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                        Command Guide

 

                    UCIP-Internet Academy's

  Command Officer's Guide

"Commanding Quality, Excellence, and Fun"

 

Version 4.1, January, 2009

 

RAdm Jason Roberts

 

Credits

Various people have given their help and suggestions during this guide’s

development and revision. We learn from the past so to those in the

past, we thank you. Some content was also adapted or taken from these

sources:

  UCIP SimGuide v5 by Evelyn Knight, which itself bases a lot of its

     content on earlier versions and other documents.

  Executive Officers Training Guide v1.0 by Tom Magdiarz, the

     immediate functional predecessor to this document; also, the first

     and second XO Exams by Tom Magdiarz.

  Command Officers Guide v2.0 by Commodore Daniel Brown and Commander

     Suzanna  Blokpoel

  Command Guide V2.5 by: Commodore Christopher Lennox and Captain

     Suzanna Blokpoel

    Command Guide v 3.1.2 by Prof. Suzanna Blokpoel (Commo.)

    Command Guide v Version 4, August, 2002 Prof. Kahlia Scott (Capt)

 

 

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List of Contents:

 

Preface

Section 1: General Overview

1.1      Overview of Command Positions

1.1.1                Executive/First Officer

1.1.2                Captain

1.1.3                Notes on other Positions

1.1.4                Structure of Command

1.2                        C.A.R.T

1.3                        Basics of Leadership

1.3.1                Leadership Begins with a Question

1.3.2                Communication

1.3.3                The First Thing You Do is Agree

1.4                        Spreading/Delegating Your Leadership

1.4.1                How to Delegate/Share

1.4.2                Listen Closely

1.5                        Being a Leader: Dealing with Others

1.5.1                Chain of Command

1.5.2                Setting the Example

1.5.3                Edification and Respect

1.5.4                Earning Respect

1.5.5                Saying “No” is Never Easy

1.5.6                Here Comes Real Trouble

1.5.7                Problem or Opportunity?

Section 2: In Sim Duties (IC Duties)

2.1                        CO and XO responsibilities during a Sim

2.2                        Starting and Stopping a Sim

2.2.1                IRC Sims

2.2.2                E-Mail Sims

2.3                        Absentees/Guest Positions

2.3.1                In IRC

2.3.2                In E-Mail

2.4                        Plot Starters/Mission Briefings

2.5                        Away Teams

2.6                        Directing the Plot

2.7                        Position Identification Tags

2.8                        Potential Problems

2.8.1                Slow Sims

2.8.2                Loss of Control

2.8.3                Time Line Issues

 

Section 3: Administrative (OOC Duties)

3.1      Personnel Duties

3.1.1                Rosters

3.1.1.1  Rosters and Transfers

3.1.2    Accepting New Crew

3.1.3                Accepting Transfers

3.1.4                Sample Welcome Letter

3.2      Promotions

3.2.1    Promotion of Position

3.2.2    Rank Promotions

3.2.3    Senior Promotion Form

3.3                        Reports

3.3.1                Sample IRC Sim Report

3.3.2                Sample Email Sim Report

3.3.3                Hybrid Sims and Reports

3.4      Resigning/Taking a Permanent CO Position

3.4.1                Assigning/Taking an Acting-Command Position as a Captain

3.4.2                First Officer as ACO

3.5      Mission Briefings/Plot Starters: Creating

 

Preface:

 

Congratulations on becoming or aspiring to be a Command Officer in the

Confederation. If you have made it to this point, your current

simulation abilities must be of high quality, that fact alone makes us

even more proud of you. Soon you will be in a position to direct

simulations; having the unique ability to enhance the fun for your

crewmates whom will be under your command.

Many years of Command Experience go into this document, however this one document will not teach you everything about command. It takes years of experience to master the art of a simulation, everyone is in constant learning.

You need to know how to recruit, talk to your crew, create missions and keep everyone happy at the same time. Being a Command grade officer is a lot of responsibility. We as an organisation entrust you with a group of 8

to 20 role-players to mold them to follow in your footsteps along the

path of command. You are their guiding light in the organisation, you

are their link to the fun and exciting world of Star Trek. You are the

master of your domain, your simulation.

This Guide acts merely as a mini-encyclopedia; within you will find procedures used by existing COs, hints, advice and examples pertaining to both administrative ("paper work") and simulation aspects of Command that otherwise come from experience (or not at all). One thing that is key to remember - Is that every command officer will have their own unique approach and methods.  What works for one doesn’t always work for another.. 

 

This guide is formatted in sections, so that it can be referred to again when you need it, and we recommend that you keep this and other materials in the Command Course handy. Even if you are an old hand at being CO or XO, you should find new information, be reminded of ideas or find slight alternatives within these pages. Thus, regardless of your qualifications, take the time to read the entire Guide and see the ideas presented here.

 

Experience: If you've got this guide, do you really need it? Absolutely.

These pages can only hold words; it will be up to you to gain the

experience needed to guide a plot, solve people-problems, and still

enjoy being an XO/CO.

 

To the Command Student......good luck.

 

Section 1: General Overview

Overview of the Command Positions, and Command:

It is expected that you are already familiar with the SimGuide's

description of the Captain and First Officer. Here we explore the

command roles a bit deeper than the simulation Guide touches upon the

subject.

 

1.1 Command Positions

1.1.1        Executive/First Officer

 

As a character in the simulation, the First Officer is the Captain's

hypothetical third arm and second mind. Thus, the job covers a complex

set of in-simulation responsibilities. When on the bridge with the CO,

the XO should offer courses of action and advice by asking for

information from the bridge officers, and making expected command orders

(eg. going red-alert when encountering hostile threat) which the Captain

needn't worry about (but see Section 1.4 direct orders). Unless ordered

or expected otherwise, the First Officer's place is on the bridge with

the Captain.

 

Another duty is commanding the ship in place of the CO (unless the

Captain is incapacitated or unavailable, this should be an explicit

order). In this situation the XO takes on most responsibilities,

notifying the CO if his attention is required. Notification should be

given to the Commanding Officer about incoming communication, security

alerts, and other important issues; minor problems need not be reported

to the CO if the XO can handle the problem. If the CO is incapacitated

or unavailable, then the XO takes all responsibilities until the CO is

available and fit to resume command.

 

There are some Non-bridge duties which are common or expected of the

First Officer. These include, but are not limited to, advising the

Captain during diplomacy, leading away teams, ensuring the Captain's

safety when he must leave the ship, and keeping tabs on how the crew

feel about the Captain. It is also common for a CO to have the XO

personally oversee important tasks elsewhere on the ship, eg. moving

critical supplies into storage.

 

Out of character duties include the XO brings the crew to attention

before and after the simulation. The XO usually plays the characters on

the view-screen (preferably changes nicknames before doing so) that the

ship encounters. Simulations are different in the respect of what OOC

duties are assigned to the XO and what duties are not. (see OOC Section)

As the Executive officer, it is key to talk to your Commanding Officer and find out exactly what is expected of you, before you step onto the bridge for the first time.

 

1.1.2 Commanding Officer / Captain

 

The Commanding Officer is the central control person of the simulation.

All bridge stations report to him/her when new Information regarding the

mission at hand comes up; new discoveries (eg "new ships decloaking") or

finished commands (eg "arrived in- system" or "shields are up").

Impulsively, or in response to new information, the Captain asks

questions (to stimulate more input) and gives orders. This system forms

a structure that both controls (so it doesn't get out of hand) and

guides the simulation. If you are just learning to CO a simulation, have

this "input/output" system in mind.

 

1.1.3 Note on Other Positions

 

As a command-level officer, you should be well-versed in the

responsibilities of all other simulation positions. It's not necessary

to be a jack-of-all-trades to be a command officer, but a broad

knowledge is required in order to know what to ask them and what to

expect from them in return. If there are certain positions you are not

familiar with, see the SimGuide and read over the advanced Academy

guides to become familiar with them. If in doubt, read the SimGuide and

the Academy Course guides; they are a good read, and will keep you in

the know. Remember, if you are not sure of something technical, do not

be afraid to find out the information ICly or message a crew member on

your ship; we said a CO is not a jack of all trades and should not be

expected to be.

 

1.1.4 Structure of Command

 

One bit of knowledge that some new First Officers do not have is the

fact that only the person that has control of the bridge gives direct

orders to the bridge crew and senior officers. Meaning, if the Captain

is on the bridge, the First Officer cannot order the Helm officer to lay

in a new course or the Ops officer to transfer power (and certainly

cannot tell the Tactical officer to fire weapons!) unless expected (or

has permission) from the Captain. Your relationship with the Commanding

Officer has an effect on the extent of your control on the bridge. The

First Officer, while he does not have control of the bridge, can only

make suggestions to the Captain, and ask for additional information from

the bridge and senior officers. The same "control" applies to away

missions; a First Officer, when leading an away team, gives direct

orders to the others. Another member of the team cannot be giving orders

to the other, unless it is the usual cooperativeness needed to get the

job done. This same one-person-in-command also applies to chief/

assistant department structures, eg. the Chief Medical Officer gives

orders to the two assistants, but one assistant doesn't give an order to

the other unless the CMO is absent (then, of course, the first-

assistant becomes the acting-Chief).

 

The major reason of this is because command requires that one person

have a plan of action, and the ability to have their immediate

subordinates fulfill that plan. If someone else is giving orders without

the person-in-command's permission (eg. the First Officer is giving

bridge orders while the Captain is on the bridge), this interrupts the

commander's plan of what needs to happen when.

 

Thus, remember, unless you're the one in command, don't become over-

enthusiastic to help and start giving orders. Your idea of what needs to

happen can easily be different from your superior's. Acting

independently will easily bring disorder to the simulation. Suggestion

and communication is key, if you have a suggestion you are allowed to

voice your opinion through the chain of command.

 

1.2  C.A.R.T

 

Characteristics and traits that applies to both Captain and First

Officer:

 

                   "CART"

 

Communication:

In character communication is key to the quality of a simulation. An

Executive Officer is a key element to the simulation. As an executive

officer, they receive information that may not seem important to inform

the CO of at the time it was received, but it may prove to be important

as the simulation develops. The XO and CO need to communicate so that

the important and non-important information comes together to see if

there is a congruence.

 

Adaptablility:

If the plot is not going the way you planned it, try to adapt your grand

plan to go with the flow of what everyone else is moving toward. It is

better to let your crew take a plot somewhere then it is to have you

direct it where they do not want the plot to go.

 

Respect:

Onboard a simulation, the executive officer must support the decisions

of the Commanding Officer unless the decision endangers the lives of the

crew or the Commanding Officer. It is important for the crew to see you

support the actions of the CO especially in times of difficulty.

 

Teamwork:

The CO and XO that work well together will complement each other in the

responsibilities of commanding a simulation, and result in a good

simulation environment for the rest of the crew. Team work is one of the

main key things.

 

 

1.3 Basics of Leadership

 

Leadership is one of those challenges that can be defined in countless

ways. For our purpose here, think of it this way:- A leader is expected

to get others to work together to have fun. A real leader uses teamwork

and respect for others to get the job done. If others think of you as

just the "boss", you are probably not leading. If they think of you as

one of the guys and everything you set out to do is getting done, you

can bet you're doing a pretty good job leading.

 

Other Command officers currently use these skills and don't even know

they are doing it. Observe a successful simulation and watch how the

commanding staff acts. Watch them closely. They ask a lot of suggestions

and make many suggestions, don't they? They also know when they need to

make orders. (Note that orders are given in the simulation, but when

dealing with the crew it is better to ask for suggestions and opinions

before making a final decision out of character.) Use the other Command

Officers as resources. When you face a new challenge, chances are

they've faced the same or a similar challenge. They can help you meet

the challenges that you are faced.

 

Finally, it's important to see, right from the start, that everyone in

command has been down the trail you're just beginning to travel. You can

take advantage of their experiences. One of the easiest ways to do this

is by in the field work with your own simulation and asking for advice.

Experience in the field is a must. It will help you discover what's

expected of a leader in your position. When you know how to be right,

it's a lot easier to be right. The more often you can do the right

things, the more the other crew-- and people in

general-- will respect your leadership.

 

1.3.1 Leadership Begins with a Question

 

Are you good at keeping a secret? Let's hope not, at least in this case,

because one important key to good leadership is a good question.

Unfortunately, that's probably one of the best kept secrets in the

World. So let's see to it that every Command Officer is in on the

secret.

 

How did that last paragraph begin? With a question, right? What did the

question do? It led you into the next statement. "Now, wait a minute,"

you say, "You can't trick me that way. I didn't have to read the next

statement." Well, that's true. You didn't have to. But you did read it,

didn't you? Now it's not a leader's job to get people to do things they

don't want to do. Not at all. A good leader gets things done by

respecting others and helping them learn to grow through their own

Simulation experience. He provides direct hands-on leadership when he

has to, but always with respect toward others as a guiding force.

 

Let's take a quick look at how this will work every time. Say you need

some help with a problem as an away team leader on a planet. Ensign

Jackson, one of your crewmembers is anxious for a chance to prove

himself. If you are on top of things you will know this. Because you

know he wants to prove himself; you can give him the opportunity to help

solve the perplexing problem you face on the planet. You know Jackson

will be anxious to help because he wants to prove himself to the crew.

So when you ask him to assist the ships Webmaster with the webpage, if

he has the experience he will jump at the chance.

 

As important as a good question is, it's certainly not all you need to

know to be a good leader. Leadership is about relationships, problem

solving, and achieving goals. One skill is not going to make you a good

leader. Each time you add a new leadership skill though, you become a

better leader. On a scale of 1 to 5, you need all the skills to be a

five. Any skill you lack makes you that much of a leader. So if all you

can do is ask questions, you probably have some work to do.

 

 

1.3.2 Communication

 

Communication has to be one of the more important. You might think of

this as the ability to get and give information. If you communicate in

such a way that people understand what you need and why you need it,

they respond the way you want them to. There are many skills to

communicating. We've all seen how the "magic words" work. A "please" or

a "thanks" is always a good idea. Using "we" or "ours" will do much more

toward your leadership success than "I" or "me" A smile, is also a

great thing to give. It's interesting-- no matter how many smiles you

give away, you never run out. Maybe it's because every time you give

someone a smile, they give you a smile right back. And, did you ever

notice how hard it is to stay mad at someone when you're smiling? It's

nearly impossible.

 

How about a good laugh? That works every time, too, especially if you're

laughing at yourself. We all make mistakes, and if the crew of your ship

see that you recognize your mistakes with a laugh, they will be quicker

to forget them. Laugh at your own mistakes, and not the mistakes of

others or feelings will get hurt.

 

1.3.3 The First Thing You Do Is Agree

 

When someone says he doesn't want to work on an IC project with you

because it's a lot of work, don't argue. Agree with him. Try responding

this way: "You're right, Jackson. It is a lot of work. That's what the

fellas on the alpha shift thought last month when they were assigned

this diagnostic. But once they got into the project, they found that

time went by quickly and the work was soon completed"

 

This method is called the "feel, felt, found" method of leadership. I

understand how you feel. Others have felt the same way. But they have

tried it, they found that...

 

There are several important things happening here. First, by agreeing

with Jackson, you've stopped the argument. You agreed with him, so

there's no one for him to argue with. Then, you further tell him that

others felt the same way when they first started their work. This tells

him that he's not some kind of dummy for thinking the way he does. Now

Jackson is listening to you rather than arguing with you. You're

speaking his language. So it's time to let him in on what other crew

members discovered when they gave it a try. You'll win him over when he

sees how he might have misunderstood the difficulty of the work ahead.

This method is most used when ordering is not crucial to the operation

of a ship. On a ship we use orders to get things done, but ensuring a

fellow officer about their feelings can never hurt.

 

1.4 Spreading your Leadership

 

1.4.1 How to Share Leadership

 

Often a new leader gets frustrated because he tried to make all the

decisions himself. Once he recognizes that others can help, his job

becomes much easier. This is because he shares leadership. The

Commanding officer shares leadership to the crew by assigning different

responsibilities to them. By discussing things with the members of the

Crew, the command staff share their leadership. Each crewmember OOCly

gets to voice their opinion about matters. This way the plan that comes

out of the crew meetings will incorporate the thoughts and ideas of the

rest of the crew, not just senior leaders.

 

There is an old saying that, "You have to inspect what you expect." This

means you need to let people know that once they've accepted an

assignment they're not going to be able to slide by without completing

it. It's up to you to help other crew on your ship become successful.

Besides of that... you are only as good as your back up system ;-). It

is imperative that you as CO ensure the continuity of your SIM by

training your XO and 2XO to be able to take over from you if you have to

take an unexpected long term LOA.

 

1.4.2 Listen Closely

 

Taking the time to listen closely to what people say is one way to share

your leadership. The other crew will like it when you listen to their

ideas. It tells them you care. It shows them you think their ideas are

important. When a leader isn't listening to those he's trying to lead,

he really doesn't know if they're following. Pretty soon he's trying to

understand why everyone is always grumbling behind his back. Why is the

crew unhappy? Why did someone drop out? Often the answer is that they

didn't feel they were part of the action. Nobody cared about his or her

thoughts or feelings. As a Commanding officer the nobody would be you.

 

1.5 Being a Leader: Dealing with others

 

1.5.1 Chain of Command

 

In any organisation, especially one that is based on a military

structure like the various fleets are, there is a Chain of Command to

the top level President.

 

Dept. Head -> XO -> CO -> Section Manager-> Divisional Director -> Vice President ->President

 

Those Sims that have either Firrst Force Teams or a Full Unit, Marine Detachments or Civilians or all three have to account for those sub-chains. While the Marine Cmdr or Civilian Governor can run separate plots for their respective people, they ultimately report to the CO/XO of the Sim they are a part of and should provide the courtesy of informing the CO/XO of their plot plans so the Command Team knows what’s going on and whether anything might clash. Ie. Marine Cmdr may want to run ‘war games’ off ship/planet but CO/XO wants to use the Marines in the main colony plot…they need to keep each other informed.

 

Marine -> Marine Cmdr   -> XO -> CO ->Section Manager-> Divisional Director -> Vice President ->President

Operator -> Team Leader/Unit CO  -> XO -> CO ->Section Manager/FFCO-> Divisional Director -> Vice President ->President

Civilian -> Civ. Governor -> XO -> CO ->Section Manager-> Divisional Director -> Vice President ->President

 

That means that an assistant with a problem should first go to the Dept.

Head, if it can't be resolved, it goes to the XO. From there if

unresolved it will go to the CO, Section Manager,

Divisional Director etc. In the case where for instance, the Subfleet

Commander is also the CO, the matter will be automatically deferred to

the Deputy.

 

The chain of command will be enforced and not bypassed. There have been

instances that a CO, for instance, has bypassed a Section Manager and

gone straight to the Divisional Director. The opposite has also happened and

people up the chain have gone straight to COs rather than work through

the Chain of Command.

 

If you do jump the chain of command, don't be surprised if you are told to

follow the chain, and to take it to the right person. Anybody found

jumping the chain of command will referred back to the right person in

the chain. There is a major effort going on in the UCIP to improve our

communications, and we need your help in doing so. Jumping the Chain of

Command does not help our attempt to improve communications, it also

shows a lack of respect to the officer being left out in the chain.

 

1.5.2 Setting the Example

 

As you can see, there are a lot of things for a leader to do. Each

leader is going to do these things a little but different from another

leader. And that is all right. Still, there is one thing that every

leader of a simulation wants to do and that is set the example!

 

Setting the example is the most crucial part to your job descriptions.

Often the crew you lead will learn most of what they know about

Simulations and Command from your example. You are their model of what a Commanding Officer is. Your ideals will become their ideals, your skills you will pass along to them. If it looks like you think you can do things in a

sloppy fashion, the crew will soon think they can too. If you're always

talking about how a plan you have won't work, that's what your crew will

think as well. However, if you are enthusiastic, they will be

enthusiastic as well!

 

1.5.3 Edification and Respect

 

Linked closely with setting the example is that Command Officers are

expected to have a professional and respectful attitude when dealing

with our peers in UCIP. Yes, this is a game, but we still need to bear

professionalism in what we do in mind, regardless of personal feelings,

especially when you get to the level of CO and higher.

 

It's a simple concept, treat people the way you want to be treated

yourself. Your Divisional Directors expect you as Command Officers to set an

example and to lead by this example. We can not ask people to do what we

are not prepared to do ourselves.

 

This also has to do with edification, talk positive about people. The

dictionary definition of 'to edify' states: To instruct, especially for

moral and personal improvement. What does it mean in practice... Talk

positive about those on your level and your superiors to those under

your command and treat everyone, regardless of status or who they are

with respect. Think about it.. if you were to talk negative about your

superiors to your crew. It not only makes the superior look bad, but

also the UCIP and you, yourself will look bad... But what is there to

stop your crew from talking equally negative about you to their peers

and those under their command? They will do as you do, not as you say.

 

We all need to blow of steam at times and are unhappy about things

happening. That is understandable, but don't complain down the chain of

command, to your crew. If you feel the need to blow off steam, talk and

complain UP the chain of command.

 

An issue that has cropped up on the odd occasion that I wish to touch

upon here too, is something that is considered a very serious issue of

unacceptable behaviour. A few COs have been bashing/dissing other COs to

crew members of that CO. Sometimes even in the middle of the CO's SIM.

 

But let me make it VERY clear: That sort of behaviour is TOTALLY

unacceptable. You don't have to like someone, but you DON'T talk

negative about a CO to that CO's crew. To give an indication of how

unacceptable it is, Starfleet Command has stated that if a CO is found

to have been doing this, to expect punishment along the lines of

resetting the time frame for next promotion consideration and/or

restrictions on awards for the CO.

 

Like I said above, if you as Command Officer feel the need to complain

or blow of steam.. do so UP the chain of command, NOT down to your

crew.. and NEVER to someone else's crew. It is extremely bad form.

 

1.5.4 Earning Respect

 

When you first become a commanding officer, there are certain things

that are likely to happen. After everyone has congratulated you, someone

is likely to try to see if she can get some special attention from the

new leader. Perhaps she is a good friend and all she wants is to be

promoted sooner then the minimums, "just this one time." You know the

promotion minimums are in place for a reason but she is a really good

friend: you enjoy your friendship, and you want to keep it that way.

 

Look what happens if you give in to this request. First, you're going to

feel bad. You knew it wasn't the right thing to do, but you did it

anyway. Then you're going to possibly answer to someone above you as to

why the promotion took place. The other crew might find out and become

unhappy about how you played favorites. This individual is not

respecting you as a leader, or as a friend, and is using you selfishly.

On your simulation you must take into account the best interests of the

crew. If you do a favor for one person, a favor will often be expected

from the others. Set you policies and stick by them.

 

1.5.5 Saying No is Never Easy

 

Even though it isn't easy to say no, this does not excuse you from doing

so when necessary. No one likes to say no, especially to a friend.

Still. If that's the correct response, it's what a good leader will say.

It is your responsibility to gauge when a situation is right or wrong

and make the call. In a battle, if an engineering officer asks to run a

Level one diagnostic on the systems, this would result in a no response.

You as the Command officer on the ship must make the final call and be

firm in your decision.

 

1.5.6 Here Comes Real Trouble

 

Occasionally a crew will discover that it has a real "wise

guy" that is always causing trouble. This isn't the guy who likes to

toss in a joke once in a while. It isn't the crewmember who moans and

groans when they have to do an assignment. The troublemaker is the

crewmember who constantly pushes the newer crewmembers around. Maybe he

thinks it's okay to always argue with the Department Head or to make fun

of everyone else's opinions. Chances are that this is also the guy who

always says, or wants to say, "No," and doesn't want to do much of

anything.

 

It won't be easy to take action. Other crew may laugh at his antics. If

you read their laughs to mean they like having every simulation

interrupted, you are wrong. It won't be easy, but in the interest of

your ship and your crew, you will have to take action. If you want the

others to follow your leadership, they're going to need to see that you

can take care of the tough jobs as well as the easy ones.

 

Fortunately, we don't run into much "real trouble" in UCIP. The people

who join the group know up front what the group is all about and what is

expected of them, they want to be here to have fun. Most are not joining

because they are looking for trouble. Still, it can happen that you get

faced with someone accused of doing something wrong to someone else. You

can not let it pass. You must take a stand. If you don't you'll always

know you should have, and it will bother you a lot. Even more important,

what will happen to your ability to lead? The other guys are going to

see that you walked away from a serious problem, rather than facing it

the way a leader should. Whatever respect you've earned up to that point

will quickly disappear. They will see that you don't have the courage to

do what you know is right.

 

What do you do? The answer to this question is tough. The actions to

take won't always be the same. Still, there are certain things you will

want to do just about every time. Begin by taking a good, hard look at

the facts. Be as certain as you can that you know what really has

happened. Be certain that the problem is real. Does he admit it? If not,

who's making the charges? Do you really believe the charges are true?

What is the proof? Try to give the accused crewmember the benefit of the

doubt. Did he know what he did was wrong? If not, explain why the action

can't take place again. Get a commitment from him not to do it again.

Make sure that he knows what actions you'll take if it does happen

again.

 

Maybe she says she doesn't like a certain rule. Let them explain while

you listen carefully. Try to understand what they're saying and why they

feel this way. Then explain why the rule exists and why it's important

that everyone in the crew do his or her best to obey the rule. Maybe you'll

convince him. Remember to use the "feel, felt, found" method, which has

been proven to work. If he won't agree to follow the rule, or if he

breaks the rule again, consult the person who is next on your Chain of

Command. It may be necessary to bring the Section Manager (if in

Starfleet), StarDivisional Director or the Vice President or President into the situation

if it becomes difficult.

 

Hopefully the crewmember that is causing the problem will do what is

right when you face up to him. But be careful not to spill all the

details to everyone you see. It's no one else's business. If the problem

is really serious, though, everything changes. Remember that you are not

all alone. If you have a problem that's too hot for you to handle, use

your resources, and go up the Chain of Command. Maybe the other crew on

the ship can help. Again, you may want to confide in those officers who

you report to, including the Vice President and President. Use the chain of Command,

it is there to help you.

 

1.5.7 Problem or Opportunity?

 

If you can learn to view problems as opportunities, you will be well on

your way to success as a leader. Don't look at every simulation or

activity as being littered with problems. View them as activities filled

with opportunities. You can not demonstrate your leadership skills if

you never get the opportunity. Does that mean you want people to argue?

No, of course not. But when it happens, and it happens in the best of

organizations and ships, you have the opportunity to be a leader.

 

Every leader will get his share of criticism. You might want to think of

it as the spice of leadership. After all, the right spice can turn a

humdrum meal into something special. So, if you're getting honest and

accurate criticism, you will want to be thankful. Criticism should help

make you a better leader.

 

If you're getting heavily peppered with criticism, there may be a

problem. You need to ask yourself why. Maybe you need to ask another

Command officer or your superiors for help and advice. But you don't

want to object to useful criticism. Without it you might never know that

something needs changing. If criticism is unfair, you have another kind

of opportunity. Most likely your critic thinks he is being very fair.

You're going to have to find out why. This is where the questions we

talked about earlier can come into play again. Ask many questions. Find

out why he feels this way. Let him talk while you listen closely. If you

discover, while listening, that there is some truth to the criticism,

address it positively. You'll be a better leader because of it.

 

Perhaps you can enlist the crews' assistance in solving problems; the

crew is a resource you have to use. In solving a problem, both of the

people involved will grow as a result.

Section 2: In Sim Duties

 (IC Tasks of the Command Team)

 

2.1 CO and XO Responsibilities During a simulation

 

The Captain of a simulation has these responsibilities:

 

  Controlling the beginning and ending of the simulation, or in

     Email the plot.

  Giving in-character direct orders to bridge crew and senior

     officers

  Speeding along the plot during slow times (with the use of ACTION,

     and in Email with logs).

  Communicating with crew members in private for behind-the-scene

     orders (e.g.asking the Science Officer to find tetreon

     emissions).

  Keeping all officers involved in the current plot, if someone is

     not involved find something for them to do.

  Evaluate information that is received to find possible effects on

     the simulation.

 

The First Officer's responsibilities are:

 

  Assisting the Captain during the beginning / ending phase of the

     Simulation. In Email helping to steer the plot.

  Requesting in-character input from bridge crew and senior officers

    and evaluating if the CO needs to be informed about the

    information or if the XO can handle the information.

  Making in-character suggestions to the Captain.

  Taking in-private requests from the crew, taking care of what s/he

    can and presenting what they cannot to the Captain.

  Taking command of Away Teams.

 

2.2 Beginning and Ending a Simulation

 

2.2.1 IRC:

 

This outline is used by most UCIP IRC SIMs, with some variations.

Starting: Procedure to begin a simulation

  Call for attention (usually done by XO). This is normally done

   with:

 

<CmdrKeen> ATTENTION ON DECK!

 

All crew should respond with ::attn::, then if it is the XO that called

for attention, then (s)he should say:

 

  <CmdrKeen> The crew is at attention, Sir ::attn::

 

Assign absentee and guest positions (optionally have everyone report

their positions for the guests). Give mission, then ask for questions.

Start simulation. Usually like this:

 

  <CaptKangaroo> ******** BEGIN Simulation ********

 

Pausing: Procedure to stop a simulation in the middle (A pause is a very

handy tool for a Commanding Officer to use however should only be used

when an ACTION can not resolve the conflict. A pause disturbs the flow

of the simulation and should only be used in emergencies where private

messages and IC actions can’t resolve the conflict or if too many crew are lost in a netsplit to continue)

 

  Pause simulation and call for attention. Example:

  <CaptKangaroo> ******** Pause Simulation ********

  <CmdrKeen> ATTENTION ON DECK!

 

  Then, the following:

    CO makes comments to resolve the situation which stopped the

    simulation A brief re-cap of what has occurred up to the pause

    Crew is asked for questions.

  Un-Pause simulation and continue with simulation. Example:

  <CaptKangaroo> ******** Resume Simulation ********

 

Ending: Procedure to end the simulation for the day

  End simulation and call for attention. Example:

 

  <CaptKangaroo> ******** END Simulation ********

  <CmdrKeen> ATTENTION ON DECK!

  Then, the following in whatever logical order: (most of them

   optional)

    CO makes comments

    Request for comments (NOT OPTIONAL)

    Promotion ceremony (if any are due – this is sometimes done at the start  

       of the SIM by some CO’s)

    CO reports what is planned for next week

  Crew is dismissed

 

Requesting for comments is NOT optional. There has also been a slight

trend for making promotions before the simulation than afterwards; it is

the decision of the CO to decide to do it then rather than after a

simulation.

 

2.2.2 Starting and Stopping an Email plot

 

It's the CO's, or in the CO's absence the XO's, responsibility to start

the plot. This is done by posting a 'plot starting log'. This log should

contain enough background information and orders to set the scene, such

that the rest of the crew has an indication of where the plot will be

heading and they can then start logging accordingly.

 

Email plots don't always have a clear ending, as one plot sometimes

rolls into the next. But where possible a concluding log, which has a

short overview of the events that have happened, and perhaps a mention

of the performance of the crew is advisable. An example would be to use

a 'Captain's log, Stardate:... ' for this purpose.

 

2.3 Absentee/Guest Position Assignments

 

2.3.1 In IRC.

Even before attention is called for, you should be alert to which

officers of your crew are absent, and note that their positions, esp. a

bridge or chief position, are open. It is often helpful to have your

crew contact you before-hand if they will not be in attendance at the

simulation. This allows time previous to the simulation to find a guest

who might wish to participate. The next step is to assign assistants to

take over chief positions, at least until their Chief comes into the

simulation. Assistants have priority over guests when taking over a

Chief position.

 

The next step is assigning guests, if you have any. Previously you

should have taken note of those open positions you have that you want to

fill first; if you have certain guests you want to fill certain

positions, ask for them to take it. You may also allow your guests a

choice of which open post they will take, although this process can be

time-consuming but they will feel more in control of their character. If

you are looking to save time, you may want to ask them to take certain

positions instead of giving them a choice.

 

At the end of the simulation, thank your guests for attending, and ask

them for their Email addresses. When you make your simulation report,

note them in the attendance, and CC: them when you mail the report.

 

2.3.2 In Email:

 

Unlike IRC SIMs, in Email SIMs, 'attention' is not called and the

requirement is for only one quality log a week. It can happen that the

CO posts a log on Saturday in which he/she gives orders to, or requires

information from, the CMO. The CMO, however, may not have the time to

log until much later in the week and the CO/XO must be able to deal with

this situation to avoid the plot coming to a stop while they wait for

the CMO to respond.

 

It should be stressed to the crew that they need to inform the CO and/or

XO if they know that they will be unable to log that week, so that it

can be taken into account when writing your logs. If the absence is only

going to be one week, the CO or XO can speak for the officer involved,

avoiding the plot having to wait for the officer to return. If the

absence is going to be longer, an acting chief can be appointed IC on a

temporary basis.

 

Guests are relatively rare in Email SIMs, and would be unlikely to hold

a chief position while they are on board. Guests in Email SIMs usually

join during a fleet plot. Like in IRC, thank your guest(s) for attending at

the end of the plot, and when you make your SIM Report, note them in the

attendance.

 

2.4 Mission Briefings / Mission Statements / Plot Starters

 

There should be no need to introduce Mission Statements, or briefings to

an experienced IRC simmer. In Email however, the plot doesn't start

without a 'plot starting log' from the CO, or in the CO's absence the

XO, it's their responsibility to start the plot. This log 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 what they need to do to get started in the plot. The plot

starting log should paint a picture of the situation as it is at the

moment and give a good indication of what can be expected, ie, what sort

of direction the plot is going. The latter is done by issuing specific

orders to all Departments Heads. They will then log accordingly, adding

to the plot themselves as it develops. Remember, unless you tell them IC

in a briefing or other way, via message or comm badge..  they do not

know things. You need to talk to your crew to get them started in the

plot.  (some ideas on plot creation are at the end of Section 3)

 

Remember that as CO you have to look at the bigger picture, you need to

ensure that *all* your department heads are involved in the plot you

create and give them information and orders in your plot starting log.

They will then involve their assistants. If it is not possible to

involve all the department heads, you can consider creating a small

subplot for them (or allowing them to create their own, discussing it with you of course) until you can get them involved in the main plot.

 

It may be worthwhile to note that there are several types of missions,

depending on what you as a CO want your crew to simulation on a

particular week or during a particular plot. The different kinds can be

broken down into this list:

 

Exploration - Going to "uncharted sectors", and the like.

Scientific  - Investigating scientific phenomena, like "polarized

               nebula".

Rescue      - Investigating why a ship/outpost is experiencing

              trouble.

Tactical    - simulation involving combat, or military-related

              missions.

 

At times two or more Sims (or an entire fleet) may band together

to a common plot, and often this may call upon more of one type of

simulation than another. For instance, when a fleet-wide plot has many

simulations fighting off an invading force, many simulations during this

situation will be Tactical simulations. Afterwards, there may be some

Rescue simulations for fallen comrades. Two Sims that agree to

become a two-ship mission of voyage on the outer rim of known space will

have a lot of Exploration- and possibly Scientific- type simulations.

And so on. On the whole and during times when your Sim is acting

alone, however, a good mix of all types is a good idea in general. If

you have any trouble knowing what each of these types involves, ask the

instructor for examples.

 

2.5 Away Teams

 

Unless an Away Team mission is completely safe, e.g. dining on another

secure ship, or going to a diplomatic gathering, the Captain should

never lead an away team. Instead, this is the responsibility of the

First Officer and (s)he selects the members of the team. The CO advises

the XO on the selection of members of the away team in critical

missions. It is suggested that the XO be allowed the control to select

his or her team as the XO will be the one working closely with the

individuals.

 

When preparing for an Away Team, make sure to select the appropriate

officers for the teams needs. Almost always take a Medical officer

(preferably the CMO) along in case illness befalls the Team. Tactical

and/or Security officers (and, a "team" of NPC security personnel if

wanted) are a good idea for potential combat. Science, Chief Ops and

Engineering are appropriate for situations that require scientific

investigation or technological study/fixing.

 

As for equipment: Hand phasers and tricorders are usually appropriate

for any situation where the Away Team is going into unknown situation,

even if encountering hostilities doesn't seem likely. Type-III Phaser

Rifles, on the other hand, are expected in case of an away mission where

there will be hostilities. Environmental suits are needed for radiation,

non-breathable (or complete lack of) atmosphere, and zero-gravity

environments. You might even want to bring transporter beacons in case

you need them to come back to the ship.

 

Once the team is ready, the away team leader should contact the bridge

(or a transporter chief, if your ship has one) to transport the team,

then notify the ship once you successfully materialize. Keep it in mind

to notify the ship often as the mission unfolds. As soon as the away

team leaves the vessel, the away team leader is in command, regardless

of rank.

 

During the Away mission, be sure to stay focused on accomplishing the

goals, as opposed to concentrating too much on one find. Away missions

have a tendency to prolong an IRC simulation beyond its normal time,

which for some members puts a kink in their real-life schedule, or some may have back-to-back Sims since it may be the only day they have to sim. In

addition, sometimes concentrating too much on fine details in a

simulation simply produces a lesser-quality simulation than if it were

kept moving.

 

As an away team leader you take on the functions and responsibilities

for that team, that the CO has over the entire ship. As the leader you

control the activities of the crew assigned to you. You must keep the

plot moving along and be able to keep the team on task.

 

Like in IRC, in Email, Away missions have a tendency to prolong the plot

too. This can cause problems if the outcome of the Away Mission is

crucial for the plot and takes too long to complete, resulting in the

crew back on the ship not being able to move the plot forward. It's then

the CO's responsibility to ensure that both sub-plots, the away team and

what happens on board, keep enough pace and don't run too far apart in

the time line.

 

2.6 Directing the plot

 

In Email, after the plot has been started and the crew has started

logging based on the 'plot starting log', the CO will need to post logs

as and when the plot requires it. Please remember that the general

logging requirement is only one log a week and the crew will need *at

least* 24 to 48 hours to respond to logs. In your logs, as CO, you need

to clarify situations, make decisions, and in doing so steer the plot in

the direction you want it to go.

 

It's the CO's and XO's responsibility to ensure that the logs posted by

the crew are tied into the main plot line and story. This is done by

creating a sequence of events from the crew logs, confirming details

established in those logs from the crew and on a regular basis

establishing an overview of what has happened in your logs (the latter

can be achieved by reflecting back briefly over what has happened in the

last few hours/days for example) before moving the plot forward again.

This is to make sure that the logs posted by the crew make sense within

the plot, creating cohesion and become a story rather then stay loose

and 'bitty'.

 

You can, and at times, will need to speak for some of your officers in

your logs to ensure that your orders are carried out and for the plot to

be moved forward. Care should be taken though that when you do, you

portray the character correctly. Play it on the side of caution if you

are unsure, and keep the conversation to a minimum without harming the

log or the plot.

 

Attention to the *DETAILS* in the logs from your crew is *CRUCIAL*, and

whenever possible you should use them. The logs from the crew need to be

confirmed in the logs from the CO and XO. Not necessarily by quoting

them literally, but by using the information given in those logs 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.

 

Having said that, the crew should be made aware that major changes to

the plot should be cleared by the CO and/or XO before being posted to

the list.

 

Extra subplots should only be introduced by the CO if the crew are not

doing so themselves, or if the plot needs to be guided into a specific

direction.

 

Unlike IRC SIMs, Email SIMs have more depth rather than width, and

creation of subplots by the CO for the sake of it, is not Encouraged.

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

because of time constraints and the possible confusion. This in turn

will harm the overall quality of the plot and the SIM.

 

Also, be aware *NEVER* to end your log with a cliff hanger, it may look

good for a general non-participating reader. But unless someone else in

the crew knows how you want to move the plot forward and will do so

within 24 hours of your cliff hanger, such an end of the CO's log will

stop the plot dead in the water until you log again and move the plot

forward.

 

Email SIMs move slower then IRC SIMs, they are generally less 'action

packed' in the sense of direct interactive action, but they more than

make up for that in having more depth and background. Allow at least 24

to 48 hours for the crew to respond to logs and as CO you should not

expect more then one log per week from each of your crew members.

 

It should also be noted that an Email CO has less *direct* control over

the plot than an IRC CO. If something has been posted in a log, it *has

happened* and you as CO and XO need to deal with it. It can not just be

ignored. It requires the ability to improvise and adaptability on the

part of the Email CO to be able to deal with the things your crew will

add to your plot. Everything fits, otherwise we'll make it fit... and

doing exactly that is half the fun of Email COing ;-).

 

2.7 Position Identification Tags

 

In some IRC simulations you will notice a more formal nickname in use.

The formal nickname was brought into UCIP by the USS Coronado under the

Command of Captain Tebrun Lora Kor. Formal nicknames have many advantages to

their use. It is the decision of the Commanding officer as to use the

nickname identifiers on his or her simulation. These nicknames take a bit of getting used to, but once you are you'll find they provide tremendous advantages during the simulation.

 

These simulations have a very specific protocol for nicknames for

characters on duty. While off duty, you will generally use your

character's first name, without rank. The general format for an on- duty

officer nicknames is:

 

{Rank}{Position}_{Name}

 

Position is a two-character code indicating your position on the vessel.

Rank is your character rank. The values are taken from the following two

tables:

 

     Exploration Rank  Code        Marine Rank     Code

      Captain           CP           Colonel        CO

      Commander         CR           Lt. Colonel    CL

      Lt. Commander     LC           Major          MJ

      Lieutenant        LT           Lt. Major      LM

      Lieutenant (JG)   LJ           1st Lieutenant L1

      Ensign            EN           2nd Lieutenant L2

      Cadet             CD           Cadet Officer  CD

 

 

 

      Master Chief         POMc        Sergeant Major   Sm

      Chief Petty Officer  Cp          Gunnery Sergeant Gs

      Petty Officer        Po          Sergeant         Sg

      Specialist,1st class s1          Corporal         Cp

      Specialist,2nd class s2          Lance Corporal   La

      Crewman              Cr          Private          Pr

 

 

            Position Codes

      Chief Positions       Code    Assist Code

      Commanding Officer     CO

      Executive Officer      XO

      Marine Commandant      MC

      Company Commander      CC

      Squadron Leader        SL

      Operations Manager     OP    Op

      Tactical Officer       TC    Tc

      Flight Control Officer HL      Hl

      Engineering Officer    EN    En

      Science Officer        SI    Si

      Medical Officer        DR    Dr

 

 

If you are playing Lt. Brian Jameson, the USS Coronado's Chief Helmsman,

your nickname while on duty should be LTHL_Jameson. If you are playing

Squadron Leader 2nd Lieutenant Anna Crispin, your nickname while on duty

should be L2SL_Crispin. The advantage of this nickname format is

two-fold. First, since most IRC clients sort nicknames alphabetically,

it allows you as a player to immediately identify the ranks of the

personnel around you. Second, you will be able to determine at a glance,

who the Chief Engineer is, for instance, without having to remember.

This is especially useful for new players, and established players

working with new players.

 

The second nickname change has to do with Away team missions. While from

time to time, Away missions will happen in channels other than the main

one, most of the time Away missions will be held in the main simulation

channel with the simulation so everyone can be part of the excitement.

However, to easily differentiate who is on an Away mission and who is

not during these times, a nickname format change is needed. While you

are on an Away mission, the commander of that mission (usually the XO)

will instruct you to change your nick to include two brackets on either

side of your nickname. This tells everyone at a glance where you are. If

more than one Away mission happens at once, each team will have their

own nickname separator defined by the team commander. Dashes and

underlines are two other possible separators.

 

So while on the Away team, Lt. Jameson above would change his nick to

[LtHL_Jameson]. Do NOT remove your position designation from your nick

while on an Away team. It helps give your team commander a sense of

where your specialties lie during the Away mission.

 

2.8 Potential Problems

Below are some potential problems you may encounter while running a Sim and ways to compensate/adapt to them.

 

2.8.1 SLOW simulation (How to keep it alive)

 

At times, a simulation may run slowly. Primarily, this is due to key

officers not having much to do, being incompetent in playing their role,

or experiencing networking/Email or OOC RL trouble. When the simulation

is going slowly, and you do not suspect networking trouble, try to

prompt key officers 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. The executive officer should be watching for occasions such as this

and should handle them personally if possible.

 

In Email, you do this by posting a log, specifically asking them for, or

ordering them to do the above mentioned suggestions. It is not advisable

to create a completely new subplot in an attempt to speed up the plot in

these circumstances. This could only cause (more) confusion with the

officer involved and even the rest of the crew. Remember to leave enough

time for the existing subplots to develop in Email.

 

Also check whether an officer that seem 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, or in a more extreme case, asking

them to yield their post to another crewmember.

 

Part of the job of the Executive Officer is to make sure that the crew

is able to do their duties. The CO may flag out a specific individual to

the XO so that the individual may be instructed in message on what to do

in IRC, or with OOC Emails or IC interaction for Email SIMs. The XO is

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.

 

In case a crewmember or crewmembers seems to be experiencing network

troubles in IRC, you can wait until they recover, or re-assign someone

to take their place if possible. The main thing is to make sure the

simulation continues despite the trouble of one officer, unless of

course that officer is singularly important to the simulation. If a key

officer is incapacitated in some way, and you feel that the situation

will be resolved, it is appropriate to either use ACTIONs or PAUSE the

simulation until they are able to recover.

 

In Email cases of a crewmember or crewmembers seemingly experiencing OOC

problems that prevent logging, you can wait until they recover by

speaking for that character in the mean time in your logs if required,

or re-assign someone to take their place if possible in an acting

position if the problems lasts longer. As in IRC, the main thing is to

make sure that the plot continues despite the trouble of one officer,

unless of course that officer is singularly important to the plot.

 

2.8.2 LOSS OF CONTROL (How to keep it in-line)

 

Inexperienced members who freeze up during an IRC simulation, or stop

logging in Email, are one thing, but one that causes loss of control is

another. When faced with a situation where the plot is going where it's

not supposed to, you must determine why. In IRC if a particular officer

is at fault, you need to contact them in private, or if you feel you

need to, in the channel with double brackets << >> to re- direct their

playing to be more on the correct course of the plot.

 

In Email, if a particular officer is at fault, you need to contact them

in a private Email asking them what they had in mind for this subplot

and pointing out that subplots with major implications to the main plot

need to be cleared before being posted to the listserv.

 

If a log introduces a sub plot that is totally away from the plot

direction you have in mind, you can send an OOC message over the

listserv to retract the whole log, or part of the log. This should only

be used as a *total LAST RESORT*, for instance in case of fleetplot

where this log would impact on other SIMs in a major way. Generally

speaking the CO and XO need to incorporate as much as possible from that

log and only changing the very bare minimum of the details from the

'wayward' log in your own log as you steer the plot back in the

direction you want it to go. This shows not only leadership on your

part, but also the ability to improvise and adapt to the circumstances.

Because, if it has been posted IC in a log.. it has become fact and has

happened and you need to deal with it. The key of doing this is in the

creation of a sequence of events, doing this you can make nearly

anything fit into your plot.

 

Retracting a log should be AVOIDED at all cost and as said above, only

ever be a LAST RESORT because the retraction of a log over the listserv

not only crushes the self-confidence of the officer involved, he/she may

not have been aware of the implications of their log, it also sends a

message to the rest of the crew that will stifle their creative

endeavours and their willingness to add to the plot for fear of a public

retraction. If a log needs to be retracted or changed because it is

impossible to 'fix' it in your own log, it would be better to contact

the officer in question in private explaining the problem and asking

them to change their log themselves, assuming that the circumstances in

the plot allow for this of course.

 

If it seems the loss of control is due to no one particular person,

private notes to key officers, or an ACTION:, are likely what's needed.

If you feel the need for a total stop in the simulation, at last resort

you may use a PAUSE in order to calm a situation down and enable your

crew to re-focus on the simulation. In Email, private emails to key

officers, or a log from the CO or XO are likely what's needed to steer

the plot back into the desired direction.

 

Note that there is potential for one member of the crew (or a guest) to

intentionally attempt to crash the simulation. Don't tolerate it! In

IRC, kick and ban the offender from the channel if they do not yield to

warnings. If your crew all have Ops or Voice, Moderating the Channel (+m) is another way. In Email, remove the person from the listserv and change the

setting of your listserv so only people subscribed to the listserv have

posting access. In both cases report their behaviour to their CO if they

belong to another simulation.

 

2.8.3 TIME LINE ISSUES

 

In Email SIMs it's important to keep track of the timeline and regular

time skips are necessary. Email SIMs do not use the ACTION command as

such, as IRC SIMs do, to speed up the plot. It's up to the CO and XO to

pace the plot in your logs and any necessary time jumps need to be made

clear in your logs. Unlike IRC SIMs, OOC time is very rarely the same as

IC time. Different crew members can be logging about the same thing at

different points during the week. And in general it is best to avoid too

many direct references to time in logs.

 

Care should also be taken as it's very easy to get stuck logging about

events that take IC only a few days for several weeks of OOC time when

that was not the intention. If this has happened, the CO needs to make

sure that a time jump happens before the new plot starts.

 

Although the duty logs come first, the crew on Email SIMs needs time to

do personal logs, and for that to happen IC time needs to pass. The crew

needs time off duty to sleep and handle personal matters. Personal logs

are very important in Email SIMs as 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, promotes 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.

Crew members on IRC sims, can also log if they wish.  It allows them to add in extra detail or to work on character development – Off duty time, convey something about their personality/background.  While not essential, do add to the overall quality.

 

 

Section 3: Administrative Tasks

 (OOC Duties of the Command Team)

 

This section contains information, examples and options on ways to maintain the OOC  requirements expected of a CO (or XO) in UCIP, while recognizing that all CO’s will develop their own unique way of accomplishing the same goals.

 

Some duties can be passed to the XO or 2XO to take care of.  It helps them to understand what’s involved in the background with running a SIM. 

“You can delegate Responsibility, but you can’t delegate accountability”.  This means you can pass on tasks to other members of the crew, but ultimately you as CO are responsible for making sure they are done in a timely fashion.

Tasks such as rosters, welcoming new crew whether they be new cadets or transfers from other SIMs.  Promotions, especially those to LtCmdr and above, should only be done and authorised by the CO.  Whether the CO does all of these or the XO takes part depends on the CO.

 

As you gain experience and confidence in the Command positions you’ll find what works best for you.  There is no right or wrong way to these duties, but in some cases there are certain requirements of information which must be included.

 

3.1 Personnel Duties:

3.1.1 Roster:

It's surprising how often such a simple but important list can be

neglected for months. Keeping a list of crew and their assigned position

is important because your crew must know each other and what position

they Sim in without having to guess; outsiders may also want to

know who is in your simulation as well.

 

Given this importance, the roster should be kept accurate. Your crew

should receive regular updates via email, and it should preferably be

accessible to others via a webpage. Don't rely on your crew to look up

the roster on a webpage if you have it there already -- they can't be

bothered enough -- so DO send them regular updates. Also, as a CO, make

sure that your XO has an accurate roster even when the rest of the crew

haven't received an update in a while; at some time they will need to

become an ACO, and having an out-of-date or no roster is unhealthy to

that week's simulation when that time comes.

 

Simply put, to make and keep a roster, make a list of all posts in your

simulation, and fill in the name of the officer and their current rank

next to that post. Add more details if you wish (species and gender are

good to include). Then, make changes whenever something occurs -- a new

recruit joins, a promotion, replacement/removal when a crew member

leaves the simulation or goes AWOL for too long, etc.

 

When a cadet resigns, transfers, goes on an extended LOA, or even goes

AWOL, you should remove them from your active roster but save all the

information you have on that person. There is always a chance you will

be asked for that information in the future, and it might come in handy.

 

Also keep extra roster information in addition to what you publish to

your crew and the world -- last promotion dates, whether a cadet has

gone through Academy, attendance/logs-done, and possibly other data.

This data assists you in doing your job as a commander of a simulation.

 

What you use to keep this information is up to you..

Some programs you could use to keep this information up to date could include:

Wordpad, Word, Excel (or some other version of spreadsheet)  If you feel you can even a database could be established to contain all the information.  Remember though, make sure both you as the CO and your XO have the same program if you want to have a backup copy and the other is kept with an up-to-date copy. 

 

The first two could look something like this:

 

CREW ROSTER:

 

Position         Name            Rank        Contact Email

--------------   --------------  ----------  ------------------------

-

Captain          Kangaroo        Captain     bouncy@toomuch.tv

First Officer    Michael Keen    Commander   peewee@football.net

Tactical         Dana Sterling   Lieutenant  dana@distraction.com

Operations/Ops   Zatharos        Lieutenant  humpback@notre-

dame.ac.uk

Navigator/Helm   Ro Laren        Ensign      striking@dangerous.net

Chief  Engineer  Rebo of Bab     Cadet       rebo@quack.com

Asst-1 Engineer  Zooty of Bab    Cadet       zooty@zoot-zoo.net

Asst-2 Engineer  - open -

Chief  Medical   Musica Masters  Ensign    musica@robotechnology.com

Asst-1 Medical   - open -

Asst-2 Medical   - open -

Chief  Security  Jenifer Riley   Ensign      badgirl@aliens.com

Asst-1 Security  - open -

Asst-2 Security  - open -

Chief  Science   John Galen      Lt. JG      professor@startrek.com

Asst-1 Science   - open -

Asst-2 Science   - open -

 

An advantage of Excel (or some other version of spreadsheet)  is you can use a tab for each crew member, recording the information required including attendance records.  With this method, you can create a template then make enough copies for you current crew.  Make sure you keep one blank to make a new tab for a new crew member.  If someone leaves, you can move the tab to the end maybe using the template tab as the break between current and past crew.

 

3.1.1.1    Rosters and Transfers

 

This is the prime reason for keeping accurate and detailed records – eventually a crewmember may transfer to another Sim and like it or not, sometimes they don’t keep their bios up-to-date.  And it’ll be Murphy’s Law that the one that wants to transfer off is one of those that doesn’t keep their bio updated.

You’ll need to provide information to the new CO.  Below is a very basic text record, (you could use other programs to record the information), but everyone has a text editor of some kind.

If you use a different program to record the information, you may need to convert it to a text form to send to the new CO via email. 

 

A Simple text Crewmember record:

 

Name: Dana Sterling

Rank: Lieutenant

Post: Tactical

Email: dana@distraction.com

 

Promotion Dates:

240207.30 Lieutenant

240204.23 Lt Jnr Grade

240202.05 Ensign

240201.01 Joined as Cadet

 

Awards:

240207.23 Purple Heart

240207.02 Meritorious Service Medal

240203.12 Golden Shield Award

240202.19 Purple Heart

 

Academy Courses:

Basic IRC

Tactical

Engineering

Senior Officer Course

 

Attendance:

Jan

Feb

Mar

Apr

May

Jun

Jul

Aug

1 – P

5 – P p

5 – E

2 – P

7 - P

4 – E

2 – P

6 – P

8 – P

12 – P

12 – P

9 – P

14 – P

11 – P

9 – P

13 – A

15 – P

19 – P

19 – P

16 – P

21 – P

18 – P

16 - P

20 – P

22 – P

26 - P

26 - P

23 – P p

28 – P

25 - P

23 – P

27 - P

29 - P

 

 

30 - P

 

 

30– P p

 

 

** Lower-case p indicates a promotion.

A – emergency situation arose and no time to give any prior warning, but didn’t know about this until following week.

 

3.1.2 Accepting New Personnel

A simulation needs new people from time to time. If this process of

adding new officers doesn't occur, eventually degradation will happen as

each crewmember becomes either temporarily or permanently unable to

attend anymore. So, it is vitally important to respond positively to new

applications, assuming you're not receiving too many. Either the CO or

XO can handle this process; which one will be a decision by the CO. Be

sure that, if you're the one doing the personnel duty, your other-half

is kept updated on happenings with personnel, possibly by CC:-ing them

communications with cadets.

 

Sometimes you can not simply rely on applications from personnel as

being your only source of incoming cadets. It is suggested that if you

need crew that you go out and recruit your own people. Recruitment can

be done in many ways, just keep in mind to be friendly with everyone you

meet. As you recruit you represent UCIP.

 

How to accept a new recruit (step-by-step):

  Send a "welcome" reply to the application. Simply hit "reply" to

    the application letter, in your email program, and be sure to

    replace the TO: header with the cadet's email address. (Your

    mailer may automatically choose to reply to the personnel

    officer that forwarded the application; they do not want your

    reply.) In this response, include:

 

       + That their application is accepted,

       + That they are assigned the post they requested, a different

         (eg. an assistant) post, or if they need to choose another

         (and list the ones that are available),

       + Note that their current rank is Cadet, and

       + Information about your simulation including a brief summary of 

           current plot and the fact they need to

          attend the Academy's simulation-Guide course (and

          information about how to attend).

       + Give them info about the SIM, the URL of your website, how and

          where to find the channel in IRC.

 

Note also that your Divisional Director(s) may also wish to be CCed on cadet

replies; please check this with them.

 

Have the cadet attend 3 of your simulations (or produce 3 weeks of Email

logs). At the end of their 3rd simulation-week, if they already finished

their training (if they go to the Academy, you will receive a note when

this happens), promote them to Ensign.

 

Some COs follow the rule that, when a Cadet turns Ensign on a

simulation, that an email is sent to the entire crew officially

welcoming them to the ship/starbase/SS unit/colony. You may wish to

follow this as part of your procedure for initiating Cadets as part of

your crew. (See Also: An example cadet-acceptance letter found at the end 3.1.4).

 

 

3.1.3 Accepting an existing UCIP officer (Transfers, New Characters)

 

Sometimes an existing UCIP officer wants to either drop their simming

with another simulation and sim with you instead (or the other

way around), or may decide to be on your simulation in addition to being

on another simulation.

 

The procedure for both is simple:

 

Transfers:

 

The former case, dropping their character from the previous simulation,

is called a transfer. Preferably, a member should use the online

transfer form found on the UCIP website. Both the previous and next COs

of the transfer will receive notice of the request.

 

When an officer of yours is transfer out, you should reply to the

transfer request -- TO: the new CO, CC: your officer and the personnel

officer forwarding the request, and including:

+  Your acceptance or rejection of the request (and give a reason as

   to why)

+  If accepted, details about the officer -- full name, rank, last

   promotion date, and any other information.  The more you can provide to  

   the new CO the better.

    (see 3.1.1.1 Rosters and Transfers)

 

When you are receiving a transfer, you reply confirming your acceptance

or rejection of the transfer, and acknowledge receipt of the data from

the previous CO.

 

Once both sides have confirmed the transfer, the member is officially a

member of the new simulation. Be sure to note the addition to your next

simulation report.

 

New Characters:

 

All new characters will start at a rank no higher than Ens/2Lt or

Spec/LCpl. The rank of Cadet/Cfc/Pfc is issued to new members of the

UCIP, who have not completed the basic Academy for their SIM format. A

rank up to LtJg/1Lt or PO3/Cpl may be granted to UCIP members who have

higher ranked characters, however, this is not a given right, this is

subject to the COs discretion and simmer's completion of the relevant

basic course to the type of SIM format. Characters from other groups

may request a rank transfer from their previous group but this is

subject to discretion of the Division Commander.

 

In the latter case, creating a new character on your simulation, it is a

simple matter of accepting the officer into your simulation. The new

character must start at Ensign or equivalent -- they cannot use a rank

they have already earned, as this is a new character. You may record

their first attendance / log as their last-promoted date for

consideration when they are promoted to LtJG (or equivalent).

 

Finally, note the roster change in your next simulation report for

personnel to see.

 

Traps: when accepting an existing officer's new character, check that..

 

..that they are not using the same character on two (or more)

  simulations. This conflicts per the UCIP-Internet bylaws. If they

  already have that character on another simulation (and not

  transferring), and ask them to create a new one -- it will help

   add creativity to your simulation.

..that they are not on too many simulations. When this occurs,

  simming ability can be thinly stretched; it can take away from

  your simulation, and may prevent new members arriving if your ship

  is nearly full. Talk with your officer if you know they are on

  multiple simulations -- it may be wise to refuse, or observe their

  performance just in case.

 

 

3.1.4 Sample Cadet Acceptance Letter

 

From: Captain Kangaroo <bouncy@toomuch.tv>

To: HAL <computer@2010.movies.tv>

CC: XO -- Cmdr Keen <peewee@football.net>,

Subject: UCIP Application Accepted

 

I have received your application, and I'm pleased to report it has been

accepted.  However, because the post of Chief Security Officer is

already assigned, you are now assigned as:

 

  Second Assistant Security Officer.

 

The Rustolium simulations every Tuesday night at 11:00pm EST (US East

Coast time), in the channel #USS-Rustolium on any "kdfs.net" server.  If you need help setting up IRC let us know and we’ll help you out.

 

<You could include information about the current plot status so that they know what’s going on.  It enables them to write an arrival log if they wish>

 

As part of being a new UCIP member, you will have to attend the basic

SimGuide course through the Academy, via IRC or E-mail.  See the

automatic reply to your application from the Academy about attending the

course, or reply to me directly if you are having difficulty (or did not

get the automatic reply).

 

If you have any questions, feel free to e-mail one of us:

CO - Captain Kangaroo: bouncy@toomuch.tv

XO - Commander Keen: peewee@football.net

CSEC – Ensign Jenifer Riley: badgirl@aliens.com

 

Also, you may find these web addresses useful:

  Rustolium's homepage:  http://www.ucip.org/rustolium

  UCIP-Academy SimGuide: http://www.ucip.org/academy/guides

 

Welcome aboard,

 

Captain Kangaroo

Commanding Officer

USS Rustolium

UCIP-Internet Division

 

3.2   Promotions:

 

3.2.1 Promotion of positions

 

When faced with crew leaving, especially at XO and Senior Officer level,

be it for RL reasons a person no longer having the time to SIM, or be it

for a transfer to another SIM. Always look INSIDE your own SIM first for

a replacement, and do not be put off by a 'low' rank. I've seen COs look

outside their SIM for these positions and when I questioned why not

promote from within the SIM, I heard the answer 'they are not ready'.

 

They may not be ready at this moment in time, but give them a chance.

You show not only to the officer in question that you have confidence in

their potential, you also show the rest of your crew that you believe in

them and their abilities. You show that you are prepared to train and

invest time and effort in your own crew. Sometimes all a junior officer

needs is a little push, be challenged or given the chance to show what

her or she is capable of.

“To give an indication, I was assigned as IC XO on an email SIM 4 weeks into LtJg, when I had barely figured out what I was supposed to do as Chief Science. I didn't think I was ready. But the CO had seen the potential that was there and threw the challenge at me.  I was given direction and clear orders IC and OOC hints as to what was expected and within a few weeks I started to grow into the position and the rest is history ;-). “

[Suzanna Blokpoel]

 

Don't ever be put off by a low rank or someone being in an assistant position, I have seen several Cadets who started out in Assistant Positions or Department Head positions go on over time to XO and CO positions.

 

If a Senior Officer leaves your SIM, assign an Assistant in an acting Capacity for a period of 4 weeks and give them a probationary period during this time. Advise them to take the Senior Officer course during that time and that you will review their performance during this time. You catch more than one bird with this stone, it solves your immediate problem of the vacancy in a key position. It sets a positive example to your crew and if it doesn't work out you will know within two weeks, and you have bought yourself some time to look at alternatives

 

3.2.2 Rank promotions

 

Promotions are relatively straightforward on most simulations. Once a

crewmember has reached the minimum number of simulations, and has shown

acceptable attendance and simming quality for their level, hold a

promotion ceremony in which the officer is promoted. As a CO, you may

make additional requirements to the minimums, eg. "A Lt. must show

willingness to help newer officers before becoming LtCmdr."; these are

at your discretion. We try to be friends with the crew, however

promotions must reflect what you expect to see in the rank you are

promoting that individual to. Even if the individual meets the basic

requirements it is up to you to decide if they reflect what you believe a

person of that rank should be.

 

 

Promotions on the minimums are for exceptional officers, if individuals

are always promoted on the minimums there may not be a maturity

progression over the period of time. Ranks reflect the maturity of an

individual within the organization, it is a reward for acting as someone

should who holds that rank. We are trying to mold the command generation

which will follow us... so be careful how you promote, it is a serious

matter.

 

Please remember that Cadets need to have completed the Academy before

they can be promoted to Ensign.

 

In Email promotions and awards are *always* handled IC and in a log. The

CO should post a log in which he/she 'physically' hands out the required

pips and/or IC medals/ribbons *individually* to the officers involved.

In Email, things only happen if it has been written out in a log. The

officers on your crew work hard for their promotion and an IC ceremony

is the least they deserve. As far as promotions and awards are

concerned, it is nice to surprise your crew by promoting them IC in a

log if the plot allows for it, before it is announced OOC in the SIM

report.

 

As well as the time requirements, there are also academy course requirements.

Here are the minimum requirements for promotions up to RAdm:

 

Starfleet/SFMC
* *Promotion Guidelines
* Cadet
to Ensign/2nd Lieutenant
·     3 weeks active
·     Basic SIMGuide Exam
Ensign/2nd Lieutenant
to Lieutenant JG/1st Lieutenant
·     8 weeks active
 Lieutenant LG/1st Lieutenant
to Lieutenant/Marine Captain
·     12 weeks active
 Lieutenant/Marine Captain
to Lieutenant Commander/Major
·     16 weeks active
·     No unexcused for 4 weeks
 Lieutenant Commander/Major
to Commander/Lieutenant Colonel
·     20 weeks active
·     No unexcused for 8 weeks
·     Senior position
·     Fleet approval
 Commander/Lieutenant Colonel
to Captain/Colonel
·     28 weeks active
·     No unexcused for 12 weeks
·     Command position
·     Fleet approval

 Captain/Colonel
to Commodore/Brigadier General
·     36 weeks active
·     No unexcused for 16 weeks
·     Position of responsibility
·     Division approval
 Commodore/Brigadier General
to Rear Admiral/Major General
·     44 weeks
·     Position of responsibility
·     Division approval
 Rear Admiral/Major General
to Vice Admiral/Lieutenant General
·     48 weeks
·     Position of responsibility
·     CinC approval
 Vice Admiral/Lieutenant General
to Admiral/General
·     52 weeks
·     Position of responsibility
·     CinC approval


*Enlisted Rates
  Starfleet/SFMC
 Starfleet/SFMC
Promotion Guidelines
 Crewman/Private
to
Technican/Private First Class
·     3 weeks active
·     Basic SIMGuide Exam
 Technican/Private First Class
to
Specialist/Lance Corporal
·     6 weeks active
 Specialist/Lance Corporal
to
Petty Officer 3rd Class/Corporal
·     8 weeks active
 Petty Officer 3rd Class/Corporal
to
Petty Officer 2nd Class/Sergeant
·     16 weeks active
·     No unexcused for 4 weeks
 Petty Officer 2nd Class/Sergeant
to
Petty Officer 1st Class/Staff Sergeant
·     24 weeks active
·     No unexcused for 8 weeks
 Petty Officer 1st Class/Staff Sergeant
to
Chief Petty Officer/Gunnery Sergeant
·     32 weeks active
·     No unexcused for 12 weeks
 Chief Petty Officer/Gunnery Sergeant
to
Senior Chief Petty Officer/Master Sergeant
·     40 weeks active
·     No unexcused for 16 weeks
 Senior Chief Petty Officer/Master Sergeant
to
Master Chief Petty Officer/Sergeant Major
·     48 weeks active
·     Division approval
·     No unexcused for 20 weeks

Warrant Officer Ranks
  Starfleet/SFMC
 Starfleet/SFMC
Promotion Guidelines
 Warrant Officer
to
Chief Warrant Officer (Grade 1)
·     16 weeks active
·     No unexcused for 4 weeks
 Chief Warrant Officer (Grade 1)
to
Chief Warrant Officer (Grade 2)
·     24 weeks active
·     No unexcused for 8 weeks
 Chief Warrant Officer (Grade 2)
to
Chief Warrant Officer (Grade 3)
·     32 weeks active
·     No unexcused for 12 weeks
 Chief Warrant Officer (Grade 3)
to
Chief Warrant Officer (Grade 4)
·     40 weeks active
·     No unexcused for 16 weeks
 Chief Warrant Officer (Grade 4)
to
Chief Warrant Officer (Grade 5)
·     48 weeks active
·     No unexcused 20 weeks

 

Special Notes:

 

(*) All mentioned time periods are *bare minimums* only!

(*) All promotions will be considered on a character basis.

(*) All senior promotions (above LtCmdr) follows the promotion form

    which goes up through the chain of command, ending at the office of

    the respective Cmd level (either Subflt, Flt or President depending on the

    rank being requested). Command readiness, maturity, superior officers'                                                             

    opinion, need and SIM-ship position status are each reviewed. You need to 

    use the Promotion Package to fill in the relevant form. It can be found

    at www.ucip.org/logistics. For Email SIMmers in Starfleet, also include 2  

      logs of the officer up for promotion, for review.

(*) Ranks ranging to and past Commodore must be authorized by UCIP

    International.

(*) In special circumstances and the approval of the Commander in

    Chief, Internet Division, certain promotions may avoid the

    Promotion Policies set limits.

(*) Where there are two requirements noted for the minimum time #

    length for promotion, namely SIMs and months, be aware that both

    conditions apply. In the case of email SIMs, the number of SIMs

    equates to the minimum number of logs.

 

 

Differences to the previous method:

LtCmdr -> Cmdr promotions are now approved by the Section Manager rather than going to the President.

Cmdr -> Captain are now approved by the respective Divisional Director (ie Starfleet Cmdr approves promotions to Captain within Starfleet, RSR Cmdr does Romulan Capt promotions, KDF Cmdr does Klingon ones..)

 

 

3.2.3  Senior Promotion Form:

 

For Senior Promotions (above LtCmdr) a special procedure and form is

used, a copy of which can be found at www.ucip.org/logistics. This form

goes up through the chain of command, ending at the office of the President (or other Cmdr as required).

Command readiness, maturity, superior officers' opinion, need and SIM-

ship position status are each reviewed. The CO of the Officer in

question, or XO/Section Manager if the Officer to be promoted is a CO,

will initiate the procedure. (S)He will fill in the appropriate details

and give comments on the performance of the officer to be promoted and a

recommendation. The form is first sent to Logistics

(logistics@ucip.org), who will then send it on to the Subfleet Cmdr if

in SF or the Flt Cmdr of RSR or KDF. For Email SIMmers in Starfleet,

include two logs for review. Each person should send a copy of the form to the person *before* and the person *after* them in the Chain of Command so

verification of receipt, and action can be confirmed and traced back.

Final Report with Acceptance or Denial will be sent to all members in

Chain from President/Vice President, at the time of writing,

have exact rank equivalents.

The KDF has a different rank scale, and thus have different requirements; you as a Klingon Captain should have this (contact the KDF Divisional Director if not). Remember to note the time since last promotion when doing the simulation report that includes officer promotions.

 

Please note that the senior promotion for is your opportunity to 'sell'

the promotion up the Chain of Command. Elaborate as much as you can and

give good reasons why you think the officer deserves a promotion as generally those further up the chain are very likely not to know the officer in question.

 

 

From: Captain Kangaroo <bouncy@toomuch.tv>

 To: Fleet/Div/cinc @ucip.org

 Subject: Commander Drano-> Captain, Promotion Recommendation

 

 


-----
/ \
/ \ -------------------------------------------
/ _ \ - U N I T E D C O N F E D E R A T I O N -
/ / ' \ - O F -
/ / \ - I N T E R S T E L L A R P L A N E T S -
/ / / \ \ -------------------------------------------
/ / / \ \ -=[Senior Promotion]=-
/ /__/ \ \ -------------------------
/ , ____----, \
/ \____----- ,/ \
\_______________________/
Scientia Espiritu Imaginus

-----------------General Information-------------------

Name:
Bio ID#:
Current Rank:
Requested Rank:
Last Promotion Date:
Positions *currently* held:
Positions held since last promotion:

Sponsoring Officer:

-----------------Commanding Officer's Comments---------

Date Sent:
Comments:

-----------------Section Manager’s Comments---------

Date rec'd:
Date sent:

Comments:

=======FORM COMPLETE FOR PROMOTIONS TO COMMANDER & CAPTAIN================

-----------------Division Director's Comments------------

Date rec'd:
Date sent:

Comments:

=======FORM COMPLETE FOR PROMOTIONS TO COMMODORE & REAR ADMIRAL=====

-----------------President’s Comments------------

Date rec'd:
Date sent:

Comments:

=======FORM COMPLETE FOR PROMOTIONS TO VICE ADMIRAL & ADMIRAL=====
 

 

 

3.3 Reports:

 

Running a simulation can seem like paper shuffling at times, but is quite helpful to you and other administrative volunteers. For you and your crew, it

summarises the plot each week and your crew know how attendance is

going, it also acts as a published reference into past attendance and a

plot history. For email SIMs, the best plot summaries are when you

summarise the logs for each crewmember in one sentence. That way it

shows that you have been paying attention to their logs and what is

going on in the SIM. For your Divisional Director, it lets them know what's

going in within their command. For personnel, the attendance and roster

notes gives the information they need.

 

Some Section Managers include in their weekly or fortnightly report a list of the main items that should be included in the Sim report, and some like it in that order so that it’s easier for them when it comes time for the Subfleet Report.  All the information is in the same order in each of the reports so is easier to find.

 

The crew roster and attendance/log counts can be combined if you wish.  It relays the same information while at the same time reducing the size of the report.

 

The main items for a simulation report are a plot summary, and adding to that the stardate, a list of attendance/logs-done, promotions or awards, and roster updates.

 

  Stardate/Week of logging it covers

  Plot summary (what happened in the simulation)

  Attendance for IRC simulations:

    Who attended

    Who was absent

    Guest simmers

  or Attendance for E-Mail simulations:

    Number of logs for each crew member

    Guests logging that week

  Promotions (if any)

  Awards (if any)

  Roster list & changes

 

CO’s are free to add other information such as servers to use, and other information for their own crew.

 

Personnel recommends that simulation reports include a full roster in

addition to changes made to it since the previous posting. This is a

generally good idea, as it gives the crew an update on what is happening

among their ranks. Do note that it is required that, when listing

promotions, you must include (in whatever format you please):

 

  Name of officer

  The old rank

  The new rank

  Time they have held the previous rank (date of last promotion)

  Comments (optional)

Adding some comments as to what the officer has done to deserve this

promotion is a good way to say thank you to the officer in question and

encourages your other crew members to follow the example.

 

After this is written up, of course you have to send it. When emailing

this, send it to your (sub)Fleet listserv and logistics as well as your crew.

 

Note, however, that in the case of Starfleet simulations, your direct

superior may be the Section Manager relevant to your simulation, and

so your reports should go to Subfleet listserv.

 

Example: on 240010.31, you're writing a simulation report for a

Starfleet simulation in the Alpha Subfleet. You would send your report

to:

  To: your crew

  CC: Fleet Report List

 

Example: on 240007.16, you're writing a simulation report for a Home Fleet

simulation. You would send your report to:

  To: your crew

  CC: home-reports@ucip.org

 

3.3.1 Sample IRC Sim Report

 

This report combines the Attendance and Current Roster as one.

 

From: Captain Kangaroo <bouncy@toomuch.tv>

To: rustolium-list@ucip.org

To: home-reports@ucip.org

Subject: USS Rustolium simulation Report - 240207.23

 

 

/=----------------------------------------=\

| USS Rustolium  NCC 99999-A                |

| Mission Report - Stardate: 240207.23     |

\=----------------------------------------=/

 

1 : Sim Attendance

2 : Promotions & Awards

3 : Personnel Information

4 : OOC Comments

5 : Mission Summary

 

"...ships quote if you have one..."

 

/=----------------------------------=\

| S I M   A T T E N D A N C E        |

\=----------------------------------=/

 

Present: 7

Absent: 1

LOA: 1

Total Crew: 9

 

Guests: 1

Observers: 2

 

Logs: 3

Single [1] – Keen

Joint [2] – Galen/Rebo, Sterling/Riley

 

P R E S E N T

 

CO – Captain Kangaroo

TAC – Lt Dana Sterling

OPS - Lt Zathros

CEO – Cdt Rebo

AEO – Cdt Zooty

SCI – LtJg John Galen

SEC – Ens Jennifer Riley

 

G U E S T S

CMO – Ens Musica Masters

 

A B S E N T

 

ABSENT:

XO – Cmdr Michael Keen (exc)

 

LOA:

NAV – Ens Ro Laren

 

O B S E R V E R S

 

Sam, Penny

 

/=--------------------------------------=\

| P R O M O T I O N S  &  A W A R D S    |

\=--------------------------------------=/

 

Promotions:

Zatharos: LtJG -> Lt  (11 weeks)

 Comments: Zatharos has shown great progress and has written

  excellent logs!

Riley: Cdt -> Ens (3 weeks)

 Comments: promising Cadet that jumped straight into the plot!

 

Awards:

Lt Dana Sterling: Purple Heart for sustaining injuries in the line of duty

 

Academy:

Cdt Rebo – Basic Simguide Red Ribbon

Ens Jennifer Riley – Tactical/Security Ribbon

 

/=--------------------------------------------=\

| P E R S O N N E L   I N F O R M A T I O N    |

\=--------------------------------------------=/

- OPEN Posts

Assist Science, Assist Medical, Assist Engineer, Assist Security

 

- DROPPED/Resigned

- Removed LtJG. Lateman from Assistant Security (D)

 

- NEW RECRUITS

+ Added Ens. Musica Masters as Chief Medical (requested permanent duty)

 

- TRANSFERS

Lt Arlise – Counsellor (joins sim next week)

 

 

/=------------------=\

| OOC COMMENTS       |

\=------------------=/

 

With next week being a holiday, there will be a relaxed Character development type Sim for those of the crew who wish to Sim anyway.

 

Next week we have two new crew members, Ens Musica Masters who guested as CMO tonight and Lt Arlise as counselor.

 

 

 

/=---------------------------------=\

| M I S S I O N   S U M M A R Y     |

\=---------------------------------=/

 

The Rustolium was ordered to investigate a "round square" phenomenon on

Rubic-4, near the edge of explored space in hopes of finding new

technology.  Along the way a strange case of tetanus was sweeping the

crew, and nearly 25% of the crew are now confined to quarters with notable exception to Rebo and Zooty, who continue to dilligently cure the power matrix of excess iron- oxide..  Next week, a cure will be synthesized and the investigation will be completed.

 

/=----------------------------------------=\

| USS Rustolium  NCC 99999-A                |

| Mission Report - Stardate: 240207.23     |

\=----------------------------------------=/

 

 

3.3.2  Sample Email Sim Report

 

Example Email simulation Report

 

From: Captain Kangaroo <bouncy@toomuch.tv>

To: rustolium-list@ucip.org

To: omega-fleet@ucip.org

Subject: USS Rustolium simulation Report – 0207.22 - 0207.28

 

Crew Roster and Report 0207.22 - 0207.28

 

-------------

Plot Summary:

    The Rustolium was ordered to investigate a "round square" phenomenon

on Rubic-4, near the edge of explored space in hopes of finding new

technology.  Along the way, Musica discovered a strange case of tetanus

was sweeping the crew, and nearly 25% of the crew are now confined to

quarters, with notable exception to Rebo and Zooty, who continue to

dilligently cure the power matrix of excess iron- oxide.

 

-----------

Promotions:

    Zatharos: LtJG -> Lt  (11 weeks)

    Comments: Zatharos has shown great progress and has written

              excellent logs!

    Riley:    Cdt  -> Ens (3 weeks)

    Comments: promising Cadet that jumped straight into the plot!

-------

Awards:

    LtSterling: Purple Heart for sustaining injuries in the line of duty

 

-------

Roster:

 

Changes:

    + Added Ens. Musica as Chief Medical

    - Removed LtJG. Lateman from Assistant Security

 

Officer                 Post   Logs

-----------------------------------

Command:

Capt Kangaroo           CO     1

Cmdr Michael Keen       XO     Excused

Lt Dana Sterling        2O     2

 

Bridge:

Lt Dana Sterling        Tac    2

Ens Ro Laren            CONN   0

Lt Zatharos             OPS    1

 

Engineering:

Cadet Rebo              CEO    1

Cadet Zooty             1AEng  1

- open -                2AEng

 

Security:

Ens Jennifer Riley      CSec   0

- open -                1ASec

- open -                2ASec

 

Medical:

Ens Musica Masters      CMO    2

- open -                1AMO

- open -                2AMO

 

Science:

LtJG John Galen         CSO    1

- open -                1ASO

- open -                2ASO

 

Guest:

    - none this week -

 

    Logs This Week: 11

    Number Excused:  1

  Number Unexcused:  2

       Total Posts: 18

        Total Open:  7

Total Posts Filled: 11

 

3.3.4   Multiplatform Sims and Reports

 

The Multiplatform sim is one in which IRC and Email run side by side. The CO, XO and all Dept Heads are required to both log as well as attend sim, they act as the link that connects email and IRC simmers. From there, all assistants may chose to be either email or IRC. Each of these is represented by a 'shift' - Command Shift, required to attend IRC sim and put out 1 log a week, Alpha Shift, Required only to attend IRC Sim, Beta Shift, Log once a week.

 

Now, as a CO/XO of a simulation like this, theres a few things you must do to keep all parts able to work together. After the normal IRC Sim you must send a copy of the IRC Sim Log and must send a summery of the IRC Sim to your simulations list no later then 24 hours after sim, this' so those on Beta Shift can log and stay caught up on events.

 

From: Captain Kangaroo

To:enterprise@ ucip.org

Subject: SD240901.13, USS Enterprise Sim Log

 

<CaptKangaroo>::hits the deck hard and pushs up::report!

 

<EnsOps>::pulls herself back to her station::sir, we've hit some kind of anomily, all systems appear to be draining

 

<LtHelm>sir, no response from helm

 

As you can see above, each line is double spaced. This is because it makes it easier to read the log and pull out all the needed information.

 

From: Captain Kangaroo

To:enterprise@ ucip.org

Subject: SD240901.13, USS Enterprise Sim Summery

 

Enterprise encountered an unknown anomily that stopped the ship in its tracks. Though there was no physical damage, all systems experianced a severe energy drain causing some systems not to function. Engineering along with Helm tackled the problem and worked together while Science and Ops scanned the anomily and went through sensor scans to figure out what they'd hit. Security disseminated through the ship to help any wounded back to sickbay and get those trapped in lifts, jefferies turbes, etc out.

 

 

Above, the summery includes not only key points, but also what orders each department received. This can allow for logs to start fast from the Beta Shift simmers and help find where they would be faster.

 

How you record the information in your report is up to you, one possible way is as follows.. It also shows a very thorough summary..

 

Sample Muntiplatform Sim Report:

 



Incoming UCIP Transmission... |


- USS Enterprise and USS Cortana -
Captain Delenna Pierce-T`Sorach & Commander Nathanial Chardan reporting
___________________________
Mission Report on SD 240901.13-240901.20
Note: Best viewed in Courier New, font size 10
__________________________________________________________
1) OOC Address Enterprise
2) Promotions/Academy Courses/Awards
3) Plot Summary/Plot Objectives
4) Quotables
5) Additions/Removals/Current Duty Roster/Open Posts
6) Important information
__________________________________________________________
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) =/\= OOC Address USS Enterprise =/\=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Greetings All. :)

 Looks to be another active  week, we're very pleased with attendance and participation, keep up the good work!
I do need to give out a reminder though that log subject headings *must* follow format instructions given on every sim report, and on the website.  If you're not sure, then please ask! After this week, any logs submitted without the proper subject lines will *not* be counted toward your log totals. Please double check, if necessary. I'd hate to see that happen to anyone! 

Captain Delenna Pierce-T`Sorach
Executive Officer,
Task Group Executive Officer
USS Enterprise
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2) =/\= Promotions/Academy Courses/Awards =/\=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Promotions:

Awards:
 
Enterprise Excellence Award, Awarded to everyone in attendance on 240901.13

Academy:
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3) Mission Briefing:
=/\= Briefing =/\=
 
=/\= Title: =/\= 

Last Week:  Tonight it's been about two weeks since Enterprise pulled into port. The crew has been off ship while the warp core was installed due to there being no life support outside of engineering. With the new core installed, the ship is open to be aboard, but the crew is still allowed another little bit of R&R while the core, ships systems and a few other things are inspected and done. You may start where you like.

This Week: It's been another week since last sim and everyones returned to the ship. Tonight we pick up in the Delta Quadrant heading to a previously unknown planet in answer to a distress call of a medical nature [no, not zombies.] The symptoms appear to be lack of appetite, lethargy and a few others.  Tonight will be getting ready for the encounter.
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=/\= Plot Summary/Plot Objectives =/\=

John Kirk acquired a holodeck program designed to simulate the Americans taking Peleieu during WWII.  Intent on sharing the fun, he invited Lt Kiv and Lt Williamson to use the program with him. Both accepted, Kiv as the Corpman and Williamson carrying a rifle, while Kirk elected to be a demolition specialist. The took the beach, with much shooting and crawling as bullets whizzed over their heads, ultimately taking shelther in an enemy foxhole after Kirk disaptched the two Japanese soldiers occupying it.  Next objective was to take the bunker.  The HD safety protocols were not only left on, but cranked up to promote crew safety during this difficult simulated mission.

Laeryc Tiogar stopped into one of the holodecks, recreating an area sacred to him, where he fed a native fox like creature with a mace like tail and razor sharp teeth from the palm of his hand.  Then he performed a mysterious ritual with a sacred spear stuck in the ground, reflecting  moonlight on statues all around.  Ritual completed, he reported for duty.

Medical Specialist Tiffany Skylar bumped into Ens Erik Stanley in an Enterprise corridor, where she apologized and he thought nothing of it.  Eager to get to know people on board, Tiffany introduced herself and offered medical services, should he ever need anything. Erik, not being good at small talk, was glad to meet her, but didn't say much else, so she excused herself to let him get back to his work.

Chloe De'Luvia proudly showed off her gardening efforts at the De'luvia family ranch to her brother Angelus and Lt Cooper. Both thought Chloe had done an excellent job, given the hot, dry terrain. Then Alanna and Chloe made dinner together, while Angelus did some farm chores. When he returned, the meal was prepared and the all enjoyed it together.  Then a suggestion was made that Alanna and Chloe go shopping together, since Angelus didn't want his head to explode from having to accompany women while they shop...it was too giggly, pink, and girly" for him. Chloe took offense, thinking her older brother was treating her like a child, and went to bed.

Then Cmdr De'Luvia and Lt Cooper went swimming together at the ranch in Dallas, and she told him the story of how she became joined with a Trill symbiont.  On a First Force mission, a Trill friend of hers had died, and Alanna had been the least wounded. The symbiont was given to her as a temporary host, and when rescued, they couldn't remove it without killing her.

Whole crew began to prepare to respond to a distress call from an unknown planet where the inhabitants have come down with some sort of plague.  Williamson briefed his staff and had them begin preparations to treat the victims.  Capt Pierce also reported to medical, taking Kivicus with her, to get a status report, and to recommend  that science and medical work together to solve this potentially biohazardous mystery.  Ltjg Hart worked with Deck Chief Corbin and CEO Steck to coordinate a system to bring people up to the shuttle bays but keep it quarantined from the rest of the ship to limit exposure... just in case the transporters didn't work which the colonel seemed to think was likely.  SCOO Taggart met with Ens Stanley and got professionally acquainted, then contacted Hart to find out how and why the fighters were b eing modified without his knowledge or consent.

The Raptor Squadron XO called Deck Chief Corbin to his office, ordering some modifications to be made on his fighter, including moving the control yoke to the right side of the cockpit, and putting the ejection handle in the place of the center control yoke. Also, the possibility of putting the guns on a swivel, if possible, to take advantage of the look and fire on the Helmet. DC Corbin  answered that she'd be happy to upgrade his bird with the latest AI helmet, and that of course is connected to the phasers, giving him the 'look and shoot', and that mods would be completed in three or four days.

RAdm Jason Roberts called a meeting with BGen Richard Sharpe and FFU1CO Lt Alanna Cooper. They, along with FF's Unit one, minus Cmdr De'luvia, and 2,000 of the General's marine forces were headed to a class N planet known as cH'LO'PO Five; a planet with a rapidly deteriorating government thanks to the Enterprise doubles and grand scale riots. Their mission to assist the government nad restore order to the planet. Richard and Alanna agreed to work togethre, with Sharpe in command if necessary. However, when given the information that lethal force was not to be used, Richard was less than happy and demanded to have the Rear Admiral's orders in writing. Jason pointed the padd he'd handed Sharpe when he came in and spoke to both of them.  "These are scared civilians not dedicated Dominion soldiers. If you two can't come up with strategies that don't keep your people safe and don't
involve the typical shoot and kill then I will send you both back to Earth and replace you with people who will. You were both trained for doing this, if you are incapable of thinking past taking lives then tell me right now."

Enterprise arrived in orbit of Tarris and Col Corbin opened a channel to Prefect Zanty, who cleared our personnel to come to the planet, then excused himself due to lethargy, saying that Chief healer Julissa Zaenserai would meet our crew.

Chloe De'luvia visited GBGen Sharpe in his quarters, where he informed her he'd be headed out on a mission as per Adm Roberts' orders, and that he didn't know how long he'd be gone. They kissed, and she left.

Ens Erik Stanley took some pilots on a CAP, and ran through some aerobatic war games around an asteroid field, then called them all back to base to go over the mission.

Ens Faelain decorated her quarters with a few personal touches and worked up an appetite doing so.

CHelm Hart, DC Corbin, SCO Taggart, CMO Williamson, and CEO Steck worked together to create a quarantine area in the shuttle bays, and also to make sure the biofilters would be able to screen out whatever the plague on the planet was.  Taggart was not happy that his fighters had been reappropriated without his knowledge, but Hart had  been acting ont eh Colonel's behalf. Hart also hoped to enlist Sabrina Corbin's help in modifying the shuttles, but evidently only the fighters were her job, and the shuttles were engineering's purview.  Steck offered his assistants to help Williamson, who made some notes about the biofilters on the shuttle transporters and left to report for away team duty.

Meanwhile, on a different planet, cH'LO'PO Five, BGen Sharpe was exercising some crowd control, and some self control, defending his activity with Alanna Cooper against the jibes of Patrick Harper.  When all was said and done, the General's face was bandaged, and he and Alanna set off to see the wizard----err, the ruling body of cH'LO'PO Five.

CPO Corbin called two Flying Chiefs to take the modified fighters on a test run, and after a few drills, they returned to Enterprise, Corbin reported to the CHelm Hart that the birds were ready to go as requested.

CHelm Hart was in the shuttle bay, instructing his pilots and the engineering staff on loan to him from Steck, about the conversion of the shuttle bay and the empty room adjacent to it, into a makeshift quarantine area separate from the ship. There would be separate quarantine areas for infected patients and healthy crew on their way to the planet,  an area to sterilize the shuttles coming and going from the ship, and an automated system to make things all work smoothly.  Once intsructions were given, he left the shuttle bay to report his doings to Colonel Corbin.

Meanwhile on Tarris, the Away Team landed in full biohazard gear, and were greeted by Honored Healer Julissa Wynne Zaensaerai.  Introductions were made and Almost immediately Kivicus detected an anomalous energy reading and requested permission to go check it out. Delenna agreed, as she along with the other doctors followed Julissa to see the patients.











 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4) =/\= Quotes =/\=

"These are scared civilians not dedicated Dominion soldiers. If you two can't come up with strategies that don't keep your people safe and don't
involve the typical shoot and kill then I will send you both back to Earth and replace you with people who will. You were both trained for
doing this, if you are incapable of thinking past taking lives then tell me right now."

~~RAdm Jason Roberts asserting his authority over BGen Richard Sharpe and FFU1CO Alanna Cooper.
 
 
 
To nominate a quote send it to us at enterprise-command@ucip.org
 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5) =/\= Additions/Removals/Logging Information/Current Duty Roster/Log
Count =/\=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Additions:


Removals:

 ASec Lt(jg) Ava Michaels  6921

aSCO  1Lt    Flynn Taggart 7060
         
 
     a) Logging Information
 
Please remember that all MAJOR plot changes need to be cleared with
the command staff before a log goes through! You can do this by
sending the command staff (enterprise-command@ucip.org) a log
labeled with "Draft" tagged to the subject line. We'll typically
let you know if it's approved within 24 hours, or tell you what
might need to be modified before it's sent to the listserv.
 
When using other characters in your logs, please keep in mind that
person's characteristics. Character information can be found on the
website (under roster -- just click on the number next to
the character's name). If you're still unsure how to interact with a
character, then privately mail the person involved, and I'm sure
they'll be willing to help.
 
Conversely, if you feel that your character is being portrayed
incorrectly by someone please contact them to try to work out an
agreeable solution. Just keep in mind when logging to treat other
characters the way you'd like them to treat you -- with the respect
due to any member of Starfleet who is a specialist in their field.
 
If you think your log may be going out of bounds, then please ask!
 
If you are having problems finding things to write about or would
just like some help with your log, please contact your department
head or the command team. Remember, you don't always have to log
about things relating to the main plot -- logs that develop your
character's personality are encouraged! We're eager to help if
you're having trouble; just email the command team
(enterprisecommand@ucip.org).
 
Please remember to use the following format for your subject lines:
 
 Personal or Duty Log, Post Rank Name
 
e.g., Jason Roberts' subject line would be:
 
Duty Log CO RAdm Jason Roberts

or

Personal Log CO RAdm Jason Roberts

or

JL CO RAdm Jason Roberts & XO Capt Delenna Pierce-T`Sorach (For joint
logs)
 
The [Enterprise] and stardate part of the subject are placed by the
listserv automatically, so you don't need to include them.
 
 
 
b) Awaiting First Sim/Log
    c) SIM Roster/Log Count
 
+-------------------------------------------------+---+---+---+---+
| USS ENTERPRISE                           | JAN            | FEB    
+------+-------+---------------------------+--+---+---+---+---+---+
| Pos  | Rank  | Officer Name(shift)| DBID | 13  | 20 | 27  | 03 |
+------+-------+---------------------------+------+---+---+---+---+
| COMMAND STAFF
+------+-------+---------------------------+------+---+---+---+---+
| CO   | Col   | John Corbin    (CS)| 5558 |P  +0|P +2|-  -|-  -|
| XO  | Cmdr   | Delenna Pierce(CS) | 6344 |P  +5|P +4|-  -|-  -|
| 2XO  | Lt    | Mathias Kivicus(CS)| 6826 |   -  SEE CSCI  -   |
+------+-------+---------------------------+------+---+---+---+---+
| BRIDGE STAFF
+------+-------+---------------------------+------+---+---+---+---+
| aCHLM| Ltjg  | Alexxis Hart  (CS) | 4627 |P  +2|P +2|-  -|-  -|
| aCOps|  Cdt  | Thomas Shadow (CS) | 7104 |P  +2|U  L|L  L|L  L|
|CSec|Tac|LtCmdr|Jonathan Kirk (CS) | 6850 |P  +5|P +1|-  -|-  -|
| CSCI | Lt    | Mathias Kivicus(CS)| 6826 |P  +0|P +1|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
| ENGINEERING
+------+-------+---------------------------+------+---+---+---+---+
|aCEO | Ltjg   | Steck      (CS)    | 6982 |L   -|P +1|-  -|-  -|
| AEO | Cdt    | Jake Freeman (AS)  | 7062 |P   -|U  -|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
| SECURITY
+------+-------+---------------------------+------+---+---+---+---+
| ASec | Lt    | Va'Lok  (CS)       | 4997 |U  -|U +0|-  -|-  -|
| ASec | Cwmn  | Lewis Little   (AS)| 6979 |U +0|U  -|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
|FIRST FORCE UNIT 1
+------+-------+---------------------------+------+---+---+---+---+
| FFUCO| Lt    | Alanna Cooper(CS)  | 6484 |P  +5|P +3|-  -|-  -|
| FFUX0| Cmdr  |Angelus De'luvia(BS)| 945  |P  +4|P +2|-  -|-  -|
| SNCO | CPO   | Jason Cooper (BS)  |      |-  +0|- +0|-  -|-  -|
| FFU3L| WO    | Laeryc Tiogar (AS) | 6385 |-  +1|P +1|-  -|-  -|
 
|+------+-------+---------------------------+------+---+---+---+--+
| MEDICAL
+------+-------+---------------------------+------+---+---+---+---+
| CMO  | Lt(jg)| Eric Williamson(CS)| 6952 |P  +5|P +3|-  -|-  -|
| CNS  | LtCmdr| Tarron Larel(BS)   | 6363 |-  +1|-  E|-  -|-  -|
| GP   | Ens   | Sekaya Morak(BS)   | 6683 |-  +1|- +0|-  -|-  -|
| AMO  | Ens   |Julianna Faelain(AS)| 7118 |U   -|P +1|-  -|-  -|
| CNS  | Ens   | Kira Grant  (AS)   | 7122 |P  +3|P  -|-  -|-  -|
|MedSpc| Cwmn  | Tiffany Skylar(AS) | 7126 |-   N|P +2|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
| XFS 311 Raptors - Fighter Unit
+------+-------+---------------------------+------+---+---+---+---+
| SqLt | Ens   | Erik Stanley   (AS)| 6666 |E   -|P +3|-  -|-  -|
| FP   | WO    | Chloe De'Luvia (BS)| none |-  +4|- +2|-  -|-  -|
| FP   | Cdt   | Richard Duncan (BS)| 6568 |-  +0|-  -|-  -|-  -|
| DC   | CPO   | Sabrina Corbin (AS)| 6699 |P  +5|P +3|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
| JAG
+------+-------+---------------------------+------+---+---+---+---+
|aLJAG | Mgr   |Krysha D'Knyght(CS) | 6053 |U  +0|E  E|-  -|-  -|

+------+-------+---------------------------+------+---+---+---+---+
| Enterprise Battle Group Staff
+------+-------+---------------------------+------+---+---+---+---+
| CO   | RAdm  | Jason Roberts(CS)  | 2651 |-  +2|- +1|-  -|-  -|
| NCO  | Capt  |Zachary Chandler(BS)| 3048 |-  - |-  -|-  -|-  -|
+------+-------+---------------------------+------+---+---+---+---+
| Enterprise Task Group Marines
+------+-------+---------------------------+------+---+---+---+---+
| MEUCO| BGen  | Richard Sharpe (BS)|  585 |-  +4|- +3|-  -|-   -|

+------+-------+---------------------------+------+---+---+---+---+
+------+-------+---------------------------+------+---+---+---+---+
| Civilians
+------+-------+---------------------------+------+---+---+---+---+
Retired| Cmdr  | Carrie Roberts     | 6608 |-  +2|-  -|-  -|-  -|

+------+-------+---------------------------+------+---+---+---+---+
| GUESTS
+------+-------+---------------------------+------+---+---+---+---+
| SIA  | Cmdr  | Marcus Refelian    | 4858 |-   -|-  -|-  -|-  -|
| HFCO | LtGen | Mike Johnson     | 4839 |-   -|-  -|-  -|-  -|
| Res  | Capt  | Javiad T`Sorach    | 3359 |-  +1|-  -|-  -|-  -|
+------+-------+---------------------------+------+---+----+----+--+
| NPC's
+------+-------+---------------------------+------+---+----+----+--+
|  Healer Julissa  Zaensaeri         |-   -|- +1|-  -|-  -|
|  Elder Aliatha, Elwith Leader     |-   -|- +1|-  -|-  -|

+------+-------+---------------------------+------+---+---+---+---+
| TOTALS
+------+-------+---------------------------+------+---+---+---+---+
| Total Sim Time                     |1 hr 19|1hr 37|-  -|-  -|
|
| Total Crew Logs                    | 51   |  35  |   |  |
|
| Total NPC Logs                     | 00   | 02  |   |  |
|
| Total Guest Logs                   | 01   | 00  |   |  |
|
| TOTAL PHYSICAL LOGS           | 32   | 14  |   |  |
|
| TOTAL JOINT LOGS                   | 52   | 37  |   |  |
|
| TOTAL LOGS (Including J/Ls)    | 52   | 37  |   |  |
+-------------------------------------------------+------+------+-----+
| Excused                            | 01   | 02  |   |  |
|
| Unexcused                          | 05    | 02  |   |  |
|
| On Leave                          | 02   | 01  |   |  |
|
| Dropped/Resigned                 | 00   | 02  |   |  |
|
| Active Crew                        | 25    | 19  |   |  |
+------+-------+---------------------------+------+------+------+-----+
| Total Crewmembers                | 25   | 19  |   |  |
+------+-------+---------------------------+------+------+------+-----+


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6) =/\= Important information =/\=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enterprise CO - Col John Corbin      = ahorman@gmail.com
Enterprise XO – Capt Pierce-T`Sorach = Swans.mail@gmail.com
Enterprise Command List              = enterprise-command@ucip.org


 

Out-Of-Character:

 

 

3.4 Resigning/Taking a permanent CO position

 

It's not often that the command of a simulation changes hands, but it's

important that such transitions are smoothly handled. Resignations

should be sent to the Section Commander . Section Commanders then

appoint an ACO . Please note that in email SIMs the CO will either have

to write him/herself out of the plot IC or the new ACO will have to

do that.

 

Here is a checklist of things a resigning Captain should transfer to

their successor:

 

+  An up-to-date roster list.

+  Last-promotion dates for all officers of rank Ensign and above.

+ Information about current cadets - if they have gone to the

    Academy, and the number of simulations attended thus far.

+  Access to the simulation's website, or a copy of the website

   files if giving access is not reasonable. (sometimes the site may be     

   maintained by a crew member

+  If you can arrange the transfer of Listserv ownership, Sim Menu control to  

   the new CO.  If it’s not practical the Subfleet CO can arrange this.

 

After this information is turned over, the new Captain should be ready

to select a First Officer. In an ideal case, the Second Officer, or

simply the next most experienced member of the simulation, will qualify

and be willing to take the position. Per the bylaws, though, no one

person may have two Command-level positions within UCIP. If your

favourite candidate is already a Captain or First Officer of another

simulation, you must choose someone else, or look to other SIMs for a

willing and capable candidate.

 

All COs and XOs are on the captain's list. When the ACO selects an AXO,

(s)he should send an email to the captains list to inform everyone of

the change of command. If there is a CO change, the Section Manager

should send a message over the appointments list to inform everyone of the

change of command so that the Academy, Logistics and Personnel knows.

At the same time letting the Database team know so that the SIM menu and listserve can be transferred to the new CO.

 

Handling all of this quickly is the easiest way to make the transition

between COs with as little disruption to the simulation. If this will be

you in the near future, then good luck, and may God have mercy on your

soul...

 

3.4.1 Assigning/taking an Acting-CO position As a Captain:

 

It is rare that anyone who becomes a Commanding Officer will never miss

a simulation while they are the CO. When this happens, BE SURE TO GIVE

ADVANCED NOTICE to your First and Second Officers. It is inappropriate

to miss that step except when it can not be helped (ie: the computer

completely crashed, you had to take a family member to the hospital, you

are in the hospital, etc.). Giving notice to all of your crew is

also required with a brief not of who is left in charge . If you require your crew to notify you if

they are going to miss a simulation, it is not optional to notify them

in the same way as required of them, unless it was an emergency. In your

leave, assign your XO, or if they can not make it, assign your Second

Officer to take command of the simulation. Give the assigned individual

the mission briefing, where to take the simulation (i.e. your goal for

the simulation, if any), and instructions for making the simulation

report. It is also a good idea to request a log of the simulation which you missed so that you are totally informed and capable of running the next simulation.

 

Be warned about assigning an acting-XO; many times this temporary

assignment creates reluctance with the officer to go back to their

normal duty. To avoid this sort of situation, select a "second officer"

who you know to be capable of being an Acting First Officer; then, try

to only assign them this post unless the plot would really warrant it,

eg. away missions. On the other hand, an extended absence (3 or more

simulations) warrants a formal AXO post.

 

3.4.2 First Officer as ACO:

 

In IRC:

 

When taking over for your Captain, you should endeavor to run the

simulation as smoothly as your Captain would, from its beginning to its

end. This means adapting his/her habits, such as the order in which you

prepare for the simulation (calling for attention and giving the mission

statement), carrying it through its mission, and cleaning up after it

(bringing crew to attention, asking for comments, dismissing, and doing

the Sim Report).

 

The officer who was put in charge of the Sim must follow the plot

as ordered by the CO and make all efforts to accomplish that goal.

Unless specified by the CO no drastic changes may happen to the ship and

the plot may not be altered beyond the COs directives.

 

If a mission has not already been selected for you, be sure to make one

that does not interfere with the simulation's ongoing plot. A

holo-simulation is often a good idea, as it discredits any deaths and

damage incurred during that week's simulation.

 

As said in the previous section, avoid formally assigning an Acting- XO

unless the situation warrants it, as it is best to keep other crew at

their normal posts during a one- or two-week absence of the CO.

 

In Email:

 

When taking over for your Captain, you should endeavor to run the plot

as smoothly as your Captain would. If the leave of absence is a short

one and expected, then run the plot assuming the CO is still actively IC

onboard, speaking for the CO as his/her character, as and when required.

If the leave of absence is unexpected or for a longer period (more then

2 weeks), then it would be better to have the CO in sickbay, temporarily

off duty or off the ship, which ever fits best in the current plot line,

and the XO running the plot as ACO until the situation is sorted out.

 

 

In both cases (IRC/Email), the XO is responsible for the OOC duties like welcoming cadets and doing the SIM report during the entire absence of the CO. Be sure to keep in touch with your Section Manager in cases like this, they will be able to provide you with OOC advice as and when you need it.

 

3.5      Mission Briefings/Plot Starters: Creating

 

Mission Briefings/Plot Starters are an essential part of commanding, although you can and should allow and encourage other crew to develop plots to run you as CO have the final say in what plots run when.  They can be plots that run for two – three weeks (IRC) or months even.

 

While some like to plan plots out well in advance and have most of the details prepared, others like to prepare an outline with some simple goals and let the crew fill it in and be willing to adapt what you have to what the crew adds to it.. Adaptability. 

There will be some plots which need to go a certain way and need to be steered to the appropriate goal ‘markers’ you’ve set down.

 

Some Ideas to Consider when Creating your plot:

Types: Exploration, Scientific, Tactical, Rescue

 

 

Advanced Plot Creation:

Some Cos/Xos who have the knowledge, choose to use literary devices in their creation of plots..

 

Plot Elements:-

Symbols: (Examples)

-          Red, to foreshadow rage and revenge.  Red walls, the red beams, the red collars of the men

-          Darkness, to symbolize dispair and isolation.  The dark Ship, the dark

   station, the darkness of the nebula.

-          Bright light, to symbolize hope.  Bright lights appear when the station is restored with power.  A bright beam of light appears when the Jem'Hedar fighter bay is opened.  The flickering lights cease to flicker and becomer brighter

Aphorisms:

-          A tersely phrased statement of a truth or opinion; an adage.

-          A brief statement of a principle.

 

Cliches:

A trite or overused expression or idea

 

Anachronisms:

-          The representation of someone as existing or something as happening in other than chronological, proper, or historical order.

-          One that is out of its proper or chronological order, especially a person or practice that belongs to an earlier time: “A new age had plainly dawned, an age that made the institution of a segregated picnic seem an anachronism” (Henry Louis Gates, Jr.).

-          Something that cropped up first (to my knowledge) in Shakespeare when he had a large clock in the town square in the play Caesar.  Basically, it means something that exists in a time that it should not yet exist in.

 

Themes: Revenge; destruction; the future; wisdom; relics

 

Used correctly these tools can add atmosphere, and additional intrigue to plots.  A lot of the crew may not know what they are but should enjoy the effects which they add to the sim.

(Some of the examples above are from Capt R Trolious)


It is important to remember, while creating a plot then running it, that you don't skip to the end or try to jump to the solution. The crew should be given the chance to do what they are here to do, sim. It's hard at times to not have your character find the solution, but its very important you don't. IE-If you running a medical plot, don't have your medical department start researching then suddenly be handed a cure or have security on a mission to secure a site and suddenly have both sides be friendly.

 

By doing things like in the above examples, you not only cut your crew out of the plot but you take away the fun for them of simming that plot and being a part of finding the answers.