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STSF_BluRox

USS Republic Sim Policies

USS REPUBLIC

NCC-1371-E

Simulation Policies

 

In order to maintain a quality simulation and an enjoyable atmosphere, it is necessary for all officers to abide by the following simulation policies. Your presence and interaction in the simulation indicates that you have read and understand each of the policies outlined below. If you have any questions about these policies, please send email to the CO - Rear Admiral Errrika [email protected], [email protected] and the XO - Captain Rian Kwai Nghtengail .

 

 

Online Conduct

 

As a member of the Star Trek Simulation Forum, you have agreed to abide by STSF simulation standards (www.stsf.net), as well as the Terms of Use of the StarTrek.com website policy. Any violation of these standards during the simulation will be processed accordingly. If you have not already done so, please review the Terms of Use at the bottom of the www.StarTrek.com

website.

 

 

Attendance

 

To promote better play among all members of this simulation, it is necessary that crew members attend a majority of the games. To this end, unexplained absences or chronic absences make sim play difficult when attempting to maintain a storyline. Therefore, for these reasons and to accommodate new members the chance to play on an advanced sim, the following policy is hereby in force.

 

If you are going to be absent we ask that you try to inform [email protected] , [email protected] and [email protected] at least twenty-four hours prior to the simulation (excluding emergencies of course). This should be done through E-Mail and not IM's.

 

If you must leave the simulation for an extended period of time, please try to inform us at least one week in advance, and request a leave of absence. This leave of absence insures your inclusion in the simulation upon your return. LOA's however are limited to 3 months and only once per year. Any LOA beyond the pre-mentioned limits must be requested in E-Mail, containing an explanation for the extension sent to the GM's for approval. One thing to keep in mind, upon returning from your LOA, you may not be positioned at the station you held before the LOA.

 

The concern about missing sims, is that it may disrupt a planned storyline, and take away from what actions other of the crew are working on. Try as best as you are able to attend.

 

If you miss four or more consecutive simulations without notifying us you will be removed from the ship's roster. We will assume that you are no longer interested in the simulation and have resigned.

 

There are 3 ways a player is credited with attendance/non-attendance: 1.) Present 2.) Not present/notice sent 3.) Not present/no notice sent. Please note, that even when a player is in the room, we would like to see at least 12 lines of plot-related chat. Anything below that will be considered as not present on the Attendance records.

 

 

Policy Regarding Ship's Mailstring

 

Please, remember that STSF mailstrings are the property of STSF sims, and should only be used for sim correspondence. Please do not use these mailstrings to send non-sim material, chainmail, spam or transfer them to any mass mailing group.

 

 

Sim Timeline and Background

 

The U.S.S. Republic, NCC-1371-E, is the latest Federation ship to bear this proud name. Long renown as one of the premier training ships in the fleet, many a cadet or young officer have trained upon a ship bearing the name U.S.S. Republic. One of the most famous to have served upon the Republic, was James T. Kirk, serving as a first-year Academy student with a cadet Ensign rank, and again on a short tour of duty as a Lieutenant. The current Sovereign-class ship replaces the heavily damaged Galaxy-class ship that preceded, that had formerly served served as a flag ship for Vice Admiral Ender, and more recently Rear Admiral BluRox. The Republic has been detailed to duty following the valiant efforts of its fine crew in the Dominion War, to alternating tours of duty between the Alpha and Gamma Quadrants. These missions involve science exploration and diplomacy in the Gamma Quadrant, and patrol and security of the demilitarized zone between the Breen, Cardassian and Federation space, as well as occasional other ambassadorial duties and that much awaited trip to Risa for Shoreleave.

 

Ship Setting

 

The Republic is a modified Sovereign class vessel more or less like that used on the series, but with ablative shielding, and additional phaser mounts and torpedo launchers. Our specs are almost identical, so go right ahead and use the blueprints for information on what we have and don't have. The earlier ships had an artificial intelligence in the computer which the damaged chip was salvaged from the wreckage of the Republic-C and sent to the Daystrom Institute for further study. There have been rumors to this day that a copy was made, and may still be in the possession of some of the sentimental types that like toast in the morning. <On the Republic D, this chip had been reinstalled in the computers recently through a copy of failed EMH program that has been discontinued and isolated in a subroutine, and is in sim referred to as Holly. The command staff “only” has Action of this program. Since, the Federation has conceded that the program is sentient, and she currently holds the rank of Commander.>

 

 

Promotions And Initial Ranks

 

All new (non-GM) officers joining the Republic sim are asked to carry the rank of Ensign. Promotions will be at the discretion of the commanding officers. Promotions will be based on attendance, logs, participation, and teamwork and overall attitude, as assessed by the command staff.

 

Current players (non-GM),wishing to play a new character, must also revert to the rank of ensign. After a set period of time points, previously earned attendance and log credits will be retroactively credited to the character. Players just wishing to change departments, should contact the GM's about any current departmental vacancies.

 

 

Character Biographies

 

Please create a biography for your character within a month of joining the sim. This will enable the crew to get to know you and your character. All biographies must be approved by the hosts of the sim prior to general distribution to the crew.

 

For accuracy of simming, we will strictly adhere to the races and inventions that were used in this time. We do not, for example, encounter any species from the Delta quadrant and the Voyager series having been solely seen in that series. Please note that fictional books will *not* be accepted as pure fact, but in some cases, may be used as "guidelines", to obtain background information. Information from these sources may be acceptable upon approval of the sim hosts.

 

When creating a character, the new player should chose a species from within the realm of Star Trek, preferably, a Federation species. (GM's will have final approval of species). Also, please do not create a character that would have been an "enemy" of the Federation during the timeline of this sim, (for example, Founders, Jem Haddar, Vorta, Breen, Romulans & Cardassians). Romulans and Cardsassians, though having a tentative peace agreement at the end of the Dominion War, have only recently become allies, and would not have been working their way through the academy at this time. Klingons and Bajorans, through their treaty with the Federation, would be able too. There will be no Section-31 or black ops officers. Any player wishing to create a character of a telepathic or empathic species must contact the GM’s for approval. There will be no supernatural powers, no death-rays from the eyes, no sprouting wings and flying, please. As always, the hosts are available for questions if you are uncertain, and host decisions are final.

 

Biographies should be posted to the ship's mailstring and posted in the USS Republic folders located on the STSF.net boards.

 

 

Character Logs

 

Folder posts and email add greatly to character development within the simulation. However, when engaging in character development, care is required. If your character development will have effects on the characters of other players, you must confer with those players before posting logs and sending email. A typical example of this would be a post that contains a meeting/discussion between your character and others. Before posting a message of this type, it must be approved by all the parties involved. A simple rule is to use common courtesy when dealing with character development.

 

If you are using the others in any type of action/vocabulary, you must get their complete approval first before you post the log. Often, after you have played with certain people, they will trust some to run their character, but that is entirely up to those involved. However, you may use your thoughts of that person, without any harm done. (e.g., You may dream, think about, or envision the person doing/saying something, but in reality, it's only your perception). A simple rule is to use common courtesy when dealing with character development.

 

If your character development will have effects on your ability to carry out your post or will effect the whole sim, you will need to confer with both the sim's GM's first for approval.

 

Remember that any information learned from a personal log, is exactly that, personal. If you were not there to see/hear it, then you would have no knowledge of it, until either told or finding out on your own.

 

NPC's -Remember, that a person's npc's are theirs to use. If you need to borrow them, or they were with you when the sim paused...contact the npc's originator to ok any use of that character for logs or sim progression.

 

Logs should be posted to the ship's mailstring as well in the USS Republic folders located on the STSF.net boards.

 

-->USS Republic Briefs/Logs (used for mission briefs/duty logs)

-->USS Republic Bios (used for off character bios)

 

 

Sim Conduct

 

Above all, remember that this is a game. If for some reason, someone's character and yours do not get along in the sim, please do not take things to a personal level outside the sim. There is absolutely nothing wrong with two "characters" arguing, but make sure that each person understands it is a "character" interaction. If the GM's feel the interaction is disrupting the simulation, we will warn you via IM or email. Continued disruption will be dealt with under the forum’s Terms of Service. Likewise, if you and another character's player do not get along outside the sim, leave it there. Infighting “WILL NOT” be tolerated on board this ship.

 

Please respect your fellow crewmember’s ideas and feelings. Again, most of us are not perfect...though many of you strive to be one of the few. Everyone is entitled to an opinion, be it right or wrong. Remember...those that are engineers in the sim, may be a biologist in real life. Do NOT get angry with someone if they happen to get their science wrong. An email with helpful hints may help a person out, however, sending IM's and Emails, berating a person for what they've said, done, written, or logged is not acceptable at any time. If ANYONE has a problem, it IS to be brought to the command staff's attention, and we will meet with you to discuss the problem.

 

Email or IM's yelling, insulting, or being just plain mean to someone, absolutely will not be tolerated!! If you receive this type of correspondence, please bring it to our attention immediately. Please be aware that each of us has "feelings." Out-of-character attacks upon another crewmember will not be tolerated. Note: If we are considered the problem, it should still route to us, and we can meet to discuss. If you are uncomfortable with just us, I'll try to get another host to lend a hand in moderating the discussion.

 

 

Character Interaction

 

Again, this is a game, played for your enjoyment; and it is natural to assume that a variety of circumstances will occur. However, please understand that while this simulation is not real, we still expect an atmosphere of realism. Thus, it is expected that your character will not engage in actions that exceed the bounds of what can be called, realistic. There are no "super heroes"; just a team of dedicated officers. Those players that have characters disposed to obtaining telepathic abilities, remember that it often takes many, many years to become adept at it. Vulcans are "touch" telepaths when exchanging thoughts with anyone they are not personally close to, Betazoids, are mostly of empathic ability with a few exceptions. So basically, you can't just go around reading thoughts. Likewise, the ship does not heal herself. Any damage the ship receives must be repaired. Please note, repairs take time, they are not instantaneous: no "magic bullets." Finally, while 24th century technology is quite advanced, Star Trek has its limits, and we work within them.

 

 

Special Guest Villains/Friends

 

From time to time, special character interaction is required for the simulation. At these times, special guest villains (SGV's) or special guest friends (SGF's) are called for. Since most missions do not require the use of every ship department, it is to our advantage to use "available" officers from the ship to play these special parts. While you are not required to be a SGV/SGF, we appreciate your cooperation when needed.

 

 

Policy Regarding Sim Participation

 

It is assumed that since we have members of the sim in the room during our allotted sim time, that all are there for the purpose of conducting the sim. When a character however deviates from the plotline or is off doing something other then working with the crew on whatever the current mission plot is, there should be a legitimate reason for doing so. This is something, also, that needs to have approval from the GM's.

 

 

Policy Regarding Promotions

 

Promotions are based on a combination of things ... Attendance, logs and sim participation. Promotions are solely at the discretion of the command staff. However, any ranks of and above Commander are reserved for GM's.

 

Promotions to Dept. Heads will be based on Attendance, sim participation and the ability to follow and support whatever the ships mission maybe at the time. Also, by taking on the post as head of any dept., you will be expected to keep that dept. busy even if the current plotline does not involve your dept. to any great extent. Failure to maintain these duties properly could result in being asked to step down.

 

Policy Regarding Common Sense

 

This is a game, played for enjoyment; it is natural to assume that a variety of circumstances will occur. However, please understand that while this simulation is *Not Real* we still expect an atmosphere of realism. Thus, it is expected that your character will *Not* engage in actions that exceed the bounds of what can be called realistic. There are no "super heroes"; just a team of dedicated officers. Likewise, the ship does not heal itself. Any damage the ship receives must be repaired. Please note, repairs take time, they are not instantaneous. Finally, while 24th century technology is quite advanced, we cannot beam through shields, fire while cloaked, or pass warp ten. Star Trek has its limits, and we work within them.

 

 

Description of Departments

 

Engineering: Responsible for the operation and maintenance of all systems, including propulsion, life-support, and damage control.

 

Medical and Counseling: Responsible for caring for the physical and mental health of the ship's complement, and other lifeforms encountered. Performance of medical research on new varieties of viruses and organisms.

 

Helm/External Weapons: Responsible for projecting the desired course or trajectory of the vehicle and for determining the ship's actual position, velocity, and direction in relationship to that desired course. Responsible for the flight control of the ship, and for the preparedness of all shuttle pilots. Responsible for use of ship's weapon's array against outside threat.

 

Operations/Communications: Responsible for handling the extra and intra-ship communications. Also responsible for coordination of the various departmental functions aboard the ship. Also able to assist the Helm when needed.

 

Sciences: Responsible with providing the Commanding Officer and others with the maximum amount of data possible regarding their surroundings, using ship's sensors, or in a landing party. Also responsible for any scientific investigations.

 

Security: Responsible for internal security, as well as providing any needed tactical support in hostile territory. Responsible for all crew weapons . Responsible for training crew members to handle away team missions as well.

 

 

Some Reference Material

 

References to any and all information from the various Star Trek ® series and movies of Paramount Pictures ® all rights reserved.

 

"Star Trek The Next Generation Technical Manual" by Rick Sternbach and Michael Okuda.

 

"Star Trek Chronology" by Michael Okuda and Denise Okuda

 

"The Star Trek Encyclopedia" by Michael Okuda, Denise Okuda and Debbie Mirek

 

"Star Trek Starfleet Technical Manual" by Franz Joseph

 

"Star Trek: The Role Playing Game."copyright, 1966, 1983. Published by FASA Corporation under exclusive license from Paramount Pictures Corporation, the trademark owner.

 

"Star Trek :The Next Generation Role-playing Game". Copyright 1998. Published by Last Unicorn Games under license from Paramount Pictures Corporation, the trademark owner.

 

This page was prepared by [email protected] the Star Trek Simulation Forum "USS Republic" simulation, a game played at the Star Trek.com site.

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