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Cptn Moose

Tips From The Moose

A long time ago in a sim group far, far away ...

 

I posted a series of tips on simming to another set of message boards.  These addressed the things I look at when evaluating cadets for graduation.

 

Well, times change, boards change ... and suddenly I realized that I have a whole new captive audience to bore.  So, keeping in mind that free advise is worth what you pay for it, here is the first of my 'Tips From The Moose'.  Enjoy.

 

Former First Lady, and national icon Nancy Reagan once coined the phrase, "Just Say No!"  It was very successful as an anti-drug slogan, but caused all sort of havoc in the virtual world.

 

Why?  Because "No" is a scene killer.

 

Nancy's Hollywood years were far behind her when improvisational theatre was developed, otherwise she would have learned that on her first day of theatre class.  

 

Imagine the following scenario:

 

Mission Brief: An asteroid is on a collision course with Deep Space 109.  The USS Reagan has been set to intercept.

Co: Lock on a tractor beam.

Tac: Tractors are off-line, Captain.

Co: +taps+ Engineering.  We need the tractor beam.

Eng: +taps+ I can't Captain.  A power conduit burst on Deck 12.  We don't have the power for it.

Co:  Lock photon torpedoes on target then.

Tac: No.  We're too close to use photons.  That would hurt the ship.  We should use phasers instead.

Co: Fine, lock on phasers.

Sci: But the debris would be too large.  It would strike the station anyway.  I'll increase power to the shields and we can push it away.

Ops:  That would rip off half of the drive section.  Why can't we modify the deflector dish to send out a sonic pulse and shake it apart?

Sci:  No, let's use tacheyon particles instead.

Co:  Hail the station.  Have them evacuate.

Ops:  Station not responding, Captain.  Communications must be down.

ACTION: Boom!

 

No, can't, but, instead, not ... Each suggestion was met with a "No" in some form or another.  Can you see the effect it had?  The scene died, as did the station crew.  And what's worse than the hundreds of Bajorans and Changelings floating through space is the fact that half the sim was wasted and nothing happened.

 

Let's rewind and try again.

 

Co: Lock on a tractor beam.

Tac: Tractor engaged Captain.  The asteroid is strong; it's pulling us with it.

Co: Increase power to the tractor beam.

Eng:  +taps+ Captain, power conduits are bursting on Deck 12.  These levels won't last very long. :: dispatches emergency repair team to Deck 12 ::

Co: +taps+ Acknowledged. Tac> Lock photon torpedoes on target.

Tac: Torpedoes locked, Captain.

Co: Fire.

ACTION: The ship rocks from the torpedo blast.

Tac: Tractor offline.  Damage reports coming in from all decks.

Ops: Captain, large chunks of debris are now heading towards the station.

Sci: I can modify the deflector dish to send out a sonic pulse.  Maybe we can shake them apart?

Co: Do it.  Ops, hail the station.  Have them evacuate.

Ops: The station has begun to evacuate.  Hopefully, they'll be in time.

 

In the second example, all the 'no's were turned into positive actions.  Some of those actions had negative consequences, but those consequences became obstacles to overcome instead of points to debate.  And as a result, everyone was busy.  Tac and Ops were active,  Science got to modify the deflector dish, and Engineering was sent to fix the ruptured power conduits.  And although they weren't mentioned specifically, even Medical was busy, fixing Engineers who didn't know how to fix power conduits.

 

To forward the story, respond with an action rather than objecting to one.

 

Now ... what do you do if you don't like the suggestion?  You have a better idea.  Don't use sonic waves, use tacheyons.  It'll solve everything and the GMs will see how good a player you are.

 

Do you say anything?  No.  The idea itself is of lesser importance than the actions, so the first idea that's approved by the GM wins.  Sure, you think your idea is good.  So did the gal who thought up the sonic pulse.  But you'll use all of your sim time trying to negotiate a course of action, and suddenly discover there's no time left to play either idea.  Save the "photons vs. phasers" debate for the post-sim wrap up in the lounge over Raktajinos.

 

It's important to note that the "No 'No'" rule does not apply to the GM.  It's their job to kill the scenes that distract from the mission brief.  Suggestions like, "Captain, eject me from the torpedo tube with a jackhammer, and I'll take care of the asteroid," are going to get a "No".  So will requests for routine physicals while the ship is on red alert.

 

Remember, positive actions allow the scene to build and take on a life of its own.  Negative objections stop the scene cold.

 

Tip From The Moose #1: Just Say "No" ... Not!.

 

Cptn Moose

Commanding Officer, USS Arcadia

Academy Training Instructor, Sundays @ 11 Est

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Moose!!

 

What wonderful suggestions!!!

 

And a captive audience to boot!!

 

::staying tuned for round 2::::

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I don't claim to be an expert, but looks like very good advice to me Moose! Looking forward to future tips from the Moose.   :)

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z z z z z zz z z z mantle overload. Great tips moose!

Edited by Tovan

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