Advertisement
Guest User

Problem Solving and Role play

a guest
Oct 9th, 2014
426
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.59 KB | None | 0 0
  1. Problem Solving and Game Play
  2.  
  3. In the Academy, you weren't expected to do much--follow the chain of command, watch out for and react to ACTIONs, don't lose focus of the mission, keep busy, and interact with others. You graduated past all of that. In the Advanced sims, with missions continuing from week to week, problems will tend to be a bit more complex, but this will offer you the opportunity to be more creative. You're now expected (rather than encouraged) to chip in with observations and ideas about a mission. But you also have to be mindful of the limitations...
  4.  
  5. Excalibur's missions are generally series of problems to be solved. You have the one central problem (first contact with a new species, exploring a new system, investigating an anomaly, etc) that must be ultimately solved, and several smaller problems that crop up along the way (not all of them related to the central problem). A common misconception by an inexperienced simmer is that the goal of simming is to solve these problems. Actually, the goal is to have fun role-playing the effort to solve the problems... possibly failing miserably along the way. In fact, not all missions end with a positive result, but as long as the players had fun, the game was a success.
  6.  
  7. Sometimes a player will try to be a superhero, coming up with and executing the one action that quickly solves everything (usually involving the character performing a feat well beyond his/her capability or the use of some technobabbical innovation that no one understands). The problem with such a solution (aside from possibly not making sense) is that it will cut any given mission down to one or two sims, which means no one will have any opportunity to enjoy pitching in. You want to contribute ideas, but how can you do it without going overboard? Here are some suggestions:
  8.  
  9. -Practical solutions - If you go before your chief or the CO suggesting that we escape the nebula with a baryon/tetryon deflector pulse combined with a phaser beam modulated to an alpha wave frequency, you're going to get some glazed expressions... at best. At worst, your idea will actually be used, the problem will be solved, and there will be no room to come up with anything more creative. Use of technobabble is appropriate to fit the Trek setting, but it should not be the sole solution to any problem. Rather, it should be used to embellish a more practical solution to a problem. Ask yourself... what, exactly, does the baryon/tetryon pulse do? Or the modulated phaser beam? Would they push the ship, create a protective bubble around the ship, open a rift that the ship could use as an anchor? Outline what they do, and your superior officers will be able to figure out what sorts of consequences would arise (more of those "smaller problems") and how those consequences could be addressed. If you're not sure yourself what they would do... you might not have the best solution. It's often best to start by putting the problem in practical terms. If the ship is trapped in a nebula... what exactly does this mean? What smaller problems are posed? Can you draw analogies between the problem and real-life scenarios (maybe a car being stuck in mud during a hurricane)? When you have the problem in practical terms, come up with practical solutions, then put the solutions into a Trek context.
  10.  
  11. - Imperfect solutions - Should your solution be the immediate answer to everything? Of course not. If it is, you have something to learn about teamwork. Simming is a team game, and the best players are the ones who find ways to involve others. When coming up with a solution, don't say "I think it will work." Instead, say "it could work, but there are a lot of elements that need to be addressed." Maybe the baryon/tetryon pulse would create radiation harmful to the crew. Maybe the phaser modulations would require direct modification of the phaser arrays. Maybe the nebula would have to be monitored for dangerous particle concentrations. Make your solution full of even more smaller problems, and the rest of the crew will have ways to become involved. If another player is presenting a solution that isn't full of holes, put some holes in it yourself (especially if you're a department head). The solution wasn't your idea, but your character is an expert in areas that the other player's character is not, so you might know more about some of the problems that would be posed. On the other hand, don't simply say "no, that won't work." That's just negativity. Indicate that the solution could work but that there are a lot of gaps to fill first.
  12.  
  13. - Believable solutions - Obvious enough and something that any Academy graduate should understand. You're not going to move the comet off its collision course by detonating the system's star, and you're not going to send a command that makes the consoles in Engineering come alive and fight off the intruders as if Excalibur has become Fantasia. Some solutions are not quite that exaggerated but are still outside the realm of possibility. But don't even respond to a solution like this with "no, that won't work." Take the solution presented, acknowledge that the idea has merit even if the method does not, and offer alternatives. You're not going to blow up the star... but maybe you can create a smaller shockwave significant enough to push the comet. You can't make the Engineering consoles pop up and fight... but you might find a way to surround them with electricity fields.
  14.  
  15. - One tree, many branches - If a solution to a problem is being worked on, do you... a) lend a hand and/or your brain to help develop the solution or come up with a completely different solution? Saying "I've got a better idea" is a signal that you're ignoring your teammates and trying to become the focus of attention. Contribute to solutions that have already been presented. If you're a department head, develop the solution by presenting problems that need to be addressed (as indicated above). If you're an assistant, and you're not sure how you could pitch in to the problem solving effort, ask your superior officer what you can do to help. Don't scrap your "better idea" entirely--maybe it can somehow be integrated into the solution already being developed, or maybe it can be saved for a similar problem further down the road.
  16.  
  17. - Imperfect characters - You're sitting in the holding cell in the middle of the mysterious alien lab... but you're not about to stand for this! You bust open a wall panel with your bare hands and disconnect the circuits inside, shutting down the force field. Out of your cell, you overpower the four guards, managing to dodge all of their pulse rifle blasts. You move over to the nearby computer terminal and start accessing all of the lab's systems, even though this terminal is only meant to access the brig. You seal off all the doors, lock the aliens out of the computer, and send out a distress signal for Excalibur to pick up. After a few seconds, you remember to release your crewmates from their cells. By the way, did I mention you're a medical officer? This is called "god moding" and it's inappropriate because if one character can do everything you don't need any other characters. This was an exaggerated example, the kind of thing that would hold you back about 10 sims in the Academy (not to mention invoking a swift GM ACTION killing your character off). But god moding can always creep up in more subtle ways. Try to remember... you're not here to solve problems, you're here to have fun making the effort. Avoid the mindset that the sim is a challenge to be overcome and put more emphasis on what you're *not* capable of doing. Flaws encourage teamwork and are a lot more fun to role-play.
  18.  
  19. - In-Character Romantic Relationships - While the Excalibur Command staff does not discourage romantic relationships "in-character;" we strongly advise against jumping into them the first week you're on a game. And while they can certainly ad depth to a character, and realistically romance would be a normal part of any fleet officer's life, we advise extreme caution.
  20.  
  21. Some pointers:
  22. -Don't turn it in to "Days of Our Lives: Excalibur," a little drama now and then is okay, but melodrama isn't a way to win points with anyone. And besides, most people really don't want to read it, if they did, they'd check out a copy of Twilight.
  23. -Take care to make sure that both parties are aware that relationship is IN CHARACTER ONLY. When OOC becomes involved, things tend to get messy
  24. -Please keep the in-sim relationship to a minimum. After all, in-game is usually while characters are on duty, and this a military ship where flirtations would not be looked upon kindly.
  25.  
  26. - Gamemasters Actions - It was once said that if everyone had a perfect life, it would be boring. Occasionally, the command team might decide… at random… to throw a huge monkey wrench in your characters plans. If this happens, don't panic! Just like real life, not everything should work out the way we plan it. In fact, it usually doesn't.
  27.  
  28. If a GM decides (or their dice decide) that something is going to go wrong, just go with the flow. If you have a problem with something, talk to the GM in private and ask them about the situation. Generally a GM isn't going to turn your character's life upside down without asking you about it first, but even if they do… go with it. You might find that a little bit of strife once in a while can be far more fun than being June Cleaver. Also keep in mind that you can, and most likely will at some point, die.
  29.  
  30. - Telepath Players - In regard to telepaths, please note that as with logs, permission MUST be obtained from other players before your character can sense any particular thought or emotion that is not explicitly spelled out on screen. For example, without permission, the following is NOT acceptable
  31.  
  32. Swain> ::throws chair across the room::
  33. Telepath> ::senses Swain's anger::
  34.  
  35. Since Captain Swain simply may like throwing chairs, the following IS acceptable:
  36.  
  37. Swain> ::is extremely angry::
  38. Telepath> ::senses Swain's anger::
  39.  
  40. - A Final Reminder on Role Playing - This is a game, played for enjoyment; it is natural to assume that a variety of circumstances will occur. However, please understand that while this simulation is not real we still expect an atmosphere of realism. Thus, it is expected that your character will not engage in actions that exceed the bounds of what can be called realistic. There are no "super heroes," just a team of dedicated officers. Likewise, the ship does not heal herself. Any damage the ship receives must be repaired. Please note, repairs take time, they are not instantaneous: no "magic bullets." Finally, while 24th century technology is quite advanced, Star Trek has its limits, and we work within them.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement