|
VERSION 4.4
(Last Updated SD 181015)
(For a text version of the document
click here)
TABLE OF CONTENTS:
- 1.0 Introduction
- 1.1 An Overview
- 1.11 Armstrong Lunar Base
- 1.12 Starbase ALPHA
- 1.13 Being Assigned to a Unit
- 1.2 This Document
- 2.0 Character Generation
Guide
- 2.1 Types of Characters
- 2.2 Required Character Bio Fields
- 2.21 Character Name
- 2.22 Rank
- 2.23 Current Assignment/Position
- 2.24 Species
- 2.25 Physical Description
- 2.26 Age
- 2.27 Education and Qualifications
- 2.28 Home Planet and Citizenship
- 2.3 Optional Bio Information
- 2.4 Dates
- 2.5 Character Knowledge vs. Player Knowledge
- 2.6 Restrictions and Recommendations
- 2.7 Example Character Bio
- 2.8 Bio Formatting Instructions
- 2.9 Location of Source Materials
- 3.0 Postwriting Guide
- 3.1 Introduction
- 3.2 The Three Forums of Communication
- 3.21 The alt.starfleet.rpg Newsgroup
- 3.22 e-Mail
- 3.23 The World Wide Web
- 3.3 Formatting Posts
- 3.31 RPG Posts
- 3.32 NRPG Lines and NRPG Posts
- 3.33 The Subject Line
- 3.34 The Closing/Salutation
- 3.4 Writing Posts
- 3.41 Tense and Point-of-View
- 3.42 Thoughts and Feelings
- 3.43 Talking Through Comm Channels
- 3.44 Mission Dates and Settings
- 3.45 The Creative Process
-- Language
-- Grammar and Spelling
-- Content and What "Works"
- 3.5 Mailing Posts
- 4.0 Closing
1.0- INTRODUCTION
Welcome to Star Fleet!
This document is divided into two sections. The first details the creation
of a new character. It is intended to help guide you through the process
and help create an image of the character both for yourself and for
those with whom you will write.
The second part details the conventions used in Alt.StarFleet.RPG messages
or "posts." These guidelines have been developed in order to organize
communication between ASR's members and reduce confusion and inconsistency.
Always remember that ASR is about having fun. However, "fun" is not
a one-way street; everyone's fun must be promoted, not just an individual's.
If this is kept in mind, then much of this document will be as much
common sense as anything.
Best of luck in ASR -- hope to see you "out there!"
1.1- An Overview
Below is a brief overview of the training and assignment process which
all new players go through as they are introduced to Alt.StarFleet.RPG
(ASR).
1.11- Armstrong Lunar Base
After the Personnel Officer has approved your character, your character
will report to the ALB Oval Office. ALB is Armstrong Lunar Base, the
ASR training facility.
In your reporting post, describe your character's trip from Star Fleet
Academy to Armstrong Lunar Base. How is he or she feeling? What are
his or her hopes and dreams? Once he or she arrives at Armstrong Lunar
Base, your character will report to the Oval Office.
The ALB Commandant will assign your character to a holodeck for training.
Please note that you are not immediately assigned to a ship. You will
spend from several days to several weeks at ALB. Your holodeck training
at ALB will introduce you to the rules and customs of ASR.
At this stage in your trek through ASR, you should begin to notify relevant
people if and when you know that you will not have e-mail access for
an extended period of time (say, anything beyond four days). This is
common practice on regular role-playing (RP) units, and such notices
can become quite important in ALB as well. Once your holodeck training
is complete, you will be graduated by your holodeck instructor. Then
you will report to the CSFO (Chief of Star Fleet Operations) on Starbase
ALPHA, in the Wolf 359 system, for assignment to a base or ship.
1.12- Starbase ALPHA
Starbase ALPHA is the command starbase of ASR. It is a large facility
that houses over 500,000 people, both military and civilian. Starbase
ALPHA is also where the CINCSF (Commander in Chief Star Fleet), CSFO,
and COMLOG (Commander, Star Fleet Logistics) maintain administrative
offices.
The CSFO is responsible for placing characters (and
thus players) in the fleets, depending on the vacancies available as
well as requests made by the player in question. Since the ultimate
goal of ASR is to have members who are content, she will do her best
to match your wishes.
Be aware, however, that your favourite ship or station may not have
a vacancy when you leave ALB, and that not every position is available
at every time. Unsurprisingly, they differ vastly in popularity
Counsellor and marine commanding officer are usually
least popular. Tactical officer, security officer, and engineering officer
are usually the most requested. It is not uncommon for there to be no
tactical of security billets open ASR-wide, while at the same time there
are five or six openings for another position. This is why we ask you
to list three positions you would be prepared to accept.
Once you have finished with ALB, your instructor will advise you to
send the following to the CSFO:
-
your PC's bio
-
your requests as far as billeting goes (name three
positions, as well as a description of the kind of ship/fleet you
would enjoy)
-
any of your posts as a sample of your writing
All these serve to give the CSFO an idea of where
you would fit best, given the available vacancies. In return, the CSFO
will answer whatever questions you have, comment on your bio to help
you tighten up areas which may need that and embellish on others, and
finally supply your character with orders to report to one of the Fleet
or Task Force Commanders, and tell you in NRPG who to contact next and
how to go about that.
If by that time, it is clear which ship you will join in which capacity,
the CSFO will tell you that as well -- but sometimes, a fleet may have
more than just one suitable open billet.
It is not possible to guarantee a particular billet or unit. The CSFO
does the best job possible to match new players with available slots
meeting their requirements as possible.
1.13- Being Assigned to a Unit
After the CSFO locates a fleet with an appropriate vacancy or vacancies,
you will be directed to report to the office of the fleet commander
for final assignment and billeting. Report to the fleet commander as
instructed by the CSFO and send them the same materials that were sent
to the CSFO:
-
your PC's bio
-
your requests as far as billeting goes (name three
positions, as well as a description of the kind of ship/fleet you
would enjoy)
-
any of your posts as a sample of your writing
The fleet commander will take all available information
into account and provide a final duty assignment for your character
1.2- This Document
This document provides a summary and guide to the details of the character
creation process and to the writing conventions used for communication
in ASR.
2.0- CHARACTER CREATION GUIDE
This part of the document has been prepared to familiarize new players
with the character creation process. Since, your experience in the game
will center on your character, it is useful to think about the character
creation process in some detail. By now, you may have posted some basic
information to the Personnel Office. Along with the Personnel Officer,
CAPT Clarissa Peyton (played by Laura Ashley), this document will guide
you through the character creating process.
If you have not already read the "Introduction to ASR" document, you
should do so now. It can be found at
ASR's web site.
Everyone starts out in ASR with a single character. (Others may be created
after you have settled into your first unit.) In order to describe this
character, you need to create a biographical record, "bio" for short).
A bio provides information about your character, telling other players
what you think your character is like, and also serves as a record of
the character's career within the game. It's a resume and a character
sheet all wrapped up in one.
2.1- Types of Characters
The type of character to be played is an important decision, and you
should start by asking yourself a simple question: What part do I want
to play in a Star Trek universe? As a new player, you have several options:
-
Navigator (Helmsman/Flight Control)
-
Tactical Officer
-
Security Officer
-
Chief Engineering Officer
-
Chief Science Officer
-
Chief Medical Officer
-
Counselor
-
Marine Commanding Officer
Others, including commanding officer, executive officer,
or operations officer, require some experience in ASR before assuming
such responsibility, and are not mentioned in length here. This choice
will set a basis for your interactions with your fellow players, so
choose a position for which you think you will enjoy writing.
If you are interested in playing a member of the Star Fleet Marine Corps,
please make sure to contact the Personnel Officer for additional details.
The following details the Naval career paths open to new characters.
The navigator (NAV; sometimes flight control officer,
FCO) is responsible, under the commanding officer, for the safe navigation
and piloting of the ship. Most of the actual handling of the ship is
done by a quartermaster, an enlisted person with a rating in starship
handling, though the navigator can take the helm at any time. He is
also tasked with maintaining the ship's navigational charts and other
navigation aides.
The tactical officer (TAC) is in charge of the combat systems
department. This department is in charge of the defence of the ship
from external threats. It is responsible for all general maintenance
and handling of the weapons systems, fire control computers, targeting
systems, electronic countermeasures, and other combat systems aboard
ship.
The security officer (SEC; sometimes, CSO) is responsible for
maintaining internal discipline and enforcing Star Fleet regulations
aboard ship. He is responsible for the safety and security of the crew.
In the absence of a Marine detachment aboard ship, he is also responsible
for the security of the ship and any away teams. On many units, the
tactical and security officer positions are combined.
The chief engineering officer (ENG; sometimes, CEO) leads the
engineering department. He is responsible for the operation and maintenance
of all propulsion and auxiliary machinery, the control of damage, the
maintenance of shuttlecraft systems, the repair of the hull and its
fixtures, and all repairs beyond the capacity of other departments.
The chief engineering officer has several other commissioned or limited
duty officers who report to him. These officers are in charge of various
engineering subsystems or responsibilities including main propulsion
and damage control.
The chief science officer (SCI; sometimes CSciO) is the senior
bridge-qualified science officer. This person has some knowledge of
science and qualified as a science adminsitrator, but is not necessarily
the most senior or accomplished science officer aboard the ship. The
science officer is responsible for the operation and maintenance of
the bridge science terminals and scientific sensor arrays. He is also
responsible for respource allocation within the sub-departments
(astrophysics, xenobiology, botany, etc.) which make up the science
department.
The chief medical officer (MED; sometimes, CMO) is responsible
for maintaining the health of the officers and crew; the treatment and
care of the sick and wounded; the sanitation and hygiene of the ship
and its company; the inspection of the ship, food, and water insofar
as the health of the crew may be affected; and for training and directing
personnel assigned to the medical department.
The counselor (COU or CNS) sees to the mental health of the crew.
The counselor coordinates with the Administrative Department to assist
in career counseling and personnel evaluations. The counselor is also
responsible for research of alien psychology during first contact and
other applicable situations. Additionally, the counselor serves as the
ship's protocol officer should one not be assigned.
2.2- Required Character Bio
Fields
No two bios are exactly alike. They aren't regulated, but there are
some basic guidelines that need to be followed. Some basic information
that should be contained in every bio is as follows:
-
player name (your name)
-
player's e-mail address (your e-mail address)
-
character name
-
rank
-
current assignment
-
current position
-
physical description
-
species
-
age
-
education (especially Star Fleet Academy)
-
professional qualifications
-
home planet
2.21- Character Name
While you are generally allowed to select any character name that strikes
your fancy, there are two restrictions to keep in mind.
You cannot use your real name for your character. We find that this
policy facilitates interaction in the ASR universe. There should be
a clear distinction between the player and the character. Your character
may share some of your personality traits, your hobbies, your likes
and dislikes, but your character should be more than just a projection
of your own personality.
Also, you aren't permitted to use the name of a character from any
Star Trek TV series, movie, book, etc. The idea in ASR is to
create an original character in the Star Trek universe, not to
role-play a pre-existing character.
2.22- Rank
Everyone in ASR starts out with a rank that is equivalent to Ensign.
Even if you have a great deal of experience in other role-playing games,
you will start out with a character of this rank.
2.23- Current Assignment/Position
Your character's current assignment is the ship, space station, or other
unit he or she is assigned to. His or her current position is the billet
the character is filling. For characters still in ALB, you can either
leave these fields blank, or just write 'Unassigned', 'ALB Trainee',
or
something similar.
2.24- Species
Though there are a large number of possible species for people to play
(an infinite number if you include those you make up yourself), most
player characters are either human or one of the species frequently
featured in the various Star Trek shows: Vulcan, Klingon, Bajoran,
and so forth. If you want to play a more uncommon species, or one that
you created yourself, then you should include some information about
the species at the end of your bio.
Remember that all officers serving in Star Fleet must be Federation
citizens (either native born or naturalized) or exchange officers sponsored
by a friendly foreign power. Background checks on all personnel entering
Star Fleet service are extremely through.
All alien species considered for player character races should have
roughly the same level of natural abilities as the canonical races of
Star Trek. If you have any questions about this, read 'Restrictions
and Recommendations' below or consult the Personnel Officer.
2.25- Physical Description
Height, weight, hair and skin color, etc. are important so people can
write those descriptive initial encounter scenes. You can put the height
and weight in either the International System of Units (SI, metric;
meter-kilogram-second) or Imperial units (English units; foot-pound-second).
As we have seen in the TV series and movies, Star Fleet uses SI units.
If you choose to use any other system of units, please provide conversions
to Imperial of SI units.
2.26- Age
Almost all player characters in ASR have attended Star Fleet Academy.
The Academy provides both military training and an undergraduate collegiate
education. If you are interested in a different path to Star Fleet,
contact the personnel officer for details. It is strongly recommended
that the first character you create have the traditional background
of an Academy education. Star Fleet Academy admits students who have
reached what is generally considered an age of maturity for their race
at which they can complete the mental and physical requirements of the
program. For humans, the minimum age of admission is 16 (standard Earth)
years, the normal age of admission is 18 years, and the maximum age
of admission is 30 years. This helps to insure enough physical and mental
prowess and flexibility to meat the demands of the Academy. Other races
have differing age guidelines, but all represent the same relative range
of development.
Note: There is no explicit maximum age limit for Star Fleet personnel.
However, all personnel need to meet minimum physical standards. The
average life expectancy for a human in the 24th century is approximately
220 year due to life prolonging treatments which slow the aging process.
For non-humans, increase or decrease these age restrictions according
to the life expectancy of the species. If you have no idea what the
life expectancy of your character's species is, then it's probably safe
to assume that the life expectancy is similar to that of a human.
2.27- Education and Qualifications
Star Fleet Academy provides a common point of reference and experience
for nearly all of the serving officers in the Star Fleet Navy and Marine
Corps. Its rigorous academic standards; moral, mental, and physical
training; and professional development are intended to lay the ground
for a career as an officer in the military forces of the United Federation
of Planets.
NOTE: Because of the professional development
program, it is not possible to graduate from Star Fleet Academy in less
than 4 years.
Star Fleet Academy provides the college education for your character;
as such, your character has completed an academic major in some area
of liberal arts, science, or engineering. Regardless of academic major,
there are numerous core courses that must be taken for any major in
the sciences, mathematics, government, leadership, Federation history,
military history, and military science. Cadets also select a professional
major which prepares them for a career in the military.
Professional majors for Navy career fields are as follows:
-
Navigator = navigation
-
Tactical Officer = tactical operations
-
Security Officer = ship and planetary security
-
Chief Engineering Officer = engineering
-
Chief Science Officer = sensor operations, computer
operations, communications, or sciences
-
Medical Officer/Counselor = pre-medical/pre-counseling
A Marine commanding officer has several options. Most
Fleet Marine Force officers, that is Marines who serve aboard starships
and starbases, are designated and trained as infantry officers and should
have infantry as a professional major. It is also possible for a shipboard
marine to have specialized in armor or artillery provided that the ship
is large enough to accommodate such equipment within their marine detachment.
It is strongly recommended that all Marine commanding officers have
a professional major of "Infantry."
Some fields require training beyond that available at the Academy. These
are:
-
Chief Medical Officer
-
Counselor
Counselors and chief medical officers may have any
Naval professional major as undergraduates at the Academy. Counselors
will have completed an additional two years of training, generally at
Star Fleet Medical, in psychology and counseling and hold the equivalent
of a master's degree. All medical officers have completed a Medical
Doctorate, again usually at Star Fleet Medical. This program lasts for
4 years. Chief Medical Officers will also have completed a residency
which lasts between 2 and 4 years depending on specialization. Star
Fleet surgical residency lasts 4 years, so all surgeons will have completed
8 years of training after Star
Fleet Academy.
Because of their additional training, medical officers enter service
at the rank of lieutenant (O-3) and counselors enter service at the
rank of lieutenant, junior grade (O-2).
All first characters, regardless of training or branch of service, go
through pre-assignment training at Armstrong Lunar Base (ALB), the Star
Fleet training facility on Earth's moon, Luna.
2.28- Home Planet and Citizenship
All officers serving in Star Fleet must be citizens of Federation member
worlds or colonies. It is possible for persons born on non-member worlds
to apply for Federation citizenship, but this must be documented in
the bio. It is also possible for exchange officers sponsored by a friendly
foreign power to serve in Star Fleet. Background checks on all personnel
entering Star Fleet service are extremely through.
2.3- OPTIONAL BIO INFORMATION
Just including the required fields would make for a fairly bland and
uninteresting bio. You may want to include additional information to
provide yourself and others with more information about your character.
Such information might include:
-
Family: parents, siblings, spouse, children
-
Background: place of birth, beliefs, traditions
-
Character traits/personality: quirks, ambitions,
annoyances, psych profile
-
Personal History
-
Academic Materials: letters of recommendation, names
of papers written or talks presented
-
Character Limitations: disabilities, phobias, personal
codes
of conduct
Fictitious letters of recommendation or memos are
often used to establish what other people think about the character.
Hobbies, interests, and quirks make your character come alive and assist
the development of inter-character relationships in role-play.
2.4- DATES
Dates are obviously important as reference points in your character's
bio, as they are in real life and elsewhere in ASR. The below table
should help in translating the current "real life" year with the corresponding
"game" year.
|
Actual Year
|
Game Year
|
|
1998
|
2410
|
|
1999
|
2411
|
|
2000
|
2412
|
|
2001
|
2413
|
|
2002
|
2414
|
|
2003
|
2415
|
|
2004
|
2416
|
|
2005
|
2417
|
|
2006
|
2418
|
|
2007
|
2419
|
|
2008 |
2420 |
|
2009 |
2421 |
|
2010 |
2422 |
And so on...
2.5- CHARACTER KNOWLEDGE VS. PLAYER KNOWLEDGE
Since the character bio serves as both a character sheet and a career
record for the character within the game, it may be important to distinguish
which information in your bio is character knowledge and which is player
knowledge. Character knowledge is anything in the bio that other *characters*
would be able to find out about by reading your character's official
records. Keep in mind that most officers of comparable rank would not
have access to complete personnel files for your character. If there
is information in the bio that no other character would know about,
then you can include it in an NRP (Non-Role-Playing) section at the
end of the bio. This information would then be player knowledge only.
2.6- RESTRICTIONS AND RECOMMENDATIONS
There are other things that need to be considered when creating a bio.
Certain characters, certain races (such as Q), and certain powers are
simply not allowed. Disruptive characters are not allowed in ASR and
will not be assigned to ships. Disruptive characters include those characters
with active connections to the Mafia, underworld, and/or rival intelligence
communities (members of the Romulan or Cardassian secret services, for
example); extraordinary psionic capability; 'hard' immortality (Q-like
beings), felony criminal records, training as an assassin, etc. These
types of characters are generally not conducive to
good role playing.
Other characteristics (called 'red flags') will be examined closely
by the Personnel Officer, and may or may not be approved. Red flags
include enlisted service experience (mustang or fleet appointments),
special operations training, marine/naval commensurate commissions,
non-felony criminal records, conscientious objection, unusual age, awards/medals/decorations
obtained at Star Fleet Academy, unexplained leaves of absence, obscure
racial origins, 'soft' immortality, extensive psychological problems,
and other such exceptional characteristics. Characters like these need
to be handled responsibly and with maturity. Anything that confers status
and/or advantage over others is subject to a certain scrutiny.
The above restrictions may seem limiting, but there is good reasoning
behind them. Your character is a commissioned officer of Star Fleet
and, therefore, must have some characteristics reflecting that fact.
Star Fleet Academy would not, for instance, admit any criminals; neither
would it tolerate "troublemakers" and those with murky backgrounds.
The important thing to keep in mind is that the character should be
believable. This means that he or she should *not* necessarily be "the
best ever" at anything (the chances of this are extremely small). In
fact, characters are usually more interesting if they have a past to
deal with, a problem to overcome, or an annoying tendancy. On the other
hand, your character shouldn't be completely incompetent either. After
all, your character will likely be placed as a senior officer or equivalent;
not every graduate of Starfleet Academy would have landed such an attractive
billet.
If you are not sure about whether your character is acceptable or not,
ask the Personnel Officer for guidance.
2.7- EXAMPLE CHARACTER BIO
Below is an example of a complete, detailed biographical file. This
format was designed to easily enable a person new recruit to "fill in
the blanks," so to speak. While a new recruit is not expected to have
this kind of detail in their bios upon entering ALB, they are upon leaving
--
it is one of your major tasks while at ALB. Use of this bio as a template
will go a long way to achieving this.
==================================================================
ENS Justin A. Smith [John Doe, jdoe@somewhere.com]
==================================================================
I. Personal Data
================
Surname: SMITH
Given Name(s): Justin Alexander
Current Rank: Ensign (O-1)
Current Billet: NAV, USS STARSHIP, NCC-9999
Species: Homo sapiens sapiens (Terran Human)
Gender/Sex: Male/XY
Age: 23 Terran Standard Years
Date of Birth: 1 April 2489
Place of Birth: London, England, Terra, Sol III
Parents: James A. Smith
CAPT Jane A. Smith, UFPSFN (KIA)
Siblings: 2LT James B. Smith, UFPSFMC
Spouse: None
Children: None
Physical Description:
HT: 188 cm
WT: 95 kg
Eyes: Brown
Hair: Brown
Comp.: Fair
Blood Type: O+
Vision: O: 0.00, S: 0.00 (20/20)
Religion: Anglican
Citizenship: Terra, Sol III, United Federation of Planets
==================================================================
II. Educational Background
===========================
A. Academic Institutions Attended:
----------------------------------
-- Harrow School
-- Star Fleet Academy
(Bachelor of Science, Physics)
B. Service Schools Attended:
----------------------------
-- Space Warfare Officer School (Department Head Training)
C. Qualifications:
------------------
-- Qual: Engineering Officer
D. Star Fleet Academy Record:
-----------------------------
Academy Record:
Class Rank: 130/310
Honors: None
Academic Major: Physics
Professional Major: Starship engineering
Qualifications: Starship engineering
Commendations: 0
Reprimands: 2
Athletics: Parises squares (varsity letter), hoverball (varsity letter)
Activities: None
==================================================================
III. Biographical Notes
=======================
A. Chronology (tabular form):
-----------------------------
0-13: Lived with parents.
13-18: Attended the Harrow School, Harrow on the Hill, Middlesex, England
18-22: Attended Star Fleet Academy.
22: Attended Space Warfare Officer School, Department Head Course.
B. Background Summary:
----------------------
Justin Smith was always more interested in his athletics than in his
education. He was more comfortable using his muscles than his brain
to solve problems. His mother's death while serving as captain of the
USS WILMINGTON changed Justin's life. He took his studies more seriously
and
decided, against his father's objections, to follow her choice of career
and join Star Fleet. Justin occasionally reverts to his rash ways and
was twice reprimanded at the Academy because of incidents stemming from
his lack of self discipline.
==================================================================
IV. Official Star Fleet Record
==============================
A. Promotion History:
---------------------
110601.0000 Commissioned as Ensign (O-1).
B. Service History:
-------------------
070615.0000 Entered Star Fleet Academy.
110601.0000 Graduated Star Fleet Academy.
110605.0000 Assigned to Space Warfare Officers School.
111205.0000 Graduated Space Warfare Officers School.
C. Medals and Commendations
----------------------------
None
==================================================================
V. Skills Profile
==================
Fast reflexes and good instinctual reactions during emergency situations.
Mind somewhat undisciplined at times. Tendency to argue.
==================================================================
VI. Recent Fitness Reports
==========================
"Ensign Smith, is an ambitious and energetic officer. His insticts are
remarkable in one so young. However, his enthusiasm often gets the better
or him. He is emotional and short-tempered. He is easily frustrated
and needs to continue to work on persistence. Mister Smith has the potential
to be a fine officer; however, he clearly needs guidance."
-Commander S'tak
Instructor, Space Warfare Officer School
==================================================================
VII. Psychological Profile
==========================
Ensign Smith is a quick-minded and resourceful individual. He had a
tendency to become frustrated in difficult situations and to anger quickly.
However, his instinctual reactions are generally balanced and reasonable.
He needs to develop more personal discipline, but it fit for service.
- Lieutenant Commander Ann Brice
Counselor, Star Fleet Academy
==================================================================
VIII. Current Recreational Interests
====================================
Parises Squares, Hoverball
==================================================================
IX. Miscelleneous NRP Information
=================================
One of the most frustrating things for Justin is that he has difficulty
controlling his temper. Since he does have a short fuse, this can make
for a self-perpetuating cycle. He is constantly working on developing
more patience.
-------------End Bio file-----------------------------------------
2.8- BIO FORMATTING INSTRUCTIONS
Make sure that your bio is written in plain ASCII code (plain text),
as this is the one code that will be readable regardless of computer
system or software. Don't use any HTML tags, fancy fonts, colors, or
anything other than plain text. Also, make sure that your bio is legible;
don't crowd everything together. Break it up into paragraphs and put
in a blank line between paragraphs. It is also a good idea to restrict
your posts to no more than 72 characters per line since that is the
maximum line width some older computer systems can accept.
Also, most word processing packages introduce extra symbols for carriage
return and some characters -- it *looks* like plain ASCII on the screen,
but once it's put as a file into an E-mail message, those symbols appear.
You should send a test mail *to yourself*, if you use a word processor
as editor, to see how it looks like once it has gone through mail.
2.9- LOCATION OF SOURCE MATERIALS
General ASR information:
Character Names:
Random Name Generators:
Indices:
Species:
Indices:
Specific Races:
3.0- POSTWRITING GUIDE
3.1- Introduction
This section of the Quickstart Guide is designed to provide the basic
details about how posts are written in ASR. This is a creative environment
and as such, a high priority is placed on individual creativity. However,
there are certain guidelines that need to be followed for the sake of
clarity and consistency regarding formatting. Such guidelines will be
laid out for you in the following sections.
3.2 The Three Forums of Communication
Most people in ASR have never met face-to-face and few have even spoken
with one another on the telephone. So, it is very important that a player
in ASR is familiar with the various means of communication in the club
and the formatting for communications to insure that they receive prompt
attention from the appropriate people.
There are three basic forums through which ASR communicates information:
The alt.starfleet.rpg newsgroup, e-mail and the World Wide Web.
3.21- The alt.starfleet.rpg newsgroup
The most basic forum for ASR is the Usenet newsgroup from which ASR
takes its name. It is the hub of ASR, the place where every member,
regardless of ship and fleet, post their information. It is also where
ASR administration post all formal announcements. In short, it is the
central
"meeting place" of the club.
Because of its central nature to ASR, it is necessary to make sure that
all of your game posts are sent there so every other member of the club
has access to your work. Of course, as fate may have it, it is perhaps
one of the more involved tasks in ASR. There are a couple of ways to
go about this, which will be discussed in more detail later on in this
chapter.
3.22- e-Mail
Today, virtually all ASR business is carried out through e-mail mailing
lists and list servs. Formatting and subject lines are no less important
for e-mail than for newsgroup posts since many players and administrators
work with multiple units and quick identification of the subject of
a message is important in seeing that it receives the proper attention.
The e-mail addresses of the administrators are listed prominently on
the club's homepage and the e-mail addresses of key contacts for new
members are listed in the basic club documents, which are sent regularly
to the newsgroup.
More information on the formatting of posts and subject lines will be
given later in this document.
3.23- The World Wide Web
The last basic medium of communication for the club is the World Wide
Web. The club has a homepage at
http://alt-starfleet-rpg.org.
Additionally, the newsgroup can be read though the web and almost all
of ASR's units have www post archives that contain a log of that unit's
stories. All of the club's major documents are available through the
World Wide Web.
3.3- Formatting Posts
Since the principle means of communication in ASR is the written word,
it is necessary to have certain strictly enforced formalizations of
the formatting of messages for easy reference.
3.31- RPG Posts
Messages in ASR take two forms. The first type of message is an "In-Character"
message related to the action in the role playing game which are referred
to as RPG posts. All role-playing game (RPG) posts should be posted
to the ASR newsgroup: alt.starfleet.rpg, as well as to each member of
your unit. As mentioned earlier, many units now use list servers and
archives, such as
Yahoo! Groups, for their own private distribution. However, your
commanding officer or executive officer will provide this information
once you are assigned to a unit. Whatever the means of private distribution,
all RPG posts MUST be sent to the newsgroup. More information on how
to post to newsgroups will be detailed later in this chapter.
3.32- NRPG Lines and NRPG Posts
Sometimes you need to communicate something that happens OUTSIDE the
realm of game play, such as explaining certain actions your character
took, etc. This is called an NRPG (Non-Role Playing Game) line (in the
instance of placing such a line in the middle of an RPG post), or an
NRPG post (if it is a separate mailing entirely.) Such lines or messages
are common in ASR- they can be used to set off someone else's writing
in your post to coordinating actions between two players to notifying
someone of an extended absence.
3.33- The Subject Line
Because there are many people in ASR who involve themselves with more
than one unit, clarity and consistency are of paramount importance.
The key to this is the Subject line. Everyone in ASR uses the same set
of guidlines when writing out the Subject line, in order to make it
clear to the reader/receiver of the message to which unit the message
is attached.
The idea is very simple -- you put the unit you are writing for (where
the action is taking place)in the beginning, followed by a colon (:)
and the title of your post. If done right, it should look like this:
ALB HOLODECK 16: Ensign Smith Reports
Notice the location of where the action is taking place is in caps?
That is standard -- make sure you do this, as all active units in ASR
are capitalized in order to draw attention to it.
Now, this is pretty simple -- it only gets hairy when you are assigned
to one place, but the action in your post takes place elsewhere. THEN
the Subject line in your e-mail will look like this:
[ALB HOLODECK 16] USS CONSTELLATION: En Route to Training Mission
Notice that ALB Holodeck 16 appears in brackets BEFORE the actual location
of the action -- the CONSTELLATION, in this case. This is a very important
point. You MUST always have your billet (where you're assigned) in your
Subject line, and it always comes first. Then, if the action is taking
place on another unit or base (such as a starbase while your ship is
docked there), you place your billet in backets, followed by the location
of the action, and then a colon and your post title.
As mentioned before, the need to communicate something that happens
OUTSIDE the realm of game play -- an NRPG line or post -- becomes necessary.
Of course, there is a specific way this is handled in the world of ASR.
An NRPG line (one that happens in the middle of an RPG post) does not
change the Subject line, but it does have to be set off from the rest
of the message. You can put these anywhere in a post, but make sure
you set them apart from the rest of the document by using <>, like so:
<NRPG: this section is taken from Scott's last post>
Most people put some NRPG information at the end of their posts as well.
Again, while this does not change the Subject line, it does need to
be set apart from the rest of the message. At this time, there is no
standard manner of doing this; most people seem to place "NRPG" inside
of brackets or parenthesis in order to set it apart from the rest of
the post, like
so:
<<NRPG>>
David: I hope this was what you were looking for.
All: Keep up the great work!
Regardless of how you decide to set the NRPG section of your post apart
from the main RP post, it should immediately follow the RP section and
precede your closing -- more on that in the next subsection.
Sometimes you don't have any RPG messages to send out, but need to communicate
on issues outside actual game play with another player. These messages
DO change how the Subject line is formatted, and are always sent out
with the prefix "NRPG" appearing AFTER the unit in the Subject line,
like so:
USS AURORA NRPG: What exactly is our mission date?
By making sure your Subject line follows the above guidelines, you are
making things easier for everyone in the long run by reducing potential
confusion.
3.34- The Closing/Salutation
Everyone also gives the same basic information out when signing off,
although that is done in a variety of formats. Here is one commonly-used
format:
John Doe
Ensign Justin Smith
USS STARSHIP, NCC-9999
Grey Fleet
jdoe@somewhere.com
Now, you can really do this however you want -- as long as you make
sure the essential information is included (Player Name, Character Rank
& Name, Position & Ship/Base Assigned To, and e-mail address) in your
sign-off.
3.4- Writing Posts
Much of what has been discussed regarding posts have dealt basically
with the formatting of the post -- things that are peripheral to the
creative process of writing. The remainder of this section deals with
the actual mechanics of writing posts for ASR, in order to help you
maintain clarity and consistency in your posts. Always remember that
once your post has been sent, it becomes "final;" other members of the
club will begin to use what you've written in their own work.
3.41- Tense and Point-of-View
Posting itself is pretty straight-forward. As long as you make sure
posting is done almost exclusively in 3rd person ("he/she said" or "Reg
said"), past tense, you are in good shape. Think of your post as a story
being told after-the-fact by an outside observer, as if there was someone
with a video camera or equivalent device filming the action. This should
help keep your tense and point-of-view straight.
One thing to remember about point-of-view: If you remember your high
school English, you might remember the idea of "The Omniscient Narrator."
This would be like a third party who happens to be privy to information
only someone who is all-knowing would know, such as the emotions of
another character or their inner thoughts. You want to stay away from
this -- keep it realistic. Unless your character is an empath or has
some psionic ability, there would be no way (other than guesswork made
by judging body language, vocal tone, etc.) your character could possibly
know another's feelings or thoughts. So don't write about them. If you
absolutely need to know what another character feels about something,
drop the player an NRPG message.
3.42- Thoughts and Feelings
Occasionally, you may wish to put the player's actual thoughts down
-- this is common practice in passing along what's going on inside the
character's mind. This is great -- there are a couple of ways to do
this:
-
You can just write it the same way you do the rest
of the post -- 3rd person, past tense;
-
You can use 1st person (`I wonder what's going on
here') in certain situations. If you do, please do NOT use double
quotes ("") to set them apart from narration, as you would with actual
speech. Instead, use an asterisk (*) or single quotes (`') on either
side in place of
quotes.
3.43- Talking through Comm Channels
When your character has a discussion with someone through communication
channels, such as when the Captain contacts you while you are on the
surface of a planet, there is a specific way in which this is done as
well. Your speech would be handled just like normal written dialogue-
written inside quotes. However, the speech of the one talking through
the comm channel would be written inside brackets ([]), like so:
[[[Thomas to Smith,]]] the Captain said, his voice crackling through
Justin's comm badge.
"Smith here, Captain," he replied evenly.
Any dialogue between the ship's computer and your character would be
handled the same way -- the computer's voice would be in brackets.
3.44- Mission Dates and Setting
Another very important aspect of every post is the Mission Date (MD).
This lets everyone know at what time the your action is taking place
relative to the mission. By default, the start of each mission begins
with MD 1 (1st day of the mission). At the beginning of each new scene
in your post, begin by writing down the mission date, which is the actual
day of the mission followed by the time, in military (24-hour) time.
Also, putting the setting (where the scene is taking place) in there
would be helpful too. Such a header would look like this:
MD: 5.1643
Setting: Captain's quarters
This would be followed by the actual scene in the post. The "5" in the
MD means the action is taking place during the fifth day of the mission;
the "1643" is the time, 4:43 PM. The setting is pretty self-explanatory.
3.45- The Creative Process
After all is said and done, the most important aspect of life in ASR
is your creativity. This is where the "fun" of the game is, and constitutes
the bulk of your interaction with your crewmates. While no one at ASR
wishes to curtail anyone's creativity by imposing guidelines on what
they can and can't write, it is in everyone's best interests that a
few basic rules of thumb are followed. Just keep in mind that this game
is enjoyed by literally hundreds of people from various countries around
the world- what one person may enjoy another may not.
Language
All posts for ASR are written primarily in English, as a matter of convenience.
While, at times, other languages can certainly be used in brief passages
where such dialogue is needed, the overwhelming bulk of your post should
be wirtten in English.
Slang words and phrases should be avoided unless it's important for
one reason or another, such as helping to better paint a picture of
your character's personality. However, if slang is employed, make sure
it is clear exactly what the slang term means. Not EVERYONE knows every
slang term in existence.
Finally, a word about obsenities. While it is true that we have members
from many different cultures around the world, we also have memebers
of varying age groups -- from college professors on down to high school
students. There is no minimum age requirement to join ASR -- you only
have to enjoy writing. Therefore, unless you know for certain that everyone
on your ship's mailing list is of appropriate age AND would not take
offense at such remarks, then don't use obsenities. And, if in the rare
instance that you can make such claims about your crewmates, keep it
as tasteful as possible. In such instances, it isn't likely that anyone
would be upset if, when a character smashes his thumb with a cargo crate,
he lets fly with an expletive. However, you WILL incur someone's wrath
if you don't exercise appropriate restraint.
Grammar and Spelling
Please do your best to see that you follow the basic rules of grammar
and spelling. We all understand that mistakes will happen, and that's
okay- we ALL make them. But don't post a document that is full of bad
spelling, typos, run-on sentences, etc. A few is okay, but the more
you make, the more difficult it is going to be for your fellow crewmembers
to read. Ultimately, a message with too many mistakes doesn't get read
closely, if at all. So run your post through a spelling checker at least
before you send it. If the post is filled with grammar errors, your
commanding officer (CO) or exectutive officer (XO) will most likely
send it back to you for revising.
This is also for the convenience of some of our members for whom English
is not their native language. It can be difficult enough for them to
communicate in English with everyone else; reading a grammatically-poor
message will only frustrate them further.
Content and What "Works"
The actual content of your post is where you shine, where your own creativity
comes into the spotlight. As mentioned before, this is where the "fun"
of the game comes. Despite the fact that it seems as though we have
a ton of rules to follow regarding the format of your post, they are
fairly easy to pick up; by the time you leave ALB, you will know most
of them without having to refer to this manual. This leaves the bulk
of your time for the creative side of the game, as it should be.
The most important thing -- and one of the most difficult -- to master
on the creative side is the idea of "advancing the plotline." To get
a grasp of this idea, you must understand the manner in which storylines
are created in ASR.
You've seen ASR described as being a "shared fiction" environment. This
term describes the manner in which we write -- in ASR, an entire unit
works together, through individual posting, to solve a problem. Some
units -- especially starbases, fighter wings and such -- work on several
problems at the same time. What this creates is a "team" atmosphere-
everyone sharing the work together to solve a problem.
However, as anyone who has played team athletics knows, a successful
team depends on all of its members pulling their weight. ASR is no exception-
each person must contribute. The manner in which we contribute is to
offer our own solution to our specific piece of the puzzle presented
to us by the Commanding Officer of our unit.
We do this by moving things forward -- by adding a piece to the puzzle
each time we post, until, finally, everyone has added their own pieces
and the mission has been accomplished. This may require several posts
by each member, spanning across several months. However, this isn't
really important -- what IS important is the recognition that you have
to help move things forward every time you post. If you can remember
this, you are going to make your CO and XO VERY happy.
Writing in a shared fiction environment also means you have to make
sure your writing does not contradict anything that has been previously
established by another member of your crew. If one of your crewmates
kills off a bad guy in the previous post, you can't miraculously have
him
in your next post under conventional thought. You have to be certain
that what you write "works," or fits in with the overall mission as
well as agreeing with what has already been written.
Remember, your CO or XO has final say in what "works" and what "doesn't
work" for your posts -- they are the ones who came up with the storyline.
This is a fairly gray area, and differs from unit to unit and CO to
CO. Many unit CO's allow almost complete creative freedom; some are
more rigid, carefully constructing a storyline in such a way as to make
certain things impossible. Most units fall either towards complete freedom
or somewhere in between the two extremes -- the best thing to do would
be to contact your CO and XO upon arrival to your unit and ask him/her
to spell out the unit's guidelines regarding posting.
Another good practice to get into is to send a copy of your post to
the CO and XO first, indicating that you would like to post this and
are sending it to them first for approval. But ONLY do this if you are
creating a "twist' in the plot -- you will understand better once you
begin writing in ASR.
3.5- Mailing Posts
After everything has been done -- your post has been written, is reasonably
free of grammar and spelling mistakes, is clean, and is correctly formatted
-- you still have to get it to the appropriate places; it obviously
isn't "official" until it's mailed out. Now, this sounds simple enough,
and it is for the most part -- it basically involves making sure that
everyone who is supposed to get a copy of the post does on your unit
(your commanding office ror executive officer will provide this information
for you), and mailing a copy to the
ASR Yahoo! Groups web archive.
Right now, the web archive is configured to automatically
mail a copy of each post- so long as it has a properly-configured subject
line- to the newsgroup for you. However, should the need arise to post
directly to the newsgroup (<news:alt.starfleet.rpg>), both Google and
Yahoo search engines provide free newsreading services should your e-mail
program not be able to subscribe to newsgroups.
4.0- CLOSING
A few closing remarks. Remember that the most important thing about
this organization is that it is for enjoyment and entertainment. The
most important part of Role-Playing is in interaction and communication.
Following the guidelines in this document, as well as those presented
in
other documents you will receive, helps to ensure that the experience
is enjoyable for everyone.
Any further questions can be directed to the
Personnel
Officer. And again, welcome to Star Fleet!
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