Index
1. Introduction
2. Responsibilities of an Officer
A. Attention to Detail
B. Orders and the Chain of Command
3 . Responsibilities of a Leader
A. Flexibility and Adaptability
B. Creativity
C. Attention to Detail
D. Looking at the Bigger Picture
E. Communicating
4. Running a Plot
A. Start
B. Direction
C. Cohesion
D. Wayward Logs
5. Conclusion
1. Introduction
Cadets in GFC are required to take the Basic SIM Guide test & Advanced
SIM Guide test to show them the basics of role playing within our organization.
If they ever progress on to become Department Heads (DHs) they need to
take the Senior Officers’ Training Guide test which is why you are
reading this right now. XOs or COs, they must take the Command Course,
to show them how to lead a simulation. Many simmers are confused when
they become Senior Officers (Department Heads) - how do my duties change?
What are my new responsibilities? How am I supposed to run my department?
This course should answer those questions. In many ways you role is just
like the XO or CO: you are the CO of your department, so you must keep
your assistants involved in the plot, and make their logs a significant
and coherent part of the overall story. If the plot does not actively
include your department it is your job to interact with your assistants
and help them keep busy. This course will show you how to do all these
things, and more, and will prove a vital stepping stone in the direction
of perhaps one day, becoming an XO or CO.
Being a good senior officer means two things: you need to be a good officer
in general and you need to be a good leader over your junior officers,
your assistants. The emphasis of this course will be on the second aspect
- as the first has already been dealt with since you probably wouldn’t
be making DH if you weren’t considered a good officer. The first
chapter will focus on the officer side of the responsibilities as a refresher.
Obviously, the major point in being a good senior officer has to do with
your contribution to running the plot or subplots in the SIM. Therefore,
a separate chapter has been dedicated to issues of plot direction and
cohesion. Finally there will be some attention to what it means to be
a senior officer a SIM as well as in the GFC as a whole.
The text of this course might be a bit serious, and the exam that follows
it a bit hard to pass, but the only goal of this course is to help you
improve your SIMing and indirectly help you have more fun doing so. When
you have a good grasp of how to deal with assistants and other characters
in the SIM, you will find that it improves the quality and the fun of
your SIMing. Although some people find it hard to pass this course, virtually
nobody really fails. You might have to redo part of the exam, but Fleet
Admiral Dar, Admiral Westbrooke and Admiral Rhiannon Aubrey are there
to help you thru, not to let you fail. So also when you read this guide
and you have questions or things are not clear, do not hesitate to contact
these folks. For your convenience their email addresses are
Fleet Admiral Dar – admmykaldar@aol.com
Admiral Westbrooke – admwestbrooke@aol.com
Admiral Aubrey – rhiannonaubrey@aol.com
2. Responsibilities
of an Officer
A. Attention to Detail
Paying attention to details is crucial in making the plot coherent and
avoid confusion. What one person does, can have an effect on nearly every
crewmember of the SIM. To give a few examples and see how they translate
to the duties of the department heads:
(1) In the CO or XO log (Email- posted to the boards) or in the action-line
of the CO (chat room) it is stated that the ship was hit by some shockwave.
As the ship will rock unexpectedly, people will be thrown about and things
will fall, etc. This would also affect your character. Depending on the
severity your character and others on the ship will be tossed around.
Besides this general scene, specific departments will have specific areas
in which they should react:
- Sickbay can expect minor casualties (cuts and bruises);
- Engineering can expect some minor damage;
- Operations should compile the damage report and co-ordinate repair teams
with Engineering;
- Science and Operations will try to find out where the shockwave came
from;
- Tactical will keep its eyes open for possible threats - we were caught
off guard - and closely works with Science and Operations;
- Security will always roam the ship, they can give first aid, help co-ordinate
with Sickbay and report any damage they see to Operations.
(2) A crewmember is involved in a minor explosion and is injured. He contacts
Engineering and then has himself transported to sickbay.
- Operations looks after internal sensors and needs to monitor the explosion
and report it;
- Engineering will have to include the details of the contact with the
department in the crewmembers' report into their own reports; (usually
done in a log after the SIM)
- Sickbay has a patient to treat;
- Engineering and Operations need to co-ordinate that someone repairs
the conduit.
(3) The turbo lifts have been reported to be malfunctioning and have been
taken offline.
Everyone will be climbing through Jeffries Tubes and it is a long climb
from Engineering on deck 33 to the Bridge on deck 1 ;) ... Engineering
and Operations need to work at finding a cause and solution.
So as an officer it is very important to read all the logs pay attention
to all the Action statements carefully and think, 'How does that affect
my department?', 'Do I need to do anything in response to this?'. Guide
your members, don’t let them fall into the trap of getting hurt
all the time so they can feel useful. If you notice a member doing that,
you may wish to speak to the CO and see if together you can work on making
the member feel more comfortable and useful so this does not continue
to be the case.
B. Orders and the Chain of Command
In order to organize things
efficiently in the GFC, there is a clear Chain of Command. Assistants
report to their Department Heads, Department Heads report to the XO, the
XO to the CO, and the CO is responsible to the GFC Council.
As a senior officer, you are
expected to follow the orders of the CO and XO. When the Story Line (or
Plot) is started, the Mission Briefing put to the screen, you must react.
That means, passing orders down to your department to start your departmental
subplot, reporting anything new that your department picks up as a result,
and so on. If you are unsure how to proceed in a certain story line, fall
back on the regular routine of your department and wait for more clarification.
If you want to know more about the story line and how it will affect your
department, don’t be afraid to ask the CO. Be careful not to stray
too far from those orders. If you do, the plot can easily be thrown off-track.
Another important point is: don't jump the chain. If a member of the SIM
has a problem OOC they should try to work it out with the CO & XO.
If that can not be done satisfactorily then they should speak to Fleet
Admiral Dar & Admiral Westbrooke. This is just a matter of courtesy.
Always try to avoid ignoring someone in the Chain, unless you have a clear
reason to do so. Of course it is allowed to speak to officers several
steps above you - they're not saints and probably would enjoy interacting
with you both OOC and IC.
If a member has a problem IC
they should speak directly to the Department Head - being a good Department
Head will be a disaster when people under you do not tell you what is
going on or what their problems are. So never ignore your direct senior
officer. In most cases when you do, you will be told to follow the chain
appropriately. This is because many problems can be solved at the lower
end of the chain. Only the big issues should need passing upwards. Likewise,
you wouldn't find Captains issuing orders to assistants in your department.
(Unless you are absent for some reason.)
Sims are based heavily on interaction but also require you and your fellow
crew persons to develop 3 dimensional characters. This is because of the
problem of speaking for other characters. Actioning another person’s
character is something that you should never do without their permission.
You can make a recommendation, but leave it to them to follow it or not,
so that they can assist in steering the plot .
Also, you should not action other departments. For example, if you or
one of your people are hurt you should report to sickbay and let them
handle it. Do not write a log where you make up your own NPC medical person
to handle the illness or problem. If you have ideas of what direction
the plot should go into, but you're not in charge, you can just write
IC how your character gives a recommendation to the CO and then wait until
the CO or XO replies.
3 . Responsibilities of a Leader
Now lets turn to your task
as being the head of your department - the core of this course. According
to the Command Course there are four things that are required to be a
good senior officer: (1) flexibility and adaptability, (2) creativity
(the 'Everything fits, otherwise we'll make it fit' approach), (3) attention
to detail and (4) looking at the bigger picture. These four aspects will
be explained in this chapter and we will add one more: communicating.
Most of the points mentioned in this and the next chapter are directly
taken from guides for and experiences of COs and XOs in how they run their
SIM, as running a department is in essence just the same thing as running
a miniature SIM. It requires the same capacities and you can see it as
the perfect training ground if you ever wish to get higher up in the Chain
of Command.
A. Flexibility and Adaptability
The fun of SIMming is the interaction
with other simmers. You can log or play some parts of the story, and others
will add their parts. The surprising effect this can have is one of the
most fun things in SIMming. However, it also means that others might steer
the story in a somewhat different direction, one that you did not intend
as a CO or as a department head. A bad CO can easily solve this - using
his authoritative position to decide that what that player did never happened
and getting the story back in exactly the direction he or she wanted.
Such a CO could do better writing a novel himself - this is not what SIMming
is about. Good CO'ing - either at SIM or at department level - means that
you accept the fact that the plot has its own life, independent of you.
The story flows in a direction, and you simply have to adapt. This is
not to say that the CO never needs to erase a contribution from a player,
but it is very rare indeed that a good CO will need to do this.
Of course there are still some general aspects of the plot that you have
to watch. For example, you do not want the problem that should be keeping
the crew busy for the coming few weeks to be solved in a day. Or maybe
you have very interesting plans in the plot that the story should gradually
evolve into. Here the trick is to write your mission briefing and your
own log and actions in such a way as that you can steer the plot back
into the right direction. Try to find a way to incorporate the plot twists
your crew or your assistants wrote into the plotline you had in mind.
This is not easy and it is exactly what requires the next characteristic
of a good leader:
B. Creativity
Creativity is needed to adapt
the story to all the twists and turns the crew will inevitably produce,
whilst keeping the plot coherent. Even the most wild twists can often
be incorporated if we remember that everything fits or we'll make it fit.
By contrast, if you retract logs or contradict people in SIMs, you will
crush their confidence and morale, no one will dare to contribute to the
plot, and the crew that will be left after most of them leave will be
mindless slaves. Not much fun. So, if something has been SIMmed, it has
happened! Deal with it! This means you must be paying attention to what
is going on in SIM and keep in communication with your assistants. You
can contribute to the plot both by your logs and your actions in the SIM.
Creativity is also important in a more direct way. As a department head,
you should have creative input to the SIM. In other words, if you're a
Chief of Science, give your assistants a really interesting research project
to work on, with plenty of opportunity for creativity, rather than telling
them to go clean the test tubes. If you're a Chief Engineer, get your
assistants to work on improving the ship's systems to give the ships interesting
new quirks, rather than getting them to go clean the plasma manifolds.
When assigning assistants orders, think: is this going to be fun for them?
Is it going to allow them to contribute to the plot in an interesting
and creative way? Never forget, however, that you have a whole crew of
creative minds - give some interesting orders and put creativity in the
game, but leave lots of space for your assistants to add their own creative
plot twists. It's the surprising result of many creative minds writing
together that creates the fun of SIMming, not the good writing of one
member.
C. Attention to Detail
Attention to detail is very
crucial. If simmers do things and you don't notice them and write completely
different, it will be very confusing for the crew and assistants will
also feel worthless. You need to make sure no details contradict other
details, and you need to make your crew feel involved in the SIM by interacting
with them or indeed confirming details in the SIM. For example, if your
assistant reports to you in your office, don't ignore them! Listen to
what they have to say, and respond to it. If they need something new to
do, assign them a new task. Make them feel part of the team. If the CO
has just commed you, ask the assistant to wait a moment and take the call
from the CO. After you finish answering the CO give your attention to
the assistant.
It has already been explained in the previous chapter how important this
paying attention is - many actions by fellow simmers require you to react,
whether you are an assistant or a CO. And for a CO - or department head
- that is even more so the case as you are involved in more separate subplots
than is an assistant. Attention to the details in the logs from your crew
is crucial, and whenever possible you should use them. The contributions
from the crew need to be confirmed in those from the CO and XO and the
department heads. Not necessarily by quoting them literally, but by using
the information given in those contributions to move the plot forward
and dealing with the situations in the subplots created by the crew. The
crew wants and needs to have the freedom to add to the plot, move it forward
with their own ideas as well. They will become disillusioned and eventually
drop out if they can't or if they feel they can't, and if they are always
only filling in the bits after the event so to speak. They each have a
great imagination, let them help you write the plot and unfold the story.
D. Looking at the Bigger Picture
As a good officer you need
to be always conscious of your environment, that is, not only of your
own department, but also the SIM as a whole. Be careful to pay attention
to the details not only in your own log, but also in those of other departments,
or, when in a plot with several SIMs together, those of the other SIMs.
The same way your XO and CO are responsible to take care of the coherence
between the plot on the SIM itself and the one affecting the entire fleet.
So, always keep in mind the bigger picture of the whole SIM, and in some
cases even beyond that. Be conscious of how your actions influence what
others can or have to do.
E. Communicating
Proper communication is crucial
to have fun with SIMming. To me it seems a lot of things that go wrong
in SIMming - arguments, frustration - have everything to do with miscommunication.
It is both crucial to communicate a lot and to do so properly. You need
out-of-character communication with you senior officers, your fellow officers
and your crew. Communicate when you experience problems, feel bad about
something, have ideas, expect others to do something, etc. That way people
know what you are thinking and what they can expect when dealing with
you. SIMming is to a large part teamwork and teamwork needs communication.
And, as said, it is not only important to communicate a lot, it is also
important to do so properly. Show respect to others - treat them as you
would like to be treated - and always try to be patient. Listen carefully
to what others are telling you. Do not immediately think what they say
is probably nonsense, but assume by default that they might have a good
point. And if you disagree, make clear first that you like their input
and explain why you disagree (in case they are your crew, not when you
are talking up the Chain of Command). Always try to be friendly and clear
and giving reasons for the things you are saying.
If there are specific things you notice that assistants or crew members
keep getting wrong, send them a private email or contact them in private
messages and for example guide them to the relevant section of the SIM
guide or advanced course guides. Make sure you are positive in your approach.
Be careful not to correct them on every little thing. Only if it is major
stuff. Tell them they are doing a good job, and that there is a way to
do even better and proceed to show them in a constructive way what you
mean. What we want to try and do, is build crew members' self-confidence,
not break it with constant criticism. Try leading by example also.
When contacting an assistant like this, feel free to ask the CO &
XO for advice first. And when mailing, CC or BCC (if more appropriate
as not to scare him/her off) it to the CO &. Keep them informed of
issues that are being addressed by you so they won't duplicate the effort
or have the crew member feel inadequate because of more than one person
addressing them over something.
Be prepared to deal with IMs from your assistants. If they are unsure
of how to proceed it is your job to help them. Don’t be afraid to
open communications with them in IMs and encourage them behind the scenes.
4. Running a Plot
As said, SIMming is about writing
a good plot together and have fun. Thus, many important aspects of good
CO'ing or being a good department head come down to good plot direction.
Also the major problems you can encounter fall under this heading. For
that reason, a separate chapter is here devoted to plot direction, cohesion
and correction.
A. Start
What has been logged or written has happened, and when it has not been
written, is has not happened. That is the simple and main thing you should
always keep in mind.
You must also remember the
location of where something happened. If it was within the crew quarters
of another player then you cannot assume knowledge of such action. Some
logs and SIM actions are strictly OOC knowledge and cannot be played off
by your character or others. You should watch for assistants that try
to do so. It is usually because they do not understand the difference.
The CO and XO are responsible for coming up with plots for their particular
SIMs. They must still keep in mind how their plot will affect the entire
SIM group. If you’re SIM is in a war with the Romulans, it is going
to affect other SIMs. Such broad actions should be discussed with the
GM Council before being done. The GFC has tried to have a Fleet Wide SIM
once each year and during this time the entire group works toward a common
goal.
The XO is a key interface between the CO and the department heads. An
XO needs to be a bit of both - keeping a close eye on the orders that
were given by the CO and then check up with the department heads to make
sure the orders are passed on. If there is a technical OOC problem - like
being disconnected from the internet - with the department head, the XO
can take over for the DH and make sure the assistants in that department
are kept involved. At other times the XO is to lead a subplot with specific
orders from the CO, e.g. an away team mission.
A plot will usually start with a Mission Briefing in from the CO. This
introduction should contain enough background information and specific
orders to set the scene, such that the rest of the crew has an indication
of where the plot will be heading and some sort of idea what they can
do to begin the plot. To introduce a subplot in your department you can
write an introductory log to describe the setting in which it takes place.
Note: All subplots should be brought to the CO before implementing them.
You don’t want to start a story line that will interfere with the
main plot. Remember to direct your assistants carefully so they are able
to feel a part of what is going on. If you don't organize a meeting, talk
to them directly or through the communication badge (commbadge), otherwise
they will not know what is expected of them and not be able to react to
either your plot of the main plot. Make sure that you involve all of your
assistants when you are creating a subplot.
When you are a department head and your CO starts a plot, you should receive
direct orders from your CO. Or you will for example be called to a senior
officers' meeting. What is expected from you is first of all to respond
to these orders - acknowledge them. The next step is to get your assistants
(active or NPC) involved. Please note that although the use of NPCs is
a great tool to bring depth to the picture in your department, the active
assistants are the most important and you should use them. At all times
you need to check if your active assistants have something to do. You
must always be aware of the bigger picture. And note that this bigger
picture is rather big - even a small vessel will have several decks and
dozens of crew members (although most NPC, of course). In most plots,
most departments and hence most of these crewmembers will be someway involved.
For example, in a typical science oriented mission, operations and engineering
will still be responsible to keep the ship in tip top shape and engineering,
science and medical will often work together in their research endeavors,
and tactical and security will keep watching over the safety of the ship
and advise the others about the safety risks of their research ideas.
And, obviously, helm still has to steer and the counselor is still to
watch over the mental health of all crew members.
Note: Always be aware that even if there are no other real players in
your department on a particular night that the ship is staffed mainly
by NPCs and the likelihood of you being alone in halls, much less main
areas like engineering and sickbay are nil. Never walk into a sickbay,
main engineering, security or bridge and declare that you cannot see anyone
present.
When the CO has launched the plot and you have your department's orders,
you've got to pass those orders down to your assistants to get them involved
in the plot. There are plenty of ways to do it. Make sure you explain
things to your assistants either by holding a staff meeting or by commbadge.
If an assistant is faultering and doesn’t understand what he/she
should be doing then IM them and politely explain where you need them
to go and what they need to do.
What happens if you don't get any orders from the CO? This shouldn't happen
too often. It's the CO's job to keep every department busy. However, if
it does, it is your responsibility to keep your department busy. Look
at the bigger picture: is there some way you can support another department
in their work? E.g. if Science has been ordered to build a special probe,
but Engineering hasn't been told to do anything, you as Chief Engineer
could have your department help Science. If there's no way to get involved
in the main plot, then create a subplot. You might want to check with
the CO or XO first. Some subplots can link back into the main plot at
a later stage, some might be interrupted suddenly because the department
is called to action (this can happen often).
B. Direction
Although OOC communication
is important, IC communication is even more important. Whenever you can,
handle things IC, especially when directing the plot. Issuing orders IC,
for instance, creates far more plot cohesion than telling people what
to do in IMs or over an OOC listserv, and it also allows for more plot
freedom. The crew comes up with recommendations and plot twists, and the
CO picks and chooses, moving the plot forwards. This can slow things down
somewhat, but gives more opportunity for character development, which
in turn creates higher quality SIMming, and more fun. The more IC the
better, and the more plot freedom, the happier the crew will be.
Of course there are always exceptions. For instance, when the plot is
part of a larger Fleet Wide it is more important to stay a bit tighter
within certain limits, it might be a good idea to send a basic subplot
outline to the CO and the Admirals out-of-character so that all senior
officers can keep this basic outline in mind when they are SIMming. However,
this should never go so far as to be a mere script that everyone must
follow.
When the plot has started it is the responsibility of the CO and department
heads to contribute in such a way as to clarify situations, make decisions
and in doing so steer the plot in the direction they want it to go. Be
aware that fellow SIMmers need some time to react – if you think
that someone has missed what you said, send them IM and ask if they saw
it. Send what you said so they don’t have to scroll up through the
chat and waste more time.
Here again, it is important to pay attention to the details. When you
see a shift in the plot, make sure your assistants are up to speed to
by communicating with them IC. However, the crew should also be made aware
that major changes to the plot should be cleared by the CO and/or XO before
being SIMmed.
One thing to beware of is creating cliffhangers, especially at the end
of logs. For instance, if you say there's an imminent warp core breach,
this will have one of two effects: (a) fifteen people will, panic-stricken,
SIM all kinds of things, some ejecting the warp core, some stopping the
breach, some abandoning ship or whatever, creating utter confusion; or
(b) no-one will know what they are supposed to do and the plot will be
stopped dead in the water until someone can resolve the situation. So
always be careful how you present a storyline.
Slow SIM
At times, a simulation may run slowly. Sometimes this is due to key officers
not having much to do, being incompetent in playing their role, or experiencing
networking real life (RL) trouble. When the simulation is going slowly,
and you do not suspect networking trouble, try to prompt key assistants
into getting more involved. Ask for more input from them, or order them
into doing a long-term activity like keeping watch for certain conditions,
going to a part of the ship to fix something, etc. In case of a SIM wide
slow down, the XO & CO should also be watching for occasions such
as this and should handle them personally if possible.
Please note this is not the time to create a new subplot. One should be
careful creating subplots in an attempt to speed up the plot in these
circumstances. This could only cause (more) confusion with the officers
involved and even the rest of the crew. Remember to leave enough time
for the existing subplots to develop. Too many subplots make the plot
too complicated and confuse the crew. They won't know what to focus on
and the result is half finished subplots that haven't had the opportunity
to be properly developed. This in turn will harm the overall quality of
the plot and the SIM.
Also check whether an officer that seems quiet or hesitant is such because
of their incompetence in playing their role. You may need to coach them
in what they need to do. Part of the job of the XO for the SIM as a whole
and of a department head for his or her department is to make sure that
the crew is able to do their duties. Senior officers are an extension
of the Academy in the effect that it is their responsibility to ensure
the training at the Academy took hold and that individual is ready to
do their job; if not... train them. Make sure that your assistants are
kept busy IC. A more experienced simmer won't need much in the way of
orders and IC guidance to be kept busy, but the new simmers will. Encourage
your assistants to take advanced courses, especially the one relating
to their department. But also the others, so they get a better understanding
how the different departments work and how they interact.
A way to keep your assistants busy is to have them choose a specific area
of expertise within the department to look after. For example, in a science
department one can think of stellar cartography, biological sciences,
geological sciences, etc. You can make them sub department head, and give
them an office and some NPCs in their little department to play with.
The idea behind this is, that it is, at times, difficult to keep all your
active assistants directly involved in the plot. Or you have to take an
unexpected LOA for a few SIMs. This way, they are not stuck for something
to log about or to SIM as they have their own little area to write about.
They also get the chance to practice their leadership skills on the NPCs,
and learn to look at the bigger picture. Also, when the plot asks for
expertise in a certain field, we can use that particular assistant and
give him or her the chance to get a bit of the lime light and show off
that expertise.
The SIM can be slow story line wise, but this also leaves some space for
more personal logs. They build the characters; they give an insight into
them which will make it easier for other crew members to interact. As
such, personal logs, promote interaction among the crew, which in turn
will help make them feel part of the team and that improves the overall
quality of the SIM. Build IC friendships with your assistants and the
other crew members. Talk to them. Make them feel part of the team. And
not only IC are these contacts important, but also OOC - send them emails
and ask them for input and ideas. Give them praise and encourage them.
Do the odd joint log with them. As department head, don't be afraid to
knock on the CO's Ready Room door and interact with him/her on and/or
off duty. They generally don't bite ...
C. Cohesion
It is the CO's and XO's responsibility
to ensure that the contributions of the crew are tied into the main plot
line and story. This is to make sure that the logs posted by the crew
make sense within the plot, show some cohesion and become a story rather
than stay loose and 'bitty'. This can be reflected in paying attention
to assistants' inputs, repeating or confirming key points, and reporting
them to superiors where necessary. Keep an eye on what your assistants
are doing during the SIM, make sure they have enough freedom to be creative
but be careful they don't have them go wild and throw the plot off-track.
D. Wayward Logs
If a simmer introduces a subplot or event that is light years away from
the plot and throws the SIM completely off-track, the CO has the option
of voiding that contribution. Note that ONLY the CO can take these drastic
OOC actions. By contrast, senior officers only have IC tools at their
disposal... but these are by far the most effective. Rather than voiding
the input, it is far better to acknowledge it and try to work it back
into the plot, by incorporating some or all of the wayward input in their
own input. It's often possible to explain away quite outrageous problems.
Be flexible.
5. CONCLUSION
This is the end of the pearls
of wisdom that we can share with you. From time to time this may be updated
as new things are learned. For the most part, remain active, remain aware
of what is going on and give the attention to your department that your
people deserve.
So, give your assistants something to do. If you can't get them involved
in the main plot ... think of something. There is always general maintenance
to do, research to carry out, NPC patients to treat - whatever it is,
make sue that they are involved and get to know them, IC and OOC. Above
all, remember one thing - we are all here to have fun!
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