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Standard Operating Procedure

Sim Form
The Ursa Major sim form is essentially the same form you were introduced to in training:

  • Please include your character name in the title line.
  • At the beginning of each sim reference the location.
  • Set descriptions off by placing them in text blocks. ::The dark hall. . .::
  • Place speech behind the Character name. I often use quotations to add clarity.
  • Thoughts are place in < thought >
  • Telepathic thoughts receive a <>
  • Place OOCs comments in parenthesis. ((OOC: This is a really long document.))
  • At the end of each sim place your name, duty post, and assigned ship. The ship, while not strictly necessary, is a good habit for joint sims.
  • Run Spell Check and Grammar Check if you have it. Avoid using the reply button and just adding to another’s sim. Rather, Cut and Paste adding your own perspective, thoughts, and actions. This will make for stronger sims and help develop your character.

The sim form is important to facilitate clear communication, and is one of the criteria I will look at for promotion from Ensign to Lt. jg. If in doubt look to the Captain’s and senior officers’ sim form and emulate it.

Simming Standards

Frequency

  • Full Time Simmer – 4+ times a week. (Ideally at least 12 sims a month)
  • Part Time Simmer – 2+ times a week.
  • Occasional Simmer – less than 8 sims a month.
  • Secondary Simmer – Maintains an active character else where, but sims occasionally.
  • Any simmer who does not sim in 30 days or is designated Occasional without being a Secondary will receive a note advising them of UFOP policy and the possibility they may be removed from the list.

Content
This is a Star Trek Sim the Content should be Trek in nature, and reflect the standards of the show. (example – you can’t beam through shields.)
UFOP is a PG-13 forum. Please keep everything sent to the site Clean. Simming a relationship is great, just don’t tell us what happens behind closed doors. Also vulgarities should be represented as —–or $%**&. Even then keep them at a minimum. This is the enlightened 24-century. Rule of thumb: if you don’t want your name attached to it on a giant public billboard don’t send it.
Please limit posts to the board to those messages relating to the Kodiak sim site. No extraneous emails please. (Examples include jokes, pictures, and inspirational stories.) The UFOP OOC boards have categories for such things.

Sim theme
Keep in mind as you sim that Star Fleet is a paramilitary organization. Chain of Command is part of the Theme. In normal circumstances, a junior officer reports to the Department Head. The Department head reports to First or Second officer. The First and Second officers report to the Captain.
In emergencies call the Bridge, not the Captain who may not be on the Bridge. The Bridge is the center of the ship, receiving information and directing action. If the Bridge is disabled, the Auxiliary Bridge becomes the fall back point.

Away teams

  1. Report down and safe. This is a SOP within Star Trek.
  2. Inform the bridge of findings.
  3. Ask permission when deviating in anyway from the mission briefing.
  4. All away teams should be lead by a Senior Command officer and contain at least 1 security officer.

Sim tips

  1. The Best way to improve at simming is to sim.
  2. Involve/Interact others when you sim.
  3. Remember once an idea is simmed, it can go in many directions.
  4. If an error is made, always try to fix it in sim.
  5. 5: When simming with others always give them time to respond. UFOP standard is to wait 48 hours for response but no more than 72 hours. After that, continue on.
  6. When simming for others, limit responses to 5 words or less. You can also do joint sims by using chat soft ware, or exchanging emails. Command decisions should always be
  7. Do not create and solve a problem in one sim. Nor should one push the plot too far all at once. Doing so is called a Marathon sim, and while useful for administrative reasons, should be avoided.
  8. Avoid Meta simming; that is there may be times when the player knows exactly what is going on, but the character remains ignorant. Mysteries are often spoiled by Meta simming.
  9. Be gentle with one and other. Everyone can have an off day, or miss something. Ultimately this is a friendly game.
  10. Expect consequences for IC actions. If someone phasers an innocent bystander, expect to be hauled up on charges.
  11. Captains hate surprises. If you are planning a sudden plot twist that will re-write the mission contact the command officer to clear the idea.
  12. IC can bleed into OOC. Be careful when simming confrontations between characters. Often such sims should be proceeded by an OOC discussion that specifies what will happen, and how to resolve the confrontation.
  13. Ultimately Simming is not about what you do, but how you do it. Character Development and Interactions is the reason to sim.

Sim philosophy
There is no I in TEAM!
Simming on the Kodiak is a team effort, with everyone reading and playing off of each others sims. Command staff will set the stage for large plots in the form of a mission briefing, back ground information, or background sims. A plot evolves one step at a time, expanding on and developing into the ideas laid out during the briefing. Eventually, the crew will move towards a graceful conclusion. The plot may actually travel quiet far from the original idea. This is only natural when everyone contributes.

Promotions
One cannot deny the appeal of power of promotion. Yet, each rank has its own pleasures. Promotion is not an end onto itself, but rather a side result of continuous quality simming. Many factors go into promotion. One is time; on the average Captain has been in the club for at least 2 years. Many officers never achieve Captain, while others who do step down at some point. Even the best simmer needs time to learn the protocols of UFOP and how to handle fellow players. But, it takes more than putting in time to be promoted. Each simmer must reach certain markers of achievement to advance; nor are the markers necessarily the same for each simmer. Here are some of my thoughts on what each rank should be capable of.

Ensigns should be enthusiastic, using the proper sim form, and willing to adapt to their new ship.

Ensign to Lieutenant junior grade: An Ensign is promoted to Lieutenant junior grade once they demonstrate a mastery of the sim forms, ability to inner act with others, an ability to follow the ship’s basic plot, and consistency in their simming. The simmer will have completed a minimum of one mission aboard the ship before promotion to Ltjg.

Lieutenant junior grade to Lieutenant: Must achieve the following to be promoted to full Lieutenant. The simmer will sim reliably, push forward the plot, develop their character, and exhibit a willingness to assist other simmers.

Lieutenants to Lieutenant Commander: must move beyond the desires of personal glory to be promoted to Lieutenant Commander. A Lieutenant Commander Shows leadership by sacrificing their own role in the plot to encourage others to sim. For example, they may allow their primary character to be injured or detained to give their fellow simmers impetuous to sim. When faced with a chance to solve the entire mission they will leave others a chance to assist. To become a Lieutenant Commander the Lieutenant must be willing to reach out to new simmers in their sims; perhaps with something as simple as doing a welcome aboard conversation sim. When asked to assist the captain with OOC tasks a person deserving of Lieutenant Commander rank will show a willingness to help. Continued character development and details will also be evident. In many ways Lieutenant Commander is about mastery of simming.

Lieutenant Commander to Commander: Lcmds are recommended for the command test when they show a continual desire to assist with the OOC activities of running a ship. Commander is the first rank at which the simmer moves to being staff of UFOP. To have anyone at the rank of commander who does not wish to or is unable to assist with the club work in unacceptable. As captain I will look for concrete examples of what the individual has achieved. Do they participate on the message boards? Have they written an article for the Reporter? Do they assist with problem simmers? Would they help out in training?

As I said these are only guides; often times a Captain’s own instincts play a major role in promotions. Occasionally, feedback is offered to simmers to assist their advancement. However, feel free to solicit advice.