I) Simming - Basic Familiarization

"SIM" is short for "simulation." On the USS Galileo, we are simulating or pretending to be in the Star Trek Universe. Our simulations involve using your imagination to become a character in the Star Trek Universe, subject to the technology and social structure as portrayed in the television series and the movies. In the Obsidian Fleet, of which the USS Galileo is a member, the year is 2384, 10+ years after the end of the Dominion War. When you join, you will begin at the rank of Ensign (for officer characters) or crewman second class (for enlisted characters). Your command team will track your progress, and your promotions are at their discretion, subject to you meeting the minimum promotion requirements of the Galileo SIM.

Creating a character is one of the most challenging and rewarding parts of SIMming. When you create your character, please take some time to create a history as well. Think about where your character grew up, what his or her parents and friends were like. How did these experiences influence your character's decision to join Starfleet? How did your character do at the Academy, or choose his/her field of study? (See Creating a Biography).

THE LIVE SIM:  IRC SIMMING - One form of SIMming is known as IRC SIMming, and involves "live" participation by your character, using an IRC client (See How to Get There).

Your SIM will meet weekly at an appointed time in an appointed IRC Channel on the Starchat Network. Try to be early so that the SIM can begin on time, and so that you can mingle and get to know your fellow crewmates.

The CO or XO will then call the crew to attention and give a brief outline of the day's "task" called a "Mission Briefing." Once the SIM begins, you will use your imagination to complete the mission tasks. In the course of doing this assignment, you will be reading what others type into the channel and reacting with them to the instructions of the CO or XO of the SIM.

An IRC SIM usually takes about 1-2 hours.
The structure of a SIM is:

  1. Meet and Greet with your crewmates
  2. Call to Attention
  3. Mission Briefing (and recap if necessary)
  4. SIM
  5. Debriefing (questions, clarifications, awards, etc)
  6. Dismissal

The idea then is to role play and add to the simming environment. Your CO or XO may be in touch with you in private message to give "behind the scenes" instructions for you. A more in-depth overview is presented later in this handbook.

THE WRITTEN SIM: EMAIL, SMS & PBB SIMMING - eMail simulations are conducted via eMail, exactly as the name implies. For the purpose of this Handbook the word eMail will be used as a generic term for all three types of written SIMming.

Email is a medium which, when used while SIMming, allows you to delve deeper into the character-building part of Role Playing. The Commanding Officer will write a directional log, and it is his or her job to keep the main storyline on track. Your job will be to react to the main storyline while also exploring your character in more detail. Email simming is the ideal setting for personal interaction with your crewmates.

Unlike IRC, email SIMming allows you to participate in the simulation as often as you like. You must submit no fewer than one log per week, and you are also required to read the logs of your crewmates. Behind the scenes work plays heavily into this medium, as you coordinate joint subplots and story arcs with your fellow crewmates. Always remember to check with your Commanding Officer for any major plot changes. Unlike IRC SIMS, email SIMs flow seamlessly from one plot to another. Further, a subplot may develop into a main plot and the cycle continues. Your CO will often submit a concluding log to indicate to his/her crew the completion of one mission, and the beginning of the next.

The exciting part of email simming is that, every day, you'll receibe a new log or logs from the simulation for you to read and enjoy.

HYBRID SIMMING - Simming that has both Live SIM and Written SIM elements.

Hybrid SIMming has the best of both worlds. It meets once a week to IRC SIM, and throughout the week the simmers use email simming to continue the main plot, or play out sub-plots.

 

II) SIMming Resources

The following has been broken up into two sections. The first section is general information for the Obsidian Fleet, the second is the actual SIM Handbook portion, a How-To Guide.

A. How to get there

i. IRC
You'll need an IRC client if you do not have one already. They are free or shareware. Use a search engine to look for one that you will use and be compatible with the operating system for your computer. Follow the directions given by that program to install. The most popular programs to use for Windows are mIRC and PIRCH while Macintosh users tend to prefer X-Chat Aqua.

Our SIM organization meets on Starchat. For more information on the Darkmyst Network, please visit http://www.darkmyst.org
.

Most of out members hang out in #uss-galileo. To join this channel type /join #uss-galileo once you are connected. Pick a nick that identifies you to your fellow crewmates. If your name is common, identify yourself as to who your character is as well as what SIM you are assigned to. Type /nick to choose the nickname that identifies you.

Please read the Darkmyst Acceptable Use Policy, the link is identified with AUP at the top of the Darkmyst page. Behave within the guidelines of this network. We believe it to be the best and safest place to IRC on.

ii. EMail
If you're reading this, it means you're on the net somehow and have access to email. However, if you share your computer and or cannot receive mail at that computer, we suggest you use a web based email client. There are many out there and again, it's suggested that you use a search engine to find the one you most prefer. Many people use GMail, Hotmail, Yahoo or a number of other web based mail clients and they are all free.

B. Academy Structure

In character, the main Academy campus is located on San Francisco, Earth. In keeping with the information given on all documentation regarding this campus, it is where Starfleet's main headquarters are as well.

C. Positions, Ranks, Duties

i. Positions
List of Galileo Fleet Abbreviations for Starship Positions and Ranks

Abbreviation - Post
CO - Captain (Commanding Officer)
XO - First Officer (Executive Officer)
FCO - Flight Control Officer (Conn or Helm)
OPS - Operations Officer
TAC - Tactical Officer
SCI - Science Officer
ENG - Engineering Officer
CEO - Chief Engineering Officer
CMO - Chief Medical Officer
CSEC - Chief Security Officer

Above are the general posts and ranks described in this handbook. Departmental structure includes assistants. Some ships may also have additional posts such as Counselor but this is up to the individual Commanding Officer

ii. Ranks
Galileo Fleet Rank Equivalencies


Starfleet

Non Commissioned Officers

Cadet (Cdt) (Not used IC)

Recruit (R) (Not used IC)

Ensign (Ens)

Crewman Second Class (CWM2)

Lieutenant junior grade (Ltjg)

Crewman First Class (CWM1)

Lieutenant (Lt)

Petty Officer (PO)

Lieutenant Commander (LtCmdr)

Chief Petty Officer (CPO)

Commander (Cmdr)

Senior Chief Petty Officer (SCPO)

Captain (Capt)

Master Chief Petty Officer (MCPO)

 

Master Chief Petty Officer of Starfleet (Not used IC)

 

Warrant Officer (WO)

 

Chief Warrant Officer First Grade (CWO1)

 

Chief Warrant Officer Second Grade (CWO2)

 

Chief Warrant Officer Third Grade (CWO3)


-- See Database Entry Guidelines for Promotion

iii. Duties
A Brief Overview

CO - Commanding Officer
The qualities of a Commanding officer are like those of a good boss. The responsibility of the ship lies in their hands. He or she knows that the crew makes the SIM. They must be leader, mediator, director, producer, writer at any given moment.

Respect is to be given to your CO at all times. They spend a lot of time behind the scenes working to make the SIM environment as realistic and as fun as possible. If a CO is wearing his or her rank in their nick, treat them with the respect of that rank.

In an IRC SIM, the only person who may make overall plot changes is the CO and he/she uses the ACTION command. For example:

<CaptJaceFury> ACTION> AS the shuttles arrive the crew's mouths drop as they see a jagged smoking crater that makes the grand canyon look like a crack in the sidewalk

Of course, this could be a lot more serious but the point remains that the CO is the "GameMaster" and all major plot changes go through him or her. Action commands are done for a number of reasons, to surprise the crew, to bring speed up or slow down the action, to clarify any confusion and so forth.

In an email SIM, the responsibilities of the CO are much the same, it is the execution of these responsibilities that varies. He or she will write a motivating or directional log that will give you and your crewmates specific tasks to accomplish. Any and all plot changes must go through your Command team of CO and XO.

The responsibility of the SIM is in the CO's hands and therefore he or she has final word on anything to do with the proper functioning of the SIM.

XO - Executive (First) Officer
The Executive officer is the CO's right hand. Together with the CO, this team comprises the Executive Staff of your SIM. The XO is the link to the CO, unless the CO asks directly, you report all findings to the XO during a SIM. An extension of the CO, they work in tandem and the ideal is to be of one mind, working simultaneously. Behind the Scenes, the XO works together with the CO to make the SIM experience enjoyable. He or she takes command of the SIM in the absence of the CO, goes on all AT missions to protect the safety of the CO and calls the alert status. It is the duty of the XO to give the CO alternatives in a given situation. This requires imagination and ingenuity. An Executive Officer has the rank of Lt Commander or higher as the position requires experience. The XO never shows disagreement with the CO in a public forum such as on the bridge or in a meeting. If he or she disagrees, this matter is taken into account privately as the Command staff must always show solidarity.

FCO - Flight Control Officer (CONN)
The Flight Control Console, often referred to as CONN, is responsible for the actual piloting and navigation of the spacecraft. Although these are heavily automated functions, the critical nature of these functions demands a sentient crewman or officer to oversee these operations at all times. The Flight Control Officer receives instructions directly from the commanding officer.



Always remember to be accurate and respond to the directions of the Commanding officer.

OPS - Operations Officer

"Many shipboard Operations involve scheduling resources or hardware (such as power or the use of sensors) that affect a number of departments. In many such cases, it is common for various operations to present conflicting requirements. It is the responsibility of the Operations Officer (OPS) to coordinate such activities so that mission goals are not jeopardized. Having a crew member in this decision making loop is of crucial importance because of the wide range of unpredictable situations with which a starship must deal."

Star Trek - TNG
Technical Manual


Having said that... what does OPS do?


SEC - Security
Security is responsible for the security of the ship or station and all personnel therein. Security arranges any high-level counterintelligence measures to counteract possible sabotage or terrorist penetration of the ship. During diplomatic missions, Security arranges for security escorts as well as a constant guard. All dignitaries must be given a proper reception and it is the duty of Security to ensure that this takes place efficiently and with the highest attention to the safety of all parties, including the crew and/or their families, as well as any guests aboard.

They collaborate with other departments for the security of their personnel and equipment and collaborates with Engineering on maintenance of Security systems. Security must be present on Away Missions. It is up to the Chief of Security to decide which member of his/her department will go IC.

This department oversees all aspects of the ship's security including Tactical.

TAC - Tactical
DUTY LISTING: All of the following are duties of the TAC post...


SCI - Science Officer
The Science officer is one of the most important officers aboard the ship. The Federation's goal is to "seek out new life and civilizations, to boldly go where no one has gone before" which is why a SCI officer is so important. SCI officers perform tasks ranging from taking planetary scans to the study of spatial phenomena, cataloguing the smallest particles to studying various life forms. Insomuch as Science wears blue, the Science officer often works with the Medical department for a number of cross-departmental tasks. He receives the information needed for his scans from Operations, either directly by Ops turning over scanning to that officer, or by dissemination as Ops will send data for Science to interpret. The style of the CO will dictate the importance and autonomy of the Science Department.

CEO - Chief Engineering Officer
"The Man in the Basement" is the occasional label given to the CEO. The Chief Engineer basically keeps the ship together during crisis situations, and during day-to-day life, he keeps the engines and shields balanced. The CEO can be called upon to perform everything from balancing the power distribution net to ejecting the warp core. Ideally, in today's Fleet ships, the Engineer has assistants to perform the tasks of keeping all the power and parts working most efficiently. Though often overlooked, the Chief Engineer should be kept quite busy, especially during battle SIMs, either by the CO or by himself, keeping all systems running smoothly. He is also known for problem solving tasks, and called upon when no one on the bridge can understand something engineering-related on another ship or planet.

CMO - Chief Medical Officer
The Chief Medical Officer is a vital member of the crew as she/he is responsible for maintaining the health and safety of the officers on board the ship.

The CMO is responsible for treating any injuries or diseases, initiating biohazard protocols, approving the transport to and from the surface with respect to possible communicable diseases or other unknown threats, setting and co-ordinating emergency medical facilities on board in time of battle, training and supervising his/her medical officers, and undertaking medical research.

The CMO is expected to accompany away missions to provide for the health and safety of the away team. Finally, the CMO can provide counseling if a counselor is not available.

 

III) The SIM

Whatever medium you choose, familiarity with the other forms of SIMming, is recommended. Oftentimes, an IRC SIM may ask for an email log from the crew to finish off a plot. Likewise, an eMail SIMmer may choose to do a one-time IRC special mission. In either case, learning the other simming medium is recommended and serves to round out your simming skills.

A. And you're off! - The Beginning of a SIM

I) IRC SIMMING
As discussed earlier, the structure of a SIM begins with the "Meet and Greet" of your fellow crewmates and then the call to Attention.
The Executive Officer will call the crew to Attention by using the phrase "Attention on Deck". Your response is simply to show that you are at attention and listening, therefore you will type ::attention:: or ::attn::

**You have learned your first IRC protocol for SIMming. Experienced RPers have been using the /me command on the IRC for quite some time. However, SIMming, for the most part, did not begin on IRC, it began in a /me command-less environment. Subsequently, rather than dropping the /me command, IRC SIMmers find using double colons to be more versatile and as you will see, afford us the ability to use location indicators during an IRC SIM. You'll learn that being quick in an IRC SIM is an asset.

At attention, you will give your full attention to the Commanding Officer. Do not type into the channel unless told to do so. Everyone in that channel is trying to concentrate on the CO and what he or she has to say. The more chatter, the less time you'll have to SIM. Listen to the Mission Brief, when all questions are answered, the CO will post one of the following:
"BEGIN SIM"
or
"CONTINUE SIM"

II) EMAIL SIMMING

Your CO will post a "start log". If you are entering in the middle of a Mission, he or she will give you a brief synopsis of the current situation and indicate how you should join in. Your creativity is crucial here. When a plot is concluded, you will note that the next mission briefing will be posted in a log by your Commanding Officer. Read it over carefully and determine what your department will be doing. Your log will be one of reaction to that of a specific order or if no order is given, occupy yourself with either a personal log or a log which indicates the day to day running of your department. You have many options open to you regarding logs.

Missions do not often have a specific start or specific end in eMail. Your task will be to pay close attention to the logs of your CO, XO and other crewmates while expanding on the environment in a creative and non-intrusive way.

You should check your emails at least once every other day to see whether something that has been posted pertains to you or your department.

B. SIMming Basics

i. Stardates:
All of The Fourteenth Fleet SIMS use the same stardate standard protocol. The format for stardates is fairly simple... it is as follows
* 84MMDD.XX

We are currently simming in the year 2384. Until an announcement is made, you will continue to use the prefix of 91. The last two digits are at the discretion of the SIMmer, call it what you will for your own purposes. This means:

840915.05: September 15 of the current year of the SIM 840216.12: February 16 of the current year of the SIM 841225.12: December 25 of the current year of the SIM

Side Note on Email and SIM Protocols:
You may use the same method as for IRC in your email logs by creating a "script" and using action commands. "Scripting" is not the only way, however, to create a log. You may write your log as a story in first person or in third person. You will notice that many simmers prefer to use the third person to create logs. Below you will find what are normally IRC actions that can be incorporated into email logs.

ii. Action

To show ACTION the protocol used is the double colon like so:

::picks up a pencil::

iii. Telepathy
To show TELEPATHY the following protocol is used:

{{Janice, you mean you're not really a woman?}}

iv. Communication Protocol
You've seen Kirk flip his com or Picard tap his badge? In SIMming there is a set protocol to recognize that: When speaking to somebody within the ship, i.e. you are on the bridge and want to speak to Engineering:

<CaptFury> +taps+ Bridge to Engineering
<EnsJohnson> +taps+ Engineering here, Sir

Any communications outside of the ship are indicated as shown below:

<CaptFury> +COM+ Ambassador Tarkus, We are here on a peaceful mission.
<Ambassador> +COM+ Well then, Welcome!

v. Away Team Protocols
Per standard regulations, an AWAY TEAM always reports to the Bridge when all have materialized or arrived at the destination. Example:

EMAIL
After the team shimmered in on the planet surface Commander Anderson tapped his badge to communicate to the USS Odyssey, +COM+ "Away Team reporting in, all present and accounted for. No danger present."
The captain breathed a sigh of relief, +COM+ "Good to hear, report back regularly Commander. Odyssey out."

IRC or EMAIL
IRC can be done similarly but obviously not in Storytelling format, email can use the below method if the log is done in Script format. The Away Team changes their nicks to include a -AT at the end of their nick. This will indicate to the rest of the SIM that they are on the AT.

<CmdrAnderson-AT> +COM+ Away Team reporting in, all present and accounted for. No danger present.
<CaptFury> Good to hear, report back regularly Commander. Odyssey out.

vi. SIM Location Protocol (SLP):
A few things about IRC that you may have found about IRC SIMming is trying to figure out where people are. The USS Galileo, as well as other sims in the Galileo, utilize SIM Location Protocol (SLP). Simply put, if you are not on the Bridge you can do one of two things, change your nick to add the suffix of the location you are in or type the location every time you input into the channel for the SIM. If you are only traveling in a hallway or on a turbolift, it's best to type your location, but if you are in the Medical Bay, Engineering or on an Away Team, using the SLP in your nick is very helpful.

SLP (SIM Location Protocol)
*> General locations, corridors etc
AT> Away Team (CO may name it as well)
E> Engineering
M> Medical
S> Main Security
TL> Turbolift
Q> Quarters
HD> Holodeck
BB> Battle Bridge
SB> Shuttle Bay
TR> Transporter Room

eMail -
To indicate your location in an email log is far easier. Bracketing the location without an abbreviation will give you some creative leeway, such as below:

[Medical Bay - CMO's Office]
Log goes here

vii. Departmental Prefix Protocol (DPP):
In an IRC SIM, sometimes it is difficult to determine who is who, and what job they are doing. The SLP helps to identify where they are, but not what department or job function they perform. Therefore, some SIMS utilize the Departmental Prefix Protocol (DPP). Earlier in this Handbook abbreviations were given, those abbreviations can now be referred to again, this time as DPP. Below is that list:

Abb. Post
CO Captain (Commanding Officer)
XO First Officer (Executive Officer)
FCO Flight Control Officer (Conn or Helm)
OPS Operations Officer
TAC Tactical Officer
SCI Science Officer
CEO Chief Engineering Officer
CMO Chief Medical Officer
CSEC Chief Security Officer

The CO of a SIM can opt not to put his prefix onto his nick. These above are a sampling of the DPP that can be utilized. Each SIM has a personality with regard to these prefixes. Some choose not to use them at all. They are included in this manual in the event that the CO you are SIMming with chooses to use them.

viii. Out of character comments:
The two terms in SIMming that you will become familiar with are IC and OOC. IC stands for In Character and OOC stands for Out of Character. When making OOC comments how do you indicate that it is a statement made OOC? The answer is simple: the use of symbols, as in all of SIMming. The OOC bracket use is indicated below:

<TAC-EnsAndrews-AT> ::pulls out disruptor::
<TAC-EnsAndrews-AT> <<I meant phaser>>

IRC-
During an IRC SIM, we recommend keeping the amount of OOC chater used to the minimum possible. More OOC chatter means less SIMming and more disruptions. Your CO will not appreciate jokes during the SIM if it disrupts the flow of the action. Pick and choose the times you feel necessary to interject an OOC comment. Criticism of another SIMmer is also not an excuse, nor is correction of that SIMmer. Mutual respect is required. If you find it necessary to correct someone, leave that up to your CO or XO and just continue SIMming.

EMail -
OOC comments can be made at the beginning or end of a log, and often they are quickly interjected in the middle if referring or directing. Beginning of the log might have a quick reference:

<<OOC: This log takes place after Ensign Beowulf's log but before Captain Johnson's>>

Middle of the log or therein might have a specific reference or response:

<<OOC: Explosion referred to in Captain Johnson's previous log>>

End of the Log might have a closing wave to the other crewmembers or a head's up to them.

<<OOC: I'm Baaaaaack from my LOA. Counselor, care for a joint log? Medical, I'm headed your way with this bum arm...>>

So you can see that OOC is basically giving information out to those reading the logs. Things like an absence, a return, placing your log in the current timeline, are helped to CLARIFY by using OOC.

ix. Weapons Fire
Not all SIMS use the weapons Firing protocol, however they are included here in the event that your CO prefers their use.

Handheld Armament
::fires:: ---------->

Tactical ONLY:
Ship Phaser:
===========>>>

Photon Torpedo:
=*=*=*=*=*=>>

It is important to remember that during a battle, the CO or XO will work behind the scenes to instruct the damage made or use the ACTION command.

x. The Action Command:
ACTION command is a statement written by the CO during the SIM that steers the sim. If two departments are conflicting, the Action command can also clarify for all involved, which is the correct scenario.

<CaptJaceFury> ACTION> As the shuttles arrive the crew's mouths drop as they see a jagged smoking crater that makes the grand canyon look like a crack in the sidewalk

Of course, this could be a lot more serious but the point remains that the CO is the "GameMaster" and all major plot changes go through him or her. Action commands are done for a number of reasons, to surprise the crew, to bring speed up or slow down the action, to clarify any confusion and so forth.

C. Behind the Scenes - A Peek and Protocol

IRC -
Your CO and XO are a team, therefore, using proper chain of command, if you have a question that is OOC, it is best to message your XO. Not to say that the CO cannot answer or will not answer, but he or she has a lot to do and it is the job of the XO to keep the questions and crew organized and free from confusion.
Any new plot introductions, ideas etc, should be bounced off of the XO, who will then tell you whether or not the CO wants to explore that. There are three ways to discuss things privately in IRC:

1. /msg
2. /query
3. go into a private channel.

Your CO and XO are busiest at the beginning and ending of a SIM. They are planning last minute stratagems and discussing what happened or what will happen. Don't be put off if they seem short during these times as they are busy working to make the best possible SIM happen week after week. They're discussing which departments will be covering which parts of the story, doing performance reviews etc.

Email -
Most email Sims have a chatroom on IRC. If you do not or cannot come to IRC, an email is the best way to approach your CO and XO for this OOC information.

Feel free to run logs past your command staff as well as any other OOC inquiries by sending them an eMail. They will usually respond in 24-48 hours. Each Command Team has its own style, you will come to recognize it very shortly after joining a SIM.

D. Creating a Biography

You'll find SIMming much more rewarding if you take the time and make the effort to create and develop a defined biography. Use your imagination, use the references on the net for canon races. Picture your character in your mind, then delve into his or her psyche to decide on his/her background and what made your character who he/she is. A good place to reference is www.startrek.com. Make your character believable.
Helpful links are listed at the end of the handbook.

The best way to create your character is:

a. Select the post you wish to be in, then create the character's talents and history to reflect that. The outline below will give you a good basis for creating your character:

Name:
Rank: (given by Captain)
Current Post:
Nickname: (if any)
Age:
Place of Birth:
Race:
Gender:
Height:
Weight:
Hair:
Eye Color:
Languages:
Marital Status:
Physical Description:
Personality/Psych profile:
Family History:
Personal History:
Academic record:
Official Starfleet record:
Commendations: (if any)
Hobbies:

If you are new to Roleplaying, it's best to choose a human character and your own gender. Familiarity is the key to successful roleplaying. There are times that even the most experienced of roleplayers will have difficulty with playing an alien race. If you want to tackle an alien race, make sure they are part of the Federation or have an appropriate story that will seem feasible to be a member of the Federation and, therefore, placed on a Starfleet vessel. If you are unsure, discuss it with your CO or XO. This is especially tricky when making mixed races, as some races are physically incompatible. Your race choice will narrow certain aspects of your biography down, such as place of birth.

Physical attributes are next. How old is he/she? Weight? Height? Hair and eye color? Don't forget to include how the character wears their hair, including length, style, etc. This gives you and your crewmates something from which to draw upon. Give their general physical build, such as if they are muscular, wiry, etc. Does your character have any other unique attributes, such as a tattoos, big feet, or scars?

Personality Traits are next, and should be listed under Personality/Psych profile. What are your character's strengths? What are your character's weaknesses? Always give a good balance to your character, as "supercharacters" are boring to play with and only serve to frustrate you and your crewmates. If your CO feels your character is too "super" he or she may ask you to balance it out more. As you create this portion of the bio, a clearer picture of the character will begin to form for you. Think about events in your character's life that may have been instrumental in forming his or her personality.

Now that you've got that sorted out, it's time to write your character's history. Personal and Family history is first, and this covers birth through the time your character entered Starfleet Academy. This is where you can describe their parents, siblings, places they have been in their childhood, etc. Where were they born? What was their childhood like? Any significant events that occurred? What did their parents do? Were they part of a failed colony? Were they in Starfleet? The more detailed you make that history, the more fun you will have playing this character as you will refer to this history the same way that you refer to your own history in your real life.

Second portion of history is their career life, including academic experiences and Starfleet records. This portion will continue to grow as you role play, so keep your biography available for updates. You will want to include past missions and experiences in it with a timeline. Some simmers have portraits created, or make JPGs or GIFs from pictures found around the net.

Once you're finished, eMail your bio in to the Ship's Captain, Executive Officer or put it up on the web if you're good at that sort of stuff.

IV) The Specifics of eMail SIMming

Once upon a time, email simmers did not interact as much as IRC simmers. With the advent of ICQ, AOL Messenger, JavaChat and other forms of Web Chatting, many crews now interact much more. As stated previously, most email SIMS have an IRC chatroom. The Obsidian Fleet has a general chat area called #obsidian on the darkmyst network.

As an email simmer, you will react to and create stories in conjunction with your fellow crewmembers. Joint logs as well as individual logs are encouraged. Any major plot twists are done by the Command Staff but you are free to work your character within the confines of the story set out by them. The story will wind and twist as each crewmember submits their posts to the listserv.

When you apply to the SIM, you will receive an introduction letter from the CO and XO. This letter will provide certain details, such as the website for the SIM, where to mail your logs, and how to bring your character onto the SIM. Study the biographies of your crewmates as they become available to you, so that your character is interacting and reacting to the other crewmembers appropriately. If the Chief of Security is 7 feet tall, and you are looking down on him in a log, you had best be over 7 feet tall!

A. Subject Line Protocol
All Fourteenth Fleet listservs will automatically post the SIM name in brackets on your subject line upon delivery. Stardates were covered earlier in the handbook, remember that protocol and place the Stardate as the first item in the subject line of your log (see Stardates under Simming Basics).

* Stardate, Position, Character Rank and Name * 850908.06, Assistant Science Officer, Ensign Durante * 851222.05, Civilian, cManamon

If you are doing a log set on a shuttle, planet or otherwise not in the ship, use a bracket to outline your location for example:

[Shuttle Acropolis] stardate, position, character

If you are doing a joint SIM with another ship and are posting to another list other than your own, put YOUR SIM in the brackets as below:

[USS Odyssey] 851101.14, Executive Officer, Cmdr Jayne Fury

Please remember to follow this protocol.

B. Expectations
One quality log a week minimum.
If you remember nothing else, remember that sentence. Your crewmates depend upon YOU for your addition(s) to the story. Remember, this is a game and done for everyone's enjoyment, and this is accomplished by every member of the team participating.

What is a quality log? A log that shows some development of the plot or, if no main plot is present (such as shore leave), something that develops your own personal storyline. Don't be daunted by this. A quality log does not have to be long - it simply has to contribute to the sim. Think of the term DUTY FIRST when creating a log. If you have already done a duty log, then feel free to explore your personal storyline.

If you are unsure whether your log is a quality log, send it to your CO to look over and give you feedback on, a CO is not just a Commander, but an experienced SIMmer and can give you some great input. It's his or her "job" to make sure that you are enjoying the environment that is being created by the Command Team.

Behavioral courtesy is expected within a SIM. Personal email to one another is not for public viewing. Respecting one's crewmates and the members of the Obsidian Fleet is expected. Please see the bylaws for behavioral expectations.

C. Logging Styles and Types
There are two styles of Logging:
The first is what is known as a Script style because it appears like the script of a play or movie. This form is similar to what happens in an IRC sim, with the actual conversation and actions between crew being in similar format as on the IRC . An example of this is:

ENS> ::walks down the corridor with toolkit in hand::
Captain> ::whistles to herself as she walks down the corridor towards her quarters, spots the ensign:: Headed to fix my replicator?
Ens> Aye Sir

The second style of email log, is known as the Storytelling style because it appears as a story in a book. An example of this would be:

Ens Moe was headed to the Captain's quarters with a toolkit in his hand. The Chief Engineer, Commander Luta, had instructed him to fix a faulty replicator. He saw the shapely Captain ahead of him and steadied his breath then went to attention. "Headed to fix my replicator?" she inquired of the nervous Ensign in Gold.
"Aye sir," came the shaky reply.

The section before this, mentioned duty and personal logs. These can be combined into one log. As a good friend of mine is fond of saying "Everything fits" it just takes some time, patience and creativity to make that happen. The more time you spend with the SIM, the more creative solutions you will see. Combination of style, wit, experience will bring you to better understanding of email SIMming.

A few points to remember:
Be clear about who is speaking, use a spell checker, and remember grammar. If you're not too familiar with grammar and are unsure if you are being clear enough, run the log past a fellow crewmate or a friend to read over.

D. Logs in Conflict
This happens less and less with the new technologies of the internet, where we can consult with each other in real time. However, occasionally this can happen. Always remember, follow the chain of command. If the CO orders you to do something and your Chief Engineer orders you to do something else... even if the CEO's log came first, remember to follow the CO's orders. Even if you have to consult with your CO and CEO via email to clarify. The best course of action is always to follow the orders of the CO.

What if somebody suddenly logs that there is a Borg attack on the ship? If it did not come from the CO or XO, wait for clarification from them before reacting! The person who posted the log may not have had permission to do this. In very rare instances, your CO will revoke a log if it is in complete conflict with the current plotline. Again, this is very rare, as CO's are trained to make everything fit. This is a good example, however, of what not to do. Never post a log that is a major change of plot without the CO's permission.

E. Ten Rules for Email SIMming*
While intended mainly for the EMail SIMmers, these rules cane be applied to IRC as well.

*Written by Captain Jayne Fury, updated by Captain Scott Sutton. - Copyright 2000-2007.