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rosetto

Academy SIM actiities

Hi guys:

 

Just adding some helpful items for the cadets out there....

 

First of all, many of the GM's have mentioned http://www.stsf.net/howto.php. Go there. Do that. :)

 

In addition, I would like to add some tips and things I have discovered just by playing. I'll start with additional abbreviations that, well, took me a while to catch on to...

 

<NIP> or <NOIP> = "No One In Particular" meaning that they are just speaking aloud.

 

<AFK> = "Away From Keyboard" meaning that they will be right back and will leave their window open (see older messages upon return)

 

ID> vs <ID> = No difference. Although it is explained in the web-site above I would just like to mention that I have seen both used in the Academy SIM and it can get confusing at times.

 

CoC = Chain of Command, ASEC -> CSEC -> XO

 

TIPS: (many repeats here but always good to reiterate them)

 

1) Don't be too descriptive. Read as much as or more than you TYPE.

 

2) Always follow the CoC. There are exception to these rules (your Chief is dead, the CO or XO has spoken directly to you).

 

3) Make suggestions. Before you TYPE, think. On this same note, use the KISS principle, "Keep It Simple Stupid"

 

4) Just something I picked up: Be completely aware of your IMMEDIATE surroundings and not so concerned with everyone else. In other words, scan for and read ONLY comments from people in your dept (in same room) or ACTION statements. If you need to, you can go back and see the rest but you 'usually' don't NEED to. (this helps when things get busy and complicated)

 

rosetto

Edited by rosetto

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Clarification from a GM standpoint:

 

Specifically re: #4, the policy of paying attention only to your immediate surroundings at the expense of the rest of the situation is not a good approach to playing in an academy (or any game). If your department is not at the center of the action, you could easily miss comments made which will eventually be relevant to you or which push the story along.

 

Example: A science officer in the labs might only be speaking directly to others in his department, but it would be important for him to know what information the bridge might obtain via TAC sensors about a local anomaly. A security officer doing rounds would want to pay attention to engineering's discovery of an intruder so when they are called to go after it later, they will be able to properly play out what they see.

 

Of course, it's important to distinguish between what the character knows and what the player knows; often the character will have no idea what's occurring elsewhere, but it's certainly important for the player to always have at least a general sense of what's going on.

 

Additionally, ignoring the lines of anyone not in your immediate vicinity will cause you to miss comm calls, which can stall a plot.

 

When things get busy it's true that focusing on your own department first can simplify matters, but "read ONLY comments from people in your dept" is misleading.

 

New players with questions about how simming works should check out the How-To page on the site and the Tips From the Moose in the Academy forum, or ask one of the STSF Game Masters.

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1) Don't be too descriptive. Read as much as or more than you TYPE.

 

As a player who's been around for a while and still plays as many Academies as work allows, I must say I don't quite agree. It's true that you can't be as descriptive as in a log, but I have seen many a player who stick to your rule and make it incredibly boring to follow what they're saying. For example, it's not exactly fun to read a doctor stating over and over again that he is ::treating a patient::, or a Scientist who just goes ::looks at sensor data::, or a Helmsman going ::tapps on console:: . These are a options when you don't quite know how to play your position, or when you try to get started, but this is a text based sim, so adding a little more spice to it helps.

 

It isn't easy to get the hang of being descriptive without messing with the plot, but that's what the Academies are there for. As a science officer you shouldn't find sudden anomalies in space if they weren't actioned, but finding stuff that's supposed to be out there is not a problem. For example, if your department has nothing to do, a scientist could find asteroid fields, planets, or traces of various substances. The same goes for doctors, don't make the patient you're treating have the plague, but maybe someone broke their arm. And please, be descriptive about these things, ::treats a patient with a broken arm:: is no fun.

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<NIP> or <NOIP> = "No One In Particular" meaning that they are just speaking aloud.

 

Honestly, I've been simming 'here', or the earlier location of 'here' for 15 years now, and not once have I used, nor seen in any of my sims, and there have been quite a few, this acronym. It would be better and more in character, for you to include this in your particular individual action. For example: :: she turned around and crossed the room, muttering to nobody in particular:: Show continuity and continue the ongoing story line with your chat. Too many acronyms take away from the conversation, as you would not turn and say "LOL" instead of lauging at a joke, and though 'AFK' has become more acceptable in conversation, it's more likely you'd turn to someone and just say, "hold that thought, I'll be right back, let me grab that text from the lab."

 

And by all that's holy....do NOT use leet speak in a sim. Honestly, that will get you ignored so fast it'd make your head spin. So please....make every attempt to use proper sentances.

 

<<4) Just something I picked up: Be completely aware of your IMMEDIATE surroundings and not so concerned with everyone else. In other words, scan for and read ONLY comments from people in your dept (in same room) or ACTION statements. If you need to, you can go back and see the rest but you 'usually' don't NEED to. (this helps when things get busy and complicated)>>

 

As I see Kansas has already addressed, I will just note that I agree with her to 'disagree' with the above item #4. It's the entire difference of in-character knowledge, vs out-of-character knowledge. Your character in game, may not know that the away team has just faced a large purple gas cloud advancing on them, but if you beam down to join them, and are suddenly faced by it, paying attention to the earlier items of others in the game, you can now state that as you materialized, you are now faced by a strange purple gas cloud, rather than seeing nothing at all or having to PM the GM asking..what am I seeing? It's the same with conversations, you would not know what was said during a conversation elsewhere on the ship, but ignoring all the other lines, is going to make your simming night really boring, it's fun to watch what the others are doing as well. You just don't act upon it is all...enjoy what is happening.

 

And by all means...if you have questions on how to play.....Read the website, or Contact a GM, they are your best resources.

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You have all made good and valid points to the limitations of scope to which I was referring. (relative new cadets in the Academy)

 

I will agree that an experienced player (or sometimes just a type of personality) can take in all of this textual information coherently and also be able to respond intelligently when necessary. As a beginner like me, though, trying to take it all in all at once just gets confusing and I tend to loose where I'm at and supposed to be.

 

So, all I'm suggesting is that by focusing on your immediate surroundings, READING and by keeping your responses 'imaginative' but simple, transition in this world of SIM will go a little smoother...

 

make sense?

 

(Fin, you've simmed with me. You know my imagination goes wild... Tee Hee)

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I would also like to add that if we start throwing all these How To's on top of guidelines on top of Best Practices on top of...

 

You see where I'm going? We provide the very basics, between our Rules section and the "Tips from the Moose" thread. That is all we should be hitting the new cadets with. As is evident in this discussion, different people sim in different ways. The best way to learn is at your own pace and in your own style. Read the basics, come to the Academy, play with us and have fun doing so (don't worry about the rigid RULES), the GMs are there to keep things moving along, keep things interesting and to make sure people are learning while enjoying themselves.

 

Beyond that, I wouldn't want to impose any other regulations (is very tempted to lock the whole thread as I don't want it to worry or confuse new players)

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And I agree with everybody here . Especially A9 ...

 

I think Rosetto you want to help the new "cadets" but by posting 1001 how-to you are more likely to get new folks looking to join confused . I don't think it's a good idea to make new prospects think that this is more of a very rigid place with a tons of strict rules than the pretty relax and fun website that it is .

 

I'm sure that if any new cadets have question all the GMs are going to be more than willing to help them .

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New players with questions about how simming works should check out the How-To page on the site and the Tips From the Moose in the Academy forum, or ask one of the STSF Game Masters.

 

Definitely the place to go if you are new and want to learn about playing the game. Moose's Tips have stood the test of time. And, although there are personal touches a new player might want to add - privately - they still stand as the best place to begin.

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I do have a couple of questions, because the Moose Tips and How To Guides don't really cover the information:

 

When do I get my stealth Runabout so I can deploy out from the ship and perform secret missions for Section 31?

 

I also put in a request for a shoulder mounted rocket launcher, and a specialized cyborg-German Shepherd sidekick so he can provide backup support on the missions?

 

I'll probably also do some freelance work as a bounty hunter...

 

And there may be the occasions where I instigate a brawl with an entire bar for no good reason just to keep the reflexes sharp, so where do I send the repair bill?

 

Other then that, when I'm free and not off on a mission, I can still perform my duties as a Lieutenant Colonel on the 'Court, because, y'know, Super Colonel to the rescue and stuff.

 

Just askin' :)

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I do have a couple of questions, because the Moose Tips and How To Guides don't really cover the information:

 

When do I get my stealth Runabout so I can deploy out from the ship and perform secret missions for Section 31?

 

I also put in a request for a shoulder mounted rocket launcher, and a specialized cyborg-German Shepherd sidekick so he can provide backup support on the missions?

 

I'll probably also do some freelance work as a bounty hunter...

 

And there may be the occasions where I instigate a brawl with an entire bar for no good reason just to keep the reflexes sharp, so where do I send the repair bill?

 

Other then that, when I'm free and not off on a mission, I can still perform my duties as a Lieutenant Colonel on the 'Court, because, y'know, Super Colonel to the rescue and stuff.

 

Just askin' :)

 

Hsssssssst! Bad taboo cat!

 

Taboo Cat go mirror. Stay mirror!

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