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USS
TERRA NOVA SIM MANUAL
Version 2.2
INTRODUCTION
I. TERRA NOVA OVERVIEW
- What is a PBEM sim?
- How does the Terra Nova PBEM sim work?
- What specifics about this sim should
I know about before joining?
- What is the Terra Nova sim about?
II. JOINING THE SIM
- Applying to Join
- Character Creation: Overview
- Character Bio Template
- Character Creation: Things to Avoid
- Continued Character
Development
- After Being Accepted
III. POSTING
- Email Listserver: Yahoo Groups
- Post Formatting
IV. WRITING IN THE TERRA NOVA PBEM SIM
- Overview of Writing in the Terra Nova PBEM Sim
- What is a GM and what do they
do?
- Player Creativity and Using Sim Resources
- Character Interaction
- NPCs and CNPCs
- The Dos and Don’ts of sim writing
V. GLOSSERY OF TERMS AND ACRONYMS
- PBEM
terms and acronyms
VI. MISCELLANEOUS
- Useful on-site links
- Contact information
- Site Credits
- Version History
INTRODUCTION
Welcome to the Terra Nova PbeM Sim.
The USS Terra Nova is a role playing game that is played via email over
the Internet. In this case, the setting is 2378, in the Star Trek universe.
The timeline is set in the post-Deep Space 9/Voyager era, following the end
of both television series. The stories take place in the Ryalli Sector, just
beyond the farthest reaches of known Federation space.
This manual is intended as an in depth overview of PbeM simming as done
in this sim. While it is designed with the new simmer in mind, it contains
information and details specific to this sim. Experienced players might
find it useful to browse through this manual to become familiar with the
peculiarities of this particular sim.
Welcome and thank you for your interest.
I. TERRA NOVA OVERVIEW
What is
a PBEM sim?
The word 'sim' is short for the word, simulation. Simulations were originally
developed as management tools used to test possible outcomes of a decision-making
process. Later, they became games in which players could ‘simulate’ environments,
fantasy worlds and characters that could never exist in real life. Notable
among these is Dungeons and Dragons, the pen and paper role-playing game
by TSR (Now Wizards of the Coast). Some even played these games via post office
mail, sending letters to one another to advance a story.
Once the Internet became more publicly accessible and popular in the
late 80's and early 90's, simulations spread rapidly on the internet. Online
services offering chat rooms became hosts to dozens of groups of people
utilizing real time communication and the distance-eliminating properties
of the Internet to simulate a wide variety of subjects.
The old play-by-mail sims (some of which still exist), long plagued with
having to pay for postage and membership fees, made the move to the Internet
as well, and Play-By-E-Mail, or PBeM, simming was born.
In short, the USS Terra Nova PbeM is a role playing game that is played
via email over the Internet. It is a cooperative story telling effort, where
each participant (player) creates and controls one of the characters in
the story. This Player Character (PC) then acts and lives in the game world
environment. The stories take place in the farther reaches of known Federation
space. The game is played without statistics (such as those in Dungeons and
Dragons) and relies simply on the imaginations of the players to advance
the story.
How does
the Terra Nova PbeM sim work?
As mentioned previously, a PbeM sim is essentially a type of literary
role-play. Players create characters, based on what positions are available,
then write story posts to illustrate how that character lives and reacts
to the fictional world he or she inhabits. The posts are e-mailed to an e-mail
listserver which then e-mails the posts to all of the players in the sim.
The sim itself takes place in a region of space known as the Ryalli Sector.
Characters are likely to be stationed on a space station or ship in the sector,
each in a place that can affect the outcome of the story.
A Game Master (GM) directs the game, either through story posts that
introduce plot elements that players can build on, or through individual
directives, e-mailed to each player separately. Players react to the story
posts or the directives in their own ways, based on the character personalities
and backgrounds they’ve created for their character, often taking the storyline
into different directions.
Players build on each other’s story posts, using their own imaginations
and creativity to create a continuous story that is original, imaginative
and entertaining to read.
More information on creating characters, how the e-mail listservers work,
writing story posts, and what the GM does can all be found in other sections
of this manual.
What
specifics about this sim should I know about before joining?
The following are things that players should be aware of before joining
the Terra Nova PbeM.
- Extensive knowledge
of the Star Trek universe is not required, though it can be helpful. Players
should at least have some familiarity with the shows, as the game is set
in the same universe.
- This sim is rated
PG-13. Players are encouraged not to be overly graphic in descriptions of
violence and to keep references to sex to a minimum, though both subject
matters may be used if a player wishes. There is very little foul language
in the Star Trek series'. To honor this tradition, players are also asked
to use swearing sparingly.
- Players are expected
to write an addition to the story using their character at least once a
week. Writing more often than this is strongly recommended. Since we are a small sim, this is a
very important requirement as it helps keep the sim active. If a player
is unable to post to the game because of vacations, or final exams, etc.
just let the GM know, (and the rest of the sim group) with an Out of Character
message addressed to the OOC email address ahead of time.
- Since the Terra
Nova is a literary sim, players are expected to write most posts in narrative
form. The narrative form is the one commonly used for exposition and dialog
in fiction novels. Some other methods, such as writing a story post in the
form of a personal log are also fine.
- All story posts
in the Terra Nova PbeM are moderated. What this means is that the GM and
AGM will review all posts before they are sent out to players. This allows
the GMs to preserve continuity in the sim. This may include minor changes
to preserve continuity. Major revisions will be referred back to the player
to do themselves. Please note that the vast majority of posts go through
with no changes at all.
If none of these are an issue, this sim might just be for you.
What is
the Terra Nova Sim about?
The Terra Nova PBEM sim, which takes place in early 2378, follows the
exploits of the Defiant class variant USS Terra Nova and her escorts. The
USS Terra Nova was built shortly after the end of the Dominion War and was
refit for use as a short range exploration vessel. Despite the limitations
of the class for this purpose, the Terra Nova was assigned to the distant
Ryalli Sector to help explore a completely unknown region of space. Based
from Liberty Station on the planet Gideon, the Terra Nova’s mission is much
the same as her more notable predecessors, “To boldly go where no one has
gone before.” Together with other ships in the sector, she is boldly trying
to achieve that goal.
II. JOINING THE SIM
Applying
to Join
Before creating a character for the USS Terra Nova E-mail sim, potential
players should send the GM an e-mail message at (officer540@yahoo.com) to express
their interest. The message should cover three things:
- The message should
describe a little about the player; their experience with sims or role playing
games, likes, dislikes, other interests, etc. This will help the GM get
to know the potential player to better know if they will be a good fit for
the Terra Nova.
- The message should
describe the character the potential player is thinking of playing. This
does not have to be a detailed character sketch. It is simply intended
to give the GM an idea of what type of character the player is thinking
of, so he can make suggestions, or point out any foreseen problems with
the initial concept. Characters
should stay within the realms of the Canon Star Trek Universe. More detailed
information on character development is discussed below.
- The message should
describe the position the player would like to fill (Chief Tactical Officer,
etc.). The initial message should contain the players areas of interest.
Sometimes, certain positions will not be available and the GM will make an
alternate recommendation. The Terra Nova sim is usually open to new players,
though we have a player limit of around 15.
After receipt of a potential player’s application message, the GM will
reply via e-mail with suggestions or changes to the initial character sketch.
This may include ideas to help the character better fit in the sim, or an
explanation why something in the character sketch will not work.
Once the character concept has been ironed out, the player will get the
go ahead to write the character’s detailed biography. After the character's
biography is written, it should be submitted to the GM for final approval.
Details of what to do after being accepted can be found in the After Being Accepted section.
Character
Creation: Overview
The next step in character creation is in creating a biography. In a
traditional role playing game there are sets of rules and statistics that
govern what abilities and characteristics a character possesses.
In the USS Terra Nova E-mail sim, the character biography serves this
purpose. It explains key points about a character’s life and personality
so that other players can visualize and interact with the character correctly
when they write their parts of the story. In a way, this simplifies the process,
as players do not need to read role playing manuals to figure out how to
play their character. It is simply a matter of putting pen to paper, and
letting one’s imagination paint a picture of who a character is in the Star
Trek universe on board the USS Terra Nova.
Writing a fictitious character biography can be great fun. In the USS
Terra Nova E-mail sim, players are not limited by hard coded rules from a
fixed role playing system. Instead, they are left open to their imaginations,
and the confines of the Star Trek universe.
Before creating your character, it would be wise to review the Terra
Nova web site, most notably the mission synopsis. There are a few
unique qualities to this sim. Most characters will have been stationed
in the Ryalli Sector for a while, perhaps serving on Liberty Station.
When creating a biography, please keep this in mind. Also try to keep dates
as accurate as possible. The current gaming year is 2378.
The Character Bio Template with descriptions of the categories is below.
The Template gives an in depth overview of each of the elements used in
character creation.
Character Bio Template
The following is a list with explanations of the categories on the Character
Bios used in the Terra Nova sim. For examples of this template being used,
visit the Vessel's
page and view the bios on the manifests.
Name: This is the full proper
name of the character as it would be in Starfleet's database records. A character's name should try to reflect
the race and heritage of the character as much as possible. For example, a Vulcan’s name would
most likely be Vulcan in origin. Likewise, there are not many Trills and
Bajorans named John Smith. In addition, it is wise to keep a character’s
name from being too complex, to keep other players from having difficulties
trying to spell it.
Age: This is the age of the
character in Terran (Earth) years. When designing a character, age is an
important factor. It can help determine the experience and maturity level
of a character. For example, if a character is a commissioned officer, he
would have attended Starfleet Academy for four years, although this may be
longer for characters taking command and medical courses. Most cadets enter
the Academy at the age of 18. This means that the average commissioned Ensign
would be at least 22 or 23 years old. If a character opted instead to enlist
as a noncommissioned rating and not go through the Academy, he/she may have
only received one or two years of basic training in his/her field.
Species: This is the race a
character belongs to. Players should try to stick to basic Alpha and Beta
Quadrant races when developing a character (Terran, Vulcan, Bajoran, Betazoid,
Bolian, Andorian, Trill, Bajoran). If a player wishes to play an obscure or
risky race (e.g. an El-Aurian, a Benzite, etc.) they should contact the GM
before proceeding. Likewise,
races from quadrants other than Alpha and Beta do not fit in with the continuity
of the sim and will generally not be accepted. If you are extremely interested
playing such a race, talk to the GM.
Place of birth: This is where
a character was born, place and planet.
Height & Weight: This is
the height and weight of a character in feet and pounds, respectively.
Languages: This is a
list of the languages a character speaks. As a rule of thumb, Starfleet
Academy requires students to take at least one non-standard language. The
languages most commonly taught at the Academy are from member planets of
the Federation. All Starfleet personnel speak Federation Standard, which
is essentially basic English.
Interests: This should contain
a list of activities, hobbies, sports, or games a character enjoys while
off duty. This can range from painting, to philosophy, to going skydiving
on the holodeck.
Education: This is a list of
any formal education a character has received in his life. It can include
childhood education, but that is extra and not required. If a character
is a member of Starfleet, this list should contain a list (with dates) of
how much education they received. If a character is commissioned, he or
she would have attended Starfleet Academy for at least four years and most
likely majored in a subject relevant to their current position.
If a character attended command school at the Academy, an extra two years
should be added to the previous four years. If a character attended Starfleet
Medical, they will have had two years of standard training at the Academy,
and six years of medical education. With eight total years of education,
their character should not be any younger than 26.
Counselors require an additional two years of education in addition to
the four years received at the Academy. Keep in mind that counselors and
medical officers must also complete one additional year of internship aboard
a Starfleet vessel or outpost.
If a character is enlisted, he or she would not have attended the Academy,
but would have instead received one to two years of basic training in a
subject relevant to their current position. In addition, in most cases,
it is recommended that a character not graduate within the top ten percent
of your class. With as large as the Academy is, it is highly unlikely one
ship would receive so many top graduates.
Rank: This is a character's
rank. Most players will join the sim at a rank of Lieutenant Junior Grade
or lower.
Duty Position: This is the
duty position a character fills at their assigned location. Examples of
duty posts include: "Science Officer," "Chief Nurse," and "Assistant Chief
Engineer. Players should
have already reached an agreement with the GM on what this will be before
reaching this point.
Service record: This is a listing,
with dates of all positions and postings in a character's Starfleet career.
It can include a character’s cadet cruise.
Background: A character's background
is the factual life story of a character thus far. This is the main historical
background on a character and usually the longest part of the biography.
It is the most important aspect of a character’s biography as it lets the
GM and other players know the life history and experience of a character.
A character’s background should be in-depth and give a good picture of
what types of situations a character has been through, and what type of
effect it would have on him or her today. It is good idea to include important
situations during childhood. Other areas that are good to comment on are:
what made them want to join Starfleet, what life was like for them at the
Academy, and what their previous positions were before heading to a duty
position in the Ryalli Sector.
Many players like to write the background as a sort of military biography.
If you need ideas of how to do this, reading the bios of other characters
on the manifest pages could provide some ideas of how to go about it.
Personality profile: This section
describes a character’s personality. Players often reference this section
when writing stories that involve interaction with another player’s character.
Typically, this area is good for listing the strengths and weaknesses of
a character. Both are equally important. Having a developed character with
both positives and negatives provides substance and detail to them. Nobody
is perfect. Imperfection makes characters interesting. In addition, having
weaknesses, fears, etc. provides a player with future material to develop
and explore. After all, what fun would it be if everyone was perfect?
Physical profile: This is a
description of the character's appearance. It should include things like
build, weight, height, skin color, eye color, etc.
Special notes: The Special
Notes section is used for additional notes about a character that could
be important in game play. These may include family members (living or dead),
medical items (For example, a character may have suffered Post traumatic
Stress after the Dominion War), or other personal traits.
If a character is a vegetarian, for example, this information may be
placed here if it wasn't specified in the Background or Personality profile
sections. In this example, it might help other players avoid having this
character eating something they normally wouldn't eat. Perhaps the character
is extremely beautiful, or has green eyes, or is completely bald. Anything
needed to let the other players know about a character that hasn't been mentioned
in the other sections is appropriate for placement here.
Character
Creation: Things to Avoid
Before creating a character, players should be aware of things to avoid
in character creation. The items listed below include common pitfalls and
items generally to be avoided in this sim.
Unsuitable Races – Because
of the story-line of the Terra Nova sim and the goals of its creators, certain
races are not suitable for play in this sim. This is because they either
would not fit continuity, (how did the race get from that Quadrant?) or they
are overpowered and would upset game balance. These include members of the
Q Continuum, the Borg, all races from the Delta Quadrant and most races from
the Gamma Quadrant. If a player wishes to play one of these, they should
run it by the GM. Keep in mind that generally none of these are accepted.
Superhero Syndrome -- Superhero
syndrome occurs when a player creates a character that is unrealistic or
overpowered. This primarily occurs in the character biography or while writing
in the sim itself. Superhero Syndrome can range from making your character
a race that is not acceptable, such as a Q, or other omnipotent being, to
making your character super intelligent, or super strong with no equal down
sides for those attributes. When involved in writing, this can include having
your character try to quickly and effortlessly solve every problem or situation.
Superhero Syndrome severely inhibits gameplay and can disrupt or destroy
entire story-lines.
A good way to avoid Superhero Syndrome is by trying to balance out a
character’s positives and negatives, and by avoiding extremes with either.
For example: On the positive side, a character might be a math genius, but
on the negative side, he is socially inept and often offends people around
him by his insensitivity. Or alternately, a character may be an excellent
engineer, but has a brother who hates his guts.
Of course, any balancing that is done, must be played as well, so taking
the middle of the road, without making a character that is super anything
is the best way to avoid the Superhero trap. The GM will also help players
avoid Superhero Syndrome when their character is first submitted.
Unlikely backgrounds – One
thing that happens when characters are created is that players try to think
up unique backgrounds, sometimes extremely unlikely ones, such as: having
had an encounter with Q, being a time traveler, being directly related to
someone on one of the television series, a former drone rescued from the
Borg, etc.
While these backgrounds might seem unique, if all players used background
elements such as these, there would be ships full of extraordinarily unlikely
people. Most Starfleet personnel have lived normal existences and the vast
majority stationed on most ships will have too. It is probably best to strive
to create a character that is a normal Joe. This doesn’t preclude strange
or unique things from happening to them later on.
This also isn’t to say that all unlikely backgrounds will be sent back
for revision by the GM, just keep in mind that they might be.
Continued Character Development
Once a character’s biography has been created and been accepted into
the sim, it doesn't mean a player will never deal with it again. Many players
like to go back after a while and revise their bio and add to it with recent
events and relationships that have occurred to the character. In addition
players might simply have fleshed out the character's background over time.
Remember, characters, like people, can change over time.
Rank and promotions within the sim are based on performance and participation.
The more active a player is and the more quality logs they post, the more
likely it is their character will be promoted.
After Being Accepted
After a player has written a character's biography and has been accepted
into the sim, the GM will then subscribe the player to the USS Terra Nova's
listservers (Yahoo Groups), a tool that allows for the distribution of
email to all members. The character’s bio will be put up on this web page,
and the player will be introduced to the game. After that, it's up to the
player to have fun and join in with the adventures on board the ship.
IMPORTANT ADVICE TO ALL PLAYERS:
All new players to this sim should read through all (or most) of the Mission
Synopsis on the web site to better familiarize themselves with the sim’s
story line. Other important pages to read are the Racial
Profile page, which contains information on the unique races a player
may encounter in this sim, and the NPC (non player character) Bio
page, which contains in game established information about various commonly
used NPCs. (For more information on NPCs, see the NPCs and CNPC section.)
Players are also advised to read the various PC (Player Character) Crew
Bios on the web site to familiarize themselves with the other characters
that they will be interacting with. It is also a good idea to read through
the last several Data Logs to get a feel for the style, and frequency of the
other players posting into the game. That way, a player can become familiar
with the characters of the sim, and get up to speed on the current story
line.
The USS Terra Nova's web site is the central database for all sim information
and will be a valuable reference guide in a player’s writings. With it
players have instant access to character biographies, and mission synopsis,
Racial profiles of sector races and other Terra Nova specific game information.
III. POSTING
Posting
to the sim: Yahoo Groups
The Terra Nova sim uses Yahoo groups as its listserver for In Character
(IC) and Out of Character (OOC) posting. We have separate groups for each
one. Upon joining the sim, a player’s e-mail address will be added to the
groups. E-mail sent to the Group is then forwarded to every player on the
mailing list.
The player will receive a "Welcome" message upon joining directly from
Yahoo Groups telling about the group, and how to turn on and off your email
there in case you leave town for an extended period of time. If you need
to have your email address changed, or a new one added to the list, you
need to email the administrators at officer540@yahoo.com.
When posting an IC (in character) story post to the USS Terra Nova email
sim, it should be sent to the following address: USSTerraNova@yahoogroups.com
When posting an OOC (Out of Character) post to the USS Terra Nova e-mail
sim, it should be sent to the following address: TerraNovaooc@yahoogroups.com
The email list servers will then mail out copies of the post to everyone
in the group (including the sender) within a few hours. OOC post will be
sent immediately. Story posts are moderated and may take a day or two before
the GM can put them through. If, for some reason, you do not receive a copy
of your story in a day or two go ahead and send it again. The GM will only
post it once.
One other important note about the Terra Nova’s list server is that all
story posts going back to the beginning of the sim, are stored on-line on
the Yahoo groups web site. In this case, it is at the Terra Nova’s Group
at Yahoo groups. If for some reason a player did not receive some of the story
posts, they may be read at the web site: http://www.groups.yahoo.com/group/ussterranova
IMPORTANT NOTE: Players are
expected to write an addition to the story using their character at least
once a week. More often is strongly recommended. If a player is unable
to post to the game because of vacations, or final exams, etc. just let the
GM know, (and the rest of the sim group) with an Out of Character message
addressed to the OOC email address ahead of time.
Post
Formatting
When posting new story entries or logs to the sim group, please adhere
to the following posting guidelines. These guidelines help preserve continuity
and make ready story posts easier for the average reader.
Post in character (IC) posts and out of Character (OOC) posts to the
correct addresses. The Terra Nova uses two separate groups for IC and OOC
posting. If the message is "in character" and intended to be part of the
story, it should be sent to USSTerraNova@yahoogroups.com.
If it is an out of character post it should be sent to OOCTerraNova@yahoogroups.com.
The Subject line of a story post should contain the title of the post.
Ex.: "Into the Frying Pan."
Other information that occasionally might be included in the subject
line after the title are: "Proxy Post" - meaning that one player is posting
a log that was written by another. "Joint Post" - Meaning that 2 or more
players collaborated on the post.
Try to follow the standard format we use for log headers. The header
is the portion within the text of the e-mail before the actual text of the
story that explains the details of the post. The header should contain the
following information: Rank and Name of the character, duty position, ship
they are on, and title of the post. For example:
Ensign Jonathan Treblecki
Engineering officer
USS Hawaii
"Out of the Frying Pan"
After the header, location and date information should be given. This
should be used whenever there is a significant change in time during a post.
Dates are Earth standard (Stardates are too complex to use reliably) and
time is military. An Example:
[Bridge, Deck 1, USS Hawaii]
[May 5, 2378 - 2100 hours]
When writing your log, please follow standard internet writing format;
no indentations at the beginning of paragraphs and a line break in between
paragraphs. Dialog should be in the narrative style.
Example:
"Mr. Kursk," the Captain said, his fingers flexing absently as he looked
over from his chair, "Confirm. Does the escape pod you scanned earlier
have a power reading?"
Timothy Kursk's eyes narrowed as he reviewed the sensor data, "Yes Sir.
It’s very faint. The computer dismissed it as background radiation I think.
The gasses in this nebula are making sensors unreliable."
"Can you determine what sort of power source it is?"
There was a long pause before Kursk answered, "The computer has a match.
It's an atomic battery. Low power with an extremely long power life. This
type of battery was not standard for Constitution class escape pods. The
standard battery was designed to last a few years at most. This one isn't
strong enough to sustain life support or even a comm beacon. I'm not sure
what it's for. It's not powering the pod's systems."
It is strongly recommended that players spell check all story logs before
sending them to the group.
IV. WRITING IN THE TERRA NOVA PBEM SIM
Overview
of Writing in the Terra Nova PBEM Sim
The Terra Nova PbeM Sim is essentially is an extremely long work of fiction,
written by multiple authors. It is a role-playing game where players write
out the actions of their character based on what the circumstances might
be.
In a true live action role playing game, all of the players get together
to participate in a fantasy game, and one person, the Game Manager (GM)
takes on the role of referee. The GM oversees who goes when, and what is
allowed and not allowed.
In the Terra Nova Sim, GMs help move along the story, introducing plot
points with their story posts or through individual directive sent to players
directly. The GMs also read all posts before they are sent through to all
players to preserve continuity if possible, but most posts are sent through
unchanged.
For the most part, the burden of what is allowed and not allowed is mostly
shifted to each of the players. When you post your creative writing effort,
and submit your story to the sim group by clicking on the "send" button of
your mailer, YOU are the GM at that point. The creative effort a player makes
will impact the outcome of the story. E-mail sims offer wide opportunity
to write creatively and imaginatively. So long as players respect other players
and try to remain somewhat faithful to the direction of the story and the
scope of the region of space the characters inhabit, very little is limited.
It is wise to keep a few things in mind when writing, however:
"Given my character's biography and established game play thus far, would
my character do this?"
"Given the Star Trek universe in which we are gaming in, would this possibly
happen?"
"Will this entry greatly affect another player's character, or disrupt
a storyline they are currently pursuing?"
"Have I used this player's character in a way that is consistent with
their biography and established game play?"
"Will my post in any way alter the Star Trek universe in which we are
gaming in?"
These and other aspects of sim writing continue in the sections below.
What is a GM and what do they do?
The GM (Short for Game Master) is a PbeM sim’s director. The GM maintains
the website, recruits new players and does the administrative portion of
maintaining a sim. The main role of a GM, however, is to create and guide
the story lines that the players follow in the game. GMs do this in two
ways.
The first is with elements introduced in story posts. The GM might use
his own character to introduce plot points, or might post from perspectives
of NPCS. These story posts help to influence the direction of the story.
An example of this might be a story post from the point of view of an
NPC (Non Player Character) who smuggles a rare illegal spider on board. The
spider escapes and starts biting people who then become sick.
From there, it is up to the players to follow up on the elements the
GM introduces. The possibilities are endless. Players could choose to have
their character get bitten, or have their character accidentally step on
the spider or perhaps even find that the spider has laid eggs and now there
are millions of them around. The GM introduces the elements and the players
build on them.
The second method is through specific directives e-mailed to individual
players to have them introduce pieces of the story in their own way.
An example might be sending a message to the player of the Tactical Officer
explaining that he/she is picking up a warp trail shadow to the aft of
the ship. Or telling the Doctor that when he/she examines a particular
alien's injuries, he/she discovers the alien will die if not brought immediately
to the ship. Then, in these players' upcoming sim entries, they can present
the information any way they like.
Both of these methods are used in this sim, and both allow plenty of
creative license within sim entries, so long as the storyline is adhered
to and players respect each other’s characters.
Player
Creativity and Using Sim Resources
The soul of a sim is player creativity. Sims live and breath on how well
players build on the basic stories a GM introduces. The Terra Nova is no
exception. While the GM might introduce the story, it is up to the players
and their creativity to take it to completion.
For example, the GM tells a player that while his character is on an
away team, he stumbles upon an alien hiding in the brush. The alien is
armed.
The player then begins to write a post. Yet, instead of simply parroting
the GM’s suggestion directly, the player has a great deal of freedom in
how that new plot element is presented. Does the character panic and
shoot at the alien, perhaps sparking a firefight? Does the character
greet the alien? Maybe he even accidentally insults the alien’s mother because
the Universal Translator gets the words wrong. The possibilities are endless
and are limited only by a player’s imagination.
A strong word of warning, however, players should avoid having their
characters take actions that might break the plot.
For example, a character is on a ship lost in the delta quadrant, manning
tactical. The GM tells the player that he will see a ship approaching.
The player then writes a post that has the character see a fleet of Romulan
warbirds decloaking, and receive a message that accuses the ship of violating
the neutral zone.
Naturally, this would break the plot of the ship being lost in the Delta
Quadrent, as the Romulan space is in the Beta Quadrent. Sometimes this
can happen simply through being uninformed about the nature of the sim.
To prevent this sort of thing, the Terra Nova sim has a web site. The
web site contains extensive information about the sim, from mission synopsis,
to character bios, to racial profiles of races in the region of space the
Terra Nova is based in. These resources provide players with a wealth of
information they can use to help their posts maintain the continuity of the
sim.
For example, a player’s character is stationed on Gideon IV, home of
the Yetanni. The GM tells him that a Yetanni female will run up to him
and ask for help combating a fire. The player then writes a post in which
the character meets the Yetanni female and admires her long red hair.
Unfortunately, this post would have problems written this way. If the
player had read the Yetanni profile, they would have learned that the Yetanni
are animalian species, with six limbs and short fur instead of hair.
The resources provided on the website can go a long way to helping players
maintain continuity. At the same time, all resources, such as racial profiles
contain details that were established within story posts. What this means
is that if it is not in the profile, players are welcome, (within reason)
to build upon it and add details. Whatever a player adds will be added to
the site for future reference.
The bottom line: players should use their creativity. Don’t be afraid
to innovate and be imaginative, but also don’t be afraid to use the resources
that are already there.
Character Interaction
Like all shows on TV (not just Star Trek!) it is not a good practice
to kill off the stars of the show. Since the other player characters are
the stars, players must be careful with characters that belong to other
players.
One thing to look out for when using another player's character (star)
in a story post, is how such use will affect that character. If the use
of the character is only minor, and doesn't really affect it developmentally,
then the use is probably okay. But if the use of the character is extensive
and might affect the character deeply, it is wise to send a copy of the
intended post to the player before sending it to the whole group.
For example, Joe writes a post that has Jim’s character suffer major
burns in a fire. Jim didn’t OK it and gets upset that now he has to play
out something that another player forced on his character.
Showing courtesy to other players helps avoid getting someone annoyed
at you. It also helps to be familiar with the other character’s biography
when using it. Doing this can avert situations where a person’s character
is made to do something they would never do.
The only exception to this is in GM posts. GM’s may occasionally have
things occur to other characters. This might be to advance the story, or
to introduce conflict. It is up to the players then to resolve it.
Stories that require a lot of dialogue between two player characters
(PCs) are best handled in a cooperative effort. One player will write out
the story, with dialogue for their character and the other pc, and then mail
it to the other player for review and/or revision. When they both agree on
the final story, it is posted to the rest of the sim group as an official
entry. This kind of cooperation, often called a joint post, is encouraged.
An alternative way of doing a dialogue sequences between two players
is to connect with another player through an instant messaging (IM) client
and co-operatively write the post in real time. This is an excellent
method for posts containing large amounts of dialog. Unfortunately, not all
players will be able to do this.
In a side note, because of the gaming timeline is that of the current
Star Trek period, the players may occasionally get to interact with "Canon"
Star Trek characters in the sim. When this happens, it is important to treat
them as "special guest stars" and also not to hurt or change their established
characters in any way that would cause inconsistencies when future Star
Trek movies come out.
NPCs and
CNPCs
The Terra Nova like many sims, is not large enough to fill every position
that might occur on a starship. This would require hundreds of players,
and a GM staff of dozen. Since this would be impractical, much of the crew
on sim starships are NPCs, Non Player Characters.
NPC’s are characters which might have a name and even a background, but
are not directly controlled or played by any one player. Most are faceless,
the people that are assumed to behind the scenes, doing maintenance, cleaning
the toilets, etc. Players often use NPCs in their writing, whether it is
to lead a security team to fight against intruders, or an away team to an
alien planet.
On larger ships in the sim, such as Liberty Station or the USS Furious,
players can feel free to create any new supporting characters required. On
the website under individual ship Manifests on the Vessels page, there are
complete crew manifest listings that include all NPCs for the sim as they
are created. They are listed by position and by department to hopefully make
it easier to quickly "grab" a couple of officers from whatever department
is needed. It’s probably wisest to use established NPCs if a lot of them
already exist.
On a smaller ship, such as the Terra Nova, all positions on the ship
have had NPCs created for them. Adding to the crew on the Terra Nova is
not allowed. In fact, many of the NPCs have backgrounds and personalities
that have developed over time. To help with NPC’s on the Terra Nova, an
NPC bio list has been created, containing basic biographical information
about NPCs on the Terra Nova that have been established in story posts.
It can be found on the Vessels
page on the website.
Players are welcome to use these NPCs and build on them as they see fit.
Unlike the "stars" of the sim, NPCs can be killed. Doing this is not
really advised unless you are the player who most often uses them. Killing
off NPCs should be done extremely sparingly and only for good reasons. This
is to avoid the “red shirted ensign” problem that occurred on the original
Star Trek series.
Recently, a new concept has been introduced to NPC development, the CNPC
(Controlled Non Player Character). The CNPC is an NPC that over time has
been extensively developed and interacted with. These characters have been
featured in numerous logs and in many aspects can be as developed and 'real'
as PC characters. Often, the creator of a CNPC has plans for the character.
It is recommended that if a player wishes to extensively use a CNPC, they
first get permission from its creator.
If you have created a CNPC that you would like listed on the website
along with other crewmembers, please write up a brief biography and send
it to officer540@yahoo.com.
The
Dos and Don’ts of sim writing
The Do’s - Here are some simple
guidelines of what to strive for when writing a log.
- Write in such a
way that you portray a real person, with emotions, habits, weaknesses, a
past, and one who may make mistakes and is just trying to live by their beliefs
to the best of their ability.
- Have fun writing
your logs.
- Write so that others
have fun reading your logs.
- Keep true to your
biography, but don't be constrained by it.
Ideas presented in-character are always a good way to get involved in
the main plot, suggestions for improvements or secondary approaches directed
towards a character’s superior officer gets visibility which may in turn
generate an assignment for the character to do something that could even
become critical to the plot. Character interaction and joint logs can also
be a great way to get involved too.
If you feel your character is always being left out of the main plot,
talk to the GM about it, they can suggest ways to get more involved or may
even be able to focus the next plot on your character or department. Keep in mind however, if a player
does not actively participate, the GM will be hesitant to give them a leading
role in a storyline.
Despite the best effort of your GM, he/she may not be able to create
a plot which will actively include every member of the sim at all times.
In a situation in which you are not highly involved in the sim, create
a sub-plot, recurring ones are best. Some suggested sub-plots include:
romance, ask a fellow crew member to share a holodeck program with you;
rivalry, use the holodeck or challenge someone to a game of darts in the
lounge; party, (it is always good to get people to interact) throw a surprise
birthday party for another character. There are numerous other types of
sub-plots. Some that may require approval from the GM are: recurring villain
NPC, recurring technical/mechanical problem, or maybe even an outbreak
of the flu.
Examples - "The Dos":
Example #1: Be imaginative, add to the plot
Say you are on an away mission but you are just one of the little guys
(a junior science officer), you can make an open ended post that you find
a plant that should not be native to this planet, and is only known to exist
five sectors away.
This gives your GM the opportunity to feed your idea into the main plot
which involves a medical quarantine of part of the planet or opens up a possible
sub-plot for other simmers to exploit.
Example #2: Cooperate
You're patrolling near the DMZ for Maquis raiders. Nothing much is happening,
and as the helmsman you're dying for some action.
The BEST course of action would be to talk to the players most likely
to be involved if a Maquis ship attacked a convoy or such - the senior officer
on the bridge and the tactical officer - as well as the GM, then work out
a joint post between the people.
You might end up having a log in which the tactical officer receives
a distress call and that the CO orders helm to head to the ship in distress
at maximum warp, and the "blessing" of the GM to post the log. You might
be told no, but again, by doing this, you have gotten more than yourself
involved in the plot.
The Don'ts - Here are some
simple guidelines of what to avoid when writing a log.
- Don't try to solve
the "problem of the day" by yourself in one post.
- Don't assume to
know how another player's character would react to big events.
- Don't drastically
upset the storyline by adding random elements.
- Don't make character
changing decisions for other players
Examples - "The Don'ts":
Example #1: Keep it believable
Your mission is to explore ancient ruins on a desolate planet. As you
explore the planet, the GM posts that there are Klingons with disrupters
nearby. You get into a battle with them and everyone on the away team is killed
but you. You survived and killed all the Klingons because you had a personal
shield you invented in your spare time and hid on your belt.
Some of the simple and hopefully more obvious things that should not
be done include: killing or seriously harming a player’s character without
that player's prior permission, altering the main plot by adding elements
that are out of place, solving the main plot by yourslef in a miraculous
manner, writing a log that locks other players into a set course of action
without their or the GM's permission, or writing a log that makes a character
look like a superhero.
The single biggest mistake simmers make is often related to the Superhero
Syndrome. This is when a simmer has their character do something amazing
or unrealistic that is beyond good etiquette. This is regardless of whether
or not it is feasible or within the characters biography. Examples of the
more subtle forms of this are better than a description. But here are some
of the more obvious cases: a character single handedly disables 10 Jem'Hadar
with only a penknife; you prevent a star from going supernova using the
Bussard Ramscoops in 20 minutes; or you solve the plot in a single post.
Remember, don't do everything, simming is based on interaction with others,
not on showing off or one-upmanship.
Don't spend excessive amounts of time writing about the universe your
character lives in. And the object is not to out do the other simmers with
what ideas you can create. For example, in a Star Trek sim; a transwarp teleporter,
that can teleport anywhere in the galaxy wouldn't be very fun would it? What
would be the purpose of spaceships? Keep it believable.
Also remember that all posts have repercussions for the rest of the crew
and ship. Taking the warp core offline for a level 1 diagnostic in the
middle of a battle is not a very good idea, nor is running a security drill
in the middle of a party being held onboard.
Example #2: Don’t Over-reach
Your current mission is to protect a sector from some raiding pirates
and you're the assistant flight control officer. You post that while
on duty you detect a large deposit of metal on a remote moon. You steer the
ship over to see what it is and find the pirate's secret base. Your post
then goes on to have the ops officer hail the pirates and tell them to surrender.
They do.
This is a prime example of Superhero Syndrome, which was mentioned above
and should be avoided at all costs. The same idea applies here - while
TV shows mostly do this sort of thing due to time constraints, e-mail has
all the time in the world. When analyzing the above actions it is clear
that there are a lot of plot problems - for one, the helm doesn't do scanning
for metals, science, tactical, or operations does. Second, if the player had
the captain order them to pilot to the base, and if they had the Ops officer
hail them, one the cardinal rules of e-mail simming has been broken, which
are NEVER undermine the CO or overuse another person's character without his/her
permission. Finally, pirates would not surrender that easily.
It's definitely a fine line that is tread when it comes to plot lines.
When in doubt, stick to what is known and what can be done at your character’s
post or in their current situation. Alternately, ask the GM. Tell him/her
what you were thinking about sending. You might just happen to have a better
idea than what they had and might let you go ahead and post, or they might
be able to sit down and explain why that post wouldn't fit in. Either way,
it's a lot better than posting it and then having the GM sending the post
back to you for revision.
In this area, it is always a good thing to keep in mind the Golden Rule,
if you would not want another player to make the post you are about to
make, then you shouldn't make it. Remember, the GM may do some of these
things from time to time, but he/she is doing it for good reason (discipline,
plot development, etc.) and that does not mean that players should reciprocate.
V. GLOSSARY OF TERRA NOVA
PBEM TERMS AND ACRONYMS
The following are a few common terms that might come up in this manual
or while playing in the sim.
AGM - Short for Assistant
Game Master. The AGM is an assistant to the Game Master. He or she assists
the GM in running the sim. The roles the AGM takes depends on the sim.
CNPC - Short for Controlled
Non-Player Character Plus. CNPC's are more developed NPC's which often are
the result of the work of one or more simmers. These characters have been
featured in numerous logs and in many aspects can be as developed and 'real'
as PC characters. Often at times, the creator of a CNPC has plans for the
character. It is recommended that if you wish to extensively use an CNPC,
you first touch bases with its creator.
GM - Short for the term Game
Master. The GM is the person directly in charge of the sim. They work to
keep the sim running, plan new storylines, admit players, advertise the sim,
and keep up the website.
Joint post – A story post that
is a collaborative effort of two or more players.
NPC - Short for Non-Player
Character. NPC's are the backbone of the simulation. They are the various
background characters in the sim that can be created at will and controlled
by any simmers. NPCs can range from being other crewmembers, to family,
to friends, and to enemies.
NRPG - Short for Not Role-playing
Game. This is the same as OOC and can be used instead.
OOC - Short for Out of Character.
This is used to denote an area where information that is not part of the
actual story is. Also used in the Subject lines of an email to show that the
email is information, not a contribution to the actual story. In the Terra
Nova there is a separate board for ooc posts. Any ooc messages included with
a story post should be placed at the bottom.
PbeM – Short for Play by E-mail.
This refers to a simulation game that is played via e-mail. See Part I for
a more detailed explanation of PbeMs.
PC - Short for Player Character.
Every member of the sim controls one PC, which is their primary character
for development and interaction in the game.
RPG - Short for Role-playing
Game. At times, in a message or log, this can be used to show where the
actual story starts should there be other information in the email.
Simming – Simming refers to
the process of participating in a sim.
Story Log – See Story Post.
Story Post – A story post is
a player’s story log, containing the story as it occurs to the character
during a particular moment of the game. Players e-mail these to the Story
group to me mailed to all the sim’s players. It is also know as Story Log
Superhero Syndrome – Superhero
Syndrome refers to behavior in which a player attempts to have his or her
character act in a superhuman fashion. This may be displayed by having a
character who always knows the solution to every problem, routinely does things
that would be impossible for most people, solves the plot in one post, etc.
Superhero Syndrome severely and negatively affects gameplay and should be
avoided.
Terra Nova – The Terra Nova
is the name of the sim. It is named after a Defiant Class starship of the
same name.
Yahoo Groups – Yahoo groups
is the e-mail listserver that the Terra Nova uses to send out e-mail to all
players. Yahoo groups has the nice feature of being available for online viewing
through the Yahoo groups website.
VI. MISCELLAMEOUS
Useful
on-site links
Commander Mulenga Banda bio – This is a good example of a character
bio.
Missions page – This page contains short synopsis of all of the missions
in the Terra Nova sim so far.
Racial
Profiles Page - Contains detailed profiles all the sim specific races
in the sim. The profiles are based on in game revelations and are updated
as information is revealed.
Sector Map – This is map of the Ryalli sector.
Terra Nova
OOC Achive (Yahoo) – This is the yahoo group to which OOC e-mails are
sent. The group automatically send the posts to other players. This is a
good site to visit if you wish to review past OOC posts. Please note that
you must be a member of the group with a valid yahoo account to see this
archive.
Terra Nova
Story Achive (Yahoo) – This is the yahoo group to which story entries
are sent. The group automatically send the posts to other players. This
is a good site to visit if you wish to review past posts.
Universe History Page – This is a short history of the Star trek universe,
with sim specific items in red text.
Vessels page - Contains a listing (including manifests, specs, etc.,
where applicable) of all Federation related ship in the Ryalli Sector. Player
ships are at the top.
Who’s/Who page – This page contains a list with basic descriptions of
the leaders and notable figures as related to the sim. This includes heads
of state and starship captains.
Contact
information
The following are the e-mail addresses of the GM (Game Master) and AGM
(Assistant Game Master) of the Terra Nova PbeM sim. Feel free to contact
either if you have any questions or comments about this site or the sim
itself.
Game Master – officer540@yahoo.com
Assistant Game Master – No e-mail address available
Site Credits
Portions of this manual are adaptations from the USS Invincible email
Sim Manual by Andrew Heeley. Used with permission. (The USS Invincible PbeM
sim has been discontinued.)
Adaptations and additional portions to this manual were authored by Scott
Lawrenz for the use of the Terra Nova PbeM sim.
Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine,
Star Trek: Voyager, movies, etc. are Copyright Paramount Pictures. This
document is for entertainment purposes only and is not for commercial use.
Any interest in the reuse of this manual or portions of it should be
directed to Terra Nova Webmaster. Reuse without written permission is strictly
prohibited. Permission for use will generally be given. We'd like to keep
track of sites that use this manual.
September 12, 2003
Version History
Version
2.2 - 12/2/03
- Reorganized portions of content.
Version
2.1 - 10/23/03
- Reorganized portions of content
- Corrected and added internal links where needed
- Corrected spelling and grammatical errors.
- Clarified unclear portions of text.
- Added version history
Version
2.0 - 9/15/03
- Completely reorganized and rewrote Terra Nova Sim Manual.
- Added specific subject headings for better browsing, including
more internal links to various pages on the website.
- Updated details about gaming and how this sim works to make specific
to the Terra Nova sim.
- Added significant content about gameplay and writing to the manual.
--
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