionic capability: If all your character has to do is think an attack through his or her mind and the creature's head melts away, well for one thing, you've violated quite a few Starfleet rules but you've ended a possible conflict that could have drawn many others into the array and made for great writing amongst your crewmates. Plus, another side would be what would be the point in writing at all if your character could read everyone's thoughts? You might have fun, but you'd likely annoy your fellow writers, alienate them forever, and get yourself in trouble with your commanding officer and several levels of command above him or her. Remember that the idea is to have fun, and to have fun with others who share your like for this RPG world. The objective is not to alienate yourself from everyone, but to be drawn in - and to draw others in.

"Hard" immortality: Where's the point in going into possibly dangerous missions and never have the possibility of getting killed, maimed or hurt? Q-like powers should be left to Q.

Super Powers: Solar rays shooting out from your eyes, while being cool to have for camping trips to light a campfire, moves you into another realm that once again you have something that sets you WAY above the normal. Some creatures have unique abilities but some careful planning, thinking and responsibility will need to be taken into account on these. Strength, speed, agility, etc., above and beyond what's normal for the species / race you choose to play would not be fair to the others in your unit.

Felony Criminal Record: Now as interesting as this might sound, to become part of Starfleet, a sentence would have to have been served and rehabilitation completed. Then the aftermath of your crime would have to be dealt with not only with your crew, but in anyone or thing that you could encounter. For the new player, you're getting your feet wet and are learning the do's and don'ts; master them. Then when your second or third character comes along, perhaps then would be the time to pursue this avenue.

Training as an assassin: Starfleet frowns immensely on assassination. Again this would fit with Felony Criminal Record and to wait until you've become accustomed to the play, the game and experience, but remember one rule explained later in the Cadet Handbook: All characters are sacred and to kill someone without his or her permission is poor gaming, rude and inconsiderate. Never, never do anything along those lines.

All of these listed above would cause many RPG groups to refuse approval of your character and are generally looked upon as not in line with creating a place for good role-playing.

Your new character biography is also looked closely for those items considered 'red-flags'. These 'red-flags' include such things as:

Special Operations Training, Marine/Naval commensurate commissions: Just how much training has your character received? Is it teetering on the brink of 'too much'? Imagine yourself and the time it would take you to go through the training, and then, how much field work you would have under your belt and how proficient, etc. See how this can quickly get out of hand? Limit yourself on the creation of your initial character and save the creation of that 'dream' character for a little later. What or where is the fun if, when your character is created, you've already reached that high level? "The journey is just as important as reaching the end." Wise words to remember in the creation of your character.

Non-felony criminal records: The same reasoning applied to the Felony Criminal Records could work here. Are you ready to handle the onslaught of ridicule from other characters? Can you write the feel of the character becoming the victim when sometime ago he/she was the predator? Sometimes this is a bit much to handle right off the bench while trying to figure out your niche in the gaming scheme. Remember that once you've seen that you can play well and are a contributor, your request to play in other units will give you the opportunity to create additional characters.

Conscientious Objection: or one who, on grounds of religious, conscience or moral convictions, refuses to perform military service. This is a touchy one. There's nothing wrong with having a strict moral code BUT you limit yourself in your gaming experience. To say that you can never fly in a shuttle because your religion refuses to allow you to sit so close to another, could and most likely will, limit your interaction. Now that example was of an extreme nature but you can see the point being made. Most beings have some morals, though with some we're unable to understand what exactly they are but hopefully they're there. In the creation of your character, balance is the key. They should suffer, be happy, angry, love, whistle - be more than mere words on paper. But at the same time, too much is a bad thing, too.

Other "red-flags" are:

Unexplained leaves of absence
Shape-changing/shape-shifting abilities
Extensive psychological problems

So what does all this mean? Well, the character you create could probably be approved, but you are encouraged to *balance* characters and use such backgrounds *only* if you will be responsible with them. Nevertheless, some of these 'red flags', if used *responsibly*, do make for very interesting characters. The limit of creativity is not what is being done here, but you - and we - have a responsibility to make things fair and fun for *all* players. Good judgement, character balance, and maturity go a long way. These 'red flag' attributes would likely be less difficult to get approved with a second or third character, after, you, the player have proven yourself mature enough to handle the potential problems rather than with a character fresh out of the Academy.

In other words, anything that confers status and / or advantages over other players is cause for closer scrutiny. You should always remember that you are playing and writing with other people... and 'playing well with others' is very important if you're to be successful in RPG play - not just on the Archangel but anywhere else as well.

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CHARACTER BIO TEMPLATE
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Player:
E-mail:
ICQ #:

Character Name:
Current Assignment:
Current Billet:
Height:
Weight:
Eyes:
Hair:
Race:
Gender:
Age:
Home:
Citizenship:
Family:

Education:
    Primary:
    Secondary:
    College:
    SFA:

Starfleet Record:

Personnel File:

Hobbies:


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Section 3: A List of Common Races
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Part of creating your character is what or who you are. In other words, the race you've decided your character will be. Following is a list of some of the races found in the Star Trek universe:

RACES - DESCRIPTION

Acamarians (Gatherers) - Humanoid inhabitants of Acamar III ("Vengeance Factor"-TNG)
Andorians - Humanoids noted for their blue-skin and bilateral antennae Angosians (military, civilian) - Humanoid inhabitants of Angosian III ("The Hunted" - TNG)
Anticans - Sentient lupine humanoids native to the planet Antica Bajoran - Humanoids native of Bajor (DS9) Boull'derian - Rock-skinned Humanoids native to Boull'der (see Cmdr Grae Vell -Soranus)
Benzites - Blue-skinned sentient humanoid needing a respiration device to breathe native of the planet Benzar
Betazoids - Telepathic humanoids native to the planet Betazed
Bolians - Blue-skinned humanoids, characterized by a mid-facial dividing line, native of Bolarus IX
Caitians - Felinoid race (Animated Series)
Caldonians - Very tall bi-fingered humanoids ("The Price" - TNG)
Deltans - Characteristically bald humanoid species from Delta IV
Edoans - Known for their high dexterity and six limbs
Elaasians - Warrior Society ("Elaan of Troyius - TOS)
Ferengi - Humanoids known as the consummate capitalists
Gorn - Sentient reptilian
Humans - (Us)
Kerelian - Species with highly developed hearing ("Lessons" - TNG)
Klingons - Warrior Society
Kzinti - Felinoid warrior race
Orions - Characteristically green-skinned humanoids
Romulans - Humanoid offshoot of the Vulcan species
Selay - Sentient, reptilian inhabitants of the Beta Renna System
Sivaoans - Another felinoid race, with a storytelling culture and eidetic memory
Tellarites - Argumentative species with pig-like appearance
Trill - Joined species, composed of a humanoid host and a small, helpless, but long-lived symbiot
Vulcans - Humanoid species whose culture is based on total suppression of emotion in favor of pure logic
Zaldans - Humanoid race characterized by webbed hands and their fierce dislike for human courtesy


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Section 4: A List of Common Billets
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4.1: Common Billets and responsibilities

This sections describes the many different billets that you will see in the Archangel universe.

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Commanding Officer (CO)
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COs are the plot drivers and administrative body of their unit. They usually report to a Fleet Task Force Commander, but may report directly to the Fleet Commander. Their additional duties and powers include the ability to recruit players themselves, plot their own missions and create additional rules and regulations for their own specific units. The CO represents the unit at the Senate and also has the primary power of ret-conning (adjusting a post to correct inconsistencies in story or time line). As with the Fleet Commander-in-Chief, the CO may pass along any of his or her duties to the XO or 2O, but will ultimately be held responsible for the administrative duties assigned to the CO. COs are selected by their Fleet Commander-in-Chief.

Any CO may invite any player onto his or her mailing list without consulting anyone including the Fleet Commander-in-Chief, Fleet Executive Officer and the Fleet Task Force Commanders. For a player to be added to play, he/she must receive permission in accordance with the recruiting regulations from the Fleet Personnel Officer.

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Executive Officer (XO or FO)
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XOs report to their COs and are assistants to aid in plot driving. While not mandatory, it is advised that the XO be included in command decisions with their CO. The XO is also responsible for maintaining the roster and bio files. All rosters and bio files should be distributed to the crew when a new version is created. All bio files and rosters should be dated with the Stardate for reference. Should the CO be unavailable, the XO must take command of the unit and the plot.

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2nd Officer (2O)
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The Unit 2O is available to be assigned unit administrative tasks by the unit CO and XO. Duties of the 2O can be like the following: maintaining the Posting Log, Updating the Mission Summary and Mission History and Timeline Update.

The 2O/ OPS is to report to the XO directly, and is responsible for the overall ship's operating functions (i.e. communications/sensor readings, life support, etc.). The OPS posts should reflect these duties.

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Flight Control Officer
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The FCO (or FLOPS) is accountable to the OPS, and is responsible for the motion of the ship. In addition to driving it, the FCO is also responsible for parking it, too. The FCO is also accountable for all smaller craft aboard the ship, including (but not limited to) shuttles, EVA pods, Captain's Yacht, and escape pods. The FCO's posts should reflect these duties.

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Chief Engineering Officer
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The CEO (or ENG) is accountable to the XO, and responsible for the power and drive systems aboard the ship. The engineering department is also responsible for the design and creation of special or unique devices needed for the plot. The CEO's posts should reflect these duties.

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Chief Security Officer
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The CSO (or SEC) is accountable to the XO, and is responsible for the safety and security of the ship and her crew. Many ships combine the CSO and the TAC (Tactical) positions, making the CSO also responsible for ship's weapons, shields and small arms. The CSO's posts should reflect these duties.

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Chief Medical Officer
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The CMO (or MED) is accountable to the CO, and is responsible for the physical well being of the crew. The CMO is to maintain and staff a sickbay with round the clock medical/nursing care. Any injury or disease is the duty of the CMO to deal with. The CMO's posts should reflect these duties.

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Ship's Counselor
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The CNS (or COU) is really a two-part role. For the most part, the CNS is accountable to the CMO for the mental health of the crew. On the other hand, the CNS plays a vital role in negotiations, and inter-species confrontation. In that role, the CNS is accountable to the CO and is often on the bridge. The CNS's posts should reflect these duties.

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Marine Commanding Officer
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The MCO (or MO) is the commander of the marine unit(s) aboard the ship. In matters of his/her own unit, he is answerable to the Marine chain of command. In matters of the ship, he is answerable to the CO only. Often, the MCO works in conjunction with the CSO for ship's security, and is in charge of most away team missions. The posts of the MCO should reflect these duties.

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Chief Science Officer
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The SCI (or SCO) is accountable to the XO and responsible for any and all scientific materials/discoveries. All sensor readings are given to the SCI for analysis, and the SCI is often found in Sickbay working with the CMO for various reasons. The SCI's posts should reflect these duties.

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Strategic Operations Officer
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The SOO (or SOPS) is basically the intelligence officer on board who performs these duties in addition to tactical and security duties in coordination with the ship's Chief Security Officer. The SOO gathers and studies intelligence information, and is often instrumental in analysis of a new enemy/tactical situation. The posts of the SOO should reflect these duties.

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Protocol Officer
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The Protocol Officer (PRO) is charged with assisting the ship's command staff with situations that involve sensitive diplomatic relations or first contact relations with other species. The posts of the PRO should reflect these duties.

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Head Medical Researcher
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The Head Medical researcher (HMR) is charged with working in conjunction with the CMO and his/her staff to develop medical solutions to current problems as well as investigate the causes and behaviors of biological diseases and other organisms. The HMR also works in conjunction with the Science Department, especially in dealings with unknown lifeforms or in situations requiring extensive biomedical knowledge.

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OTHER Billets not expanded on:
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AMB: Ambassador
BAR: Bartender
CIC: Combat Information Center Officer
CULAT: Cultural Attache'
HELM: Helmsman
INTEL: Intelligence Officer
JAG: Judge Advocate General (Lawyer)
LEGCOM: Legation Commander
LO: Legal Officer/Liaison Officer (Usage varies)
MXO: Marine Executive Officer
NAV: Navigation Officer (See NAV/A)
NAV/A: Navigation/Astrogation Officer
PROLOG: Protocol/Logistics Officer
RO: Recreation Officer
SM: Senior Mediator
TAC: Tactical Officer (Often also the CSO or SEC)


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Section 5: Posting
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5.1: Subject Line

On the mailing of your post, you have a subject line, which is the title of your post. It should begin with your assigned ship/station followed by what you're calling your post.

Example: USS HOLOSHIP: "A Cadet reporting for duty"

5.2: Scenes

The Scene input to your post tells the reader where the following story takes place. This will aid you in bringing your readers information in a simple and concise manner. All that is needed is a short description of where the 'action' is taking place.

Example: Scene: Holodeck 1

5.3: Mission Dates

Mission dates are used to tell the time when an action of a post is taking place. This is used to ensure that your character or another's doesn't end up in two different places at the same time. The Mission Date consists of the 'Day of the Mission' and the Hour the action/activity is taking place. You'll find that some also list the Mission Dates at the end of their posts with a summary of what occurred at that time. This has been found to help an individual who is in charge of keeping a running 'Timeline of Events'. An example follows:

MD: 1.1300 => MD - Mission Date; 1 = Day One of the Mission; 1300 = Hour/minute of activity

5.4: Star Dates

The Stardate is used to show the date of when your post was sent to your ship or station. The first two digits depict the current year, the next two the month, the next two the day followed by period "." then the hour and minutes of the submitting post. An example follows:

SD: 101025 => SD - Stardate; 10 = 2410; 10 = October; 25 = Day (25)

In the Archangel universe, it is the year 2410, which is approximately 46 years from the beginning of Star Trek: The Next Generation. When the RL (Real Life) year changes, the Stardate year changes appropriately (i.e. 2000 = 10; 2001 = 11 ).

5.5: Berth or Leisure Dates

The use of Berth Dates, sometimes called Leisure Dates, is the same as Mission Dates except they are used when a mission is NOT being performed. These are used for R & R posting which follows a mission plot line. An example follows:

BD: 2.1000 => BD - Berth Date; 2 = Day Two of R&R; 1000 = Hour/minute of activity

[or

LD: 2.1000 => LD - Leisure Date; 2 = Day Two of R&R; 1000 = Hour/minute of activity]

5.6: Body

The body post should read much like a story told from your character's point of view. Interaction between your character and others is always wanted and at times expected. As you write your post, keep in mind the many people who are going to be reading it; and having to weed through spelling errors will not only rob from the portion of your tale in the story arc, but could also cause confusion in your line of thought. For example, you have your character trying to stop a deadly spreading disease, but with all the spelling errors and confusion created from those errors, your character is thought to actually receive the disease instead. Therefore, a simple spell checker should be used on all posts. It will aid you in making sure your thoughts are clear and understood, and less of a hassle for others trying to read your them.

When you write your post, try to keep moving your character forward in the story line, perhaps even, at times, moving the story forward. The CO of the unit has some general concept for the main plot line but there is always room for creativity and additional sub-plots circling around your character. The use of Character Development can be used in this fashion. By bringing past, present or future problems to your character, the character starts to become more three dimensional, and gives others with you on your ship the chance to interact and learn with and about your character.

The most important rule of Role Playing (RP) is that everyone's character is sacred. No *one* person may decide the fate of another's, without consent from that player. With this, your character is protected from someone coming around and placing him/her/it in a situation where they're blown to smithereens and you're now playing with goo as your character. You can write your characters and others into traps but just remember that if anyone will die, it would be yours and by your OWN WORDS.

5.7: NRPG Section

This section is for the players to say howdy or leave messages concerning ideas on something that you wrote concerning their character in your post. NRPG stands for Non-role playing game, and is taken as a player conversing with a player, not character-to-character interaction. That's what the body of the post is for.

5.8: Mission Date Summary

Some units request that a summary of what has transpired in the post be summarized at the end. This also aids the individual in charge of the timeline so that they do not have to weed through a post to discover what happened and when.

Example: MD: 1.1200 Lunch with fellow cadets
MD: 1.1300 Returning to Holodeck exercises

5.9: Closing

The closing section is a simple signing off or signature of who wrote the post. Can be as simple as your name, email, character's name, billet and ship to as complex as listing all the characters you play, their billets and ships.

Example: Respectfully submitted,
I.M. Posting
imposting@here.com

Cadet Samuel Trainer
USS HOLOSHIP

5.10: Parts of a Post Checklist

Before you send your post, check to make sure you've covered all the bases by reviewing the following checklist and adjusting your post as necessary to include any missing pieces:

Did you:

1. Include the team/ shipmates in the mailing addresses?
(ex: Instructor, other Cadets, SFAXO, and CINCSFA or the ship's crew)

2. Put the correct heading on the Subject line?
(ex: SFA/ USS EDMUND RYAN: "")

3. Establish the MDs (Mission Dates) or BDs or LDs (Berth/Leisure Dates)?
(ex: MD: 2.1345 , BD: 3.1200, LD: 1.1600)

4. Establish the Scene?
(ex: Scene: Cavern on Taris VII or Scene: Bridge, USS EDMUND RYAN, etc.)

5. Include the right elements in the NRPG closing section?
(MD Summary, any non-role play notes to the others, and signature)

6. Did you use a spell checker to find and correct possible spelling errors throughout the post?

7. Did you proofread your post before you sent it out?

Don't feel bad if, in the excitement, you've forgotten a thing or two... even the veterans do that from time to time! Use the above checklist, and you'll get a perfect format every time.


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Section 6: Posting Tips
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6.1: Plots, Subplots, and Plot Twists

A plot is the main story line that the entire crew, or a good portion of it, is working on.

A subplot is a side story line involving a handful of characters.

A plot twist is an unexpected development in the main story line.

Mission orders will be developed by the CO, XO, 2O, and FC. When mission orders are posted, they represent the main plot line. All subplots (personal threads), if followed, should either help develop that plot line or not interfere with the main plot line.

Also, the introduction of major new thread that would potentially distract from the main plot line should be cleared with the CO, XO, and 2O before posting.

Example 1: Your ship is en route to drop off medical supplies to Jaris IV, as per mission orders. Out of the blue, a player decides to introduce a planet eating monster off the port bow. This is a new plot. This should be cleared with the CO, XO, and 2O first.

Example 2: Same mission as above. A player decides to challenge another character to table tennis down in the recreation rooms on level seven. This is a subplot. No problem. Go to it.

Plot twists are trickier. They are welcome, but they need to build on what has gone on before. A good plot twist makes the reader go "Aha!" not "Oh no!" If the writer is uncertain about a plot twist, run it by the CO, XO, or 2O first. Most likely they'll think it's great.

6.2: The Golden Rule

Writing style and expectations differ across the fleet. This style guide is not intended to impede creativity, but to enhance it. Hopefully it will provide a useful framework in which the writer can write.

Because this is group writing, not simply writing for the individual, each writer must keep in mind the other writers on the ship. Consider this the Golden Rule of posting: Post unto others as you would have them post unto you. In other words, be considerate.

6.3: Three Axes

The style of posts can be effectively evaluated on three axes:

Re-active-------------------Hyper-active
Solitary----------------------Inter-active
Character-driven ---------Plot-driven

In each of these, the aim is for moderation.

Case 1: Re-active vs. Hyper-active

A re-active post is one that simply responds to a post before it, usually in a plain and unimaginative manner. It doesn't develop the plot or the character. It doesn't add to the situation or take anything away. It is simply there - an innocuous piece of prose that says nothing, demands nothing and leads nowhere.

A hyper-active post, on the other hand, changes things. In the extreme, a hyper-active post would create new characters, new obstacles, new races, new worlds, new threads, new everything. It doesn't settle for the status-quo, but injects lots of things for people to deal with. These are the posts that every CO dreads.

The middle road would be one in which the writer takes what has gone on before and uses it as the foundation on which to add something new and consistent. A good post should develop plot, character, and such, but not at the sake of continuity. Plot twists are fine. Plot alterations or detours are problematic.

Case 2: Solitary vs. Inter-active

A solitary post is one which involves only one's character. They touch on no one else in the ship, except maybe NPCs. They generally are character building pieces, and are fine as such, but, as a rule, they don't develop the plot much.

An inter-active post touches on many player characters in many facets - whether through dialogue or action or both. The writer develops relationships, creates conflict, develops characters, and, very likely advances the plot. The problem with a post that is too inter-active is that it can involve other people's characters beyond the other writer's comfort zone. If you are unsure how a character might react in a situation, it is better to let the character's player decide than take a chance and be wrong.

The middle road of these poles would be one in which the writer, while concentrating on his or her character, contacts a few player characters on the way. Note that in this medium the player characters are the featured players and should take precedence in consideration over NPCs. The interaction with the other characters should be in the idiom and style the characters' players have already set out. The character development that is done should be concerned mainly with the writer's character, and not others.

Case 3: Plot-driven vs. Character-driven

Character-driven posts develop the character to the exclusion of the plot. The plot only serves as a foil against which the character can unfold and become. This leads to some interesting characters, but leads nowhere for the rest of the players.

In a plot-driven post the character is secondary to the story that is being told. The story encompasses the whole of the writing, and little or no attention is given to developing the character through the post. The story, not the character, is developed. The character is simply an observer or conduit for the writer. The problem with this is that it leads to flat, unimaginative characters who stand like paper cut-outs before whatever confronts them.

The middle road is, of course, to develop the plot as well as character. The plot can be developed through the character, or the character can be developed through the plot. Both are possible and equally valid. The idea is that neither the plot nor the character is to remain untouched. Each should change when they come in contact with each other and help the writer write. Indeed, a well-developed character suggests many plot pathways to the observant writer. Likewise, good plot development can't help but impact upon the character that is in the midst of it. In good writing, character and plot dance an intricate dance of interdependence.

6.4: NPC, Non-Player Characters

Another part of the game is the development of NPC, Non-Player Characters, otherwise known as the supporting cast. Think of them as extensions of your character but perhaps not as strongly protected. These NPCs are used to perhaps round out your Departmental staff. Your Commanding Officer will be able to tell you how to bring NPCs into their command. Some have you create as many as you need, while others may only have you create a few. These characters are also 'owned' by you and once again under your scrutiny to do with as you please. If someone has a 'need' to kill one off, your permission must be obtained. There are ones that can be used just for cannon fodder but it's just common courtesy to ask permission from that NPCs creator. Some NPCs may be designated as permanently "Protected" by their creator (PNPC). Don't assume however, that failure to designate a character as a PNPC gives you license to harm him/her/it.

6.5: Posting Tip

Something to remember in writing with others is that any lime-light able to be captured by you need not happen every time, in other words, 'spread the wealth'. Not too many people enjoy playing with someone who ALWAYS comes up with the answers or ALWAYS saves the day. In real life, you don't have all the answers, so why would your character act that way? Let others enjoy the same feeling you had when you were able to pull everyone's fat out of the fire. This not only develops friendships and wonderful interactive writing but creates an atmosphere where people enjoy writing because they just might be the one to save the day for that particular part of the mission.


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