I. RULES AND GUIDELINE FOR PLAYERS OF HOLOWORLD FLEET an alt.holoworld.rpg.startrek document 1. An introduction to the Holoworld Fleet This document is a guide for new members of the Holoworld Fleet role play group, and a reference document for existing members. It's purpose is to make members aware of the rules of the game, explain how it works, and help to get members started. This document is updated frequently, to reflect the latest changes brought about through the discussion encouraged between members and their representatives on the Holoworld Fleet council. In Holoworld Fleet (HWF) members play out a part in a story that is developed over time. This is what we call 'RPG', standing for 'Role Play Gaming'. In addition to a members main character, we may create any number of additional non-player characters (or NPCs) to create a rich role-playing environment, and add to the fun. Each story is described as a scenario. Within this scenario are several threads which branch off as the scenario develops. Some of these threads are 'wound up', others are left hanging to be picked up and carried on at a later time. The main thread within any scenario is the 'mission' assigned to a ship or space station. HWF scenarios are set just over 40 years after the end of the 'Star Trek: The Next Generation' series. Generally the cannon comes from 'Star Trek: The Next Generation', 'Star Trek' (the original series) and the Star Trek movies from 1 to 7. Over time attempts are made to introduce cannon material from 'Star Trek: Deep Space Nine', 'Star Trek: Voyager' and the latest Star Trek movies in to the HWF universe. Starfleet represent the 'good guys' and consists of several Starships and installations. Each has a crew that works together to carry out a mission. New members are assigned to a position on a Starship by the Fleet Personel Officer, though the Captain may change that assignment if required. Members are encouraged to involve themselves in the mission and threads on their assignments. Adding ideas and developing the story is what makes the game fun! :) Further details on playing are given below. 1.1 The Holoworld Fleet Universe The Holoworld Fleet operates in the Cocoon, a vast area of unexplored space within the Alpha Quadrant. Surrounded by dense dark matter, it was only recently the Cocoon Sectors were discovered and exploration began. Already the Cocoon has been found to be a dangerous place, hostile aliens have declared war, pirates have ravaged shipping lanes and fanatical villains have done their best to cause trouble for the officers of Starfleet. Old enemies still appear from time-to-time to, and the Holoworld Fleet has just begun recovering from a war against a group of renegade Klingons. The main objective in on-line role playing is to set up scenarios with interesting problems to solve in a creative fashion. At the beginning of a mission it is standard for each department head to submit a report on their area of expertise to the Captain. Sometimes these reports can introduce minor problems, perhaps there is an unexplained power loss in the turbolifts, or maybe one of the enlisted crew member is having family problems. Later small things like these could be developed into interesting parts of a story, and perhaps even be turned into a life and death situation. Equipment could break down in an emergency. Strange readings could precede unanticipated events. An Erie feeling could hint at unexplained visitors. 1.2 Getting Around on Starbase OMEGA Starbase OMEGA is the name of the HWF's Headquarters. It is the administrative base, and the place where your career in the HWF begins. As a cadet, freshly assigned from Starfleet Academy, you travel from San Francisco by shuttle to the Cocoon Sectors, near Bajor. There new members begin training in the Cocoon Fleet Academy. Members will be assigned to the USS Destiny, the Fleet's training vessel. There, they will spend a few weeks in the care of the ship's CO, the Chief Training Officer (CTO), who will teach them all there is to know about participating in HWF. As the members learn the basics of HWF and how it is played, regular role play is going on onboard the various ships and installations of the Holoworld Fleet. It is good practice for new members to read the posts in the newsgroup 'alt.holoworld.rpg.startrek' to get an idea of what is eventually expected from them. If you wish to join the Holoworld Fleet it is strongly recommended that the procedure described below is followed. First, write a brief post having your character reporting to the Fleet Personnel Officer (Fleet PO). The subject of this e-mail should read: 'OMEGA Personnel: Reporting to Fleet PO' and should be sent to the newsgroup (alt.holoworld.rpg.startrek) as well as the Fleet PO(fleetpo@egroups.com) to ensure the request isn't missed. The post should be written in 'third-person' and 'past-tense', this is basically like most books - you are able to describe your character's thoughts as well as other peoples'... you are an outside observer of events describing them after they have happened. Your post should go as follows: You are a cadet, fresh out of Starfleet Academy. Describe your character and their ambitions and expectations as their shuttle arrives at SB OMEGA, built on the moon of Demeter in 'The Cocoon' - a vast area of previously unexplored space in the Alpha Quadrant. This post should include the following information within the story: Your character's Name Your character's Species Your character's Physical Looks Your character's name MUST be different to your own to avoid confusion. You will develop the information above later to create what is called a 'bio-file' - a detailed description of your character and their history. Following this post, the Fleet PO will assign you to the training vessel and introduce you to the Chief Training Officer You could spend from a few days to a few weeks on the training ship (depending on how much you post and how quickly you pick up the game). On the Training Ship, you will learn the basics of our style of role play and will be given a chance to put all you learn to work. The Chief Training Officer's goal (as well as the goal of his assistants) is to prepare you for participation on an active unit in the fleet. Once the CTO feels this goal has been met, your character will be promoted to Ensign. You will then be referred back to the Fleet PO, who will assign you to an active unit in the Fleet. 1.4 Getting an Assignment after the Academy. Following you graduation from the Academy, you will once again be asked to report to the Fleet Personnel Officer (PO). Again, list your top three preferences for position assignments and the PO will try and assign you to one of those positions within 48 hours. Members just out of the Academy are assigned according to a 'Fleet Needs List' which lists the available positions in priority order. The ship or installation that has been waiting the longest will be first in-line for a member out of the Academy. Transfers are permitted later between ships and installations if, for any reason, you are not satisfied with the assignment given to you. At any point that this is the case please let your First Officer, Captain, GM and Squadron Commodore know. They will make every effort to accommodate you and make the game fun for you again. Do not, however, contact the Captain of a ship you'd like to play on to arrange for a transfer. This is considered poor etiquette and the request will be denied. If you go through the proper channels (what is described as 'the chain of command') we will be happy to help you. :) Once you know what your assignment will be, it is suggested you look up the crew roster and biography files, and if you have been assigned to a ship - the specifications. Some ships and installations have dedicated pages providing more in-depth detail on them. Such pages are accessible from 'The Fleet' page on the Official Holoworld Fleet web site. The ships and installations in Holoworld Fleet get involved in many types of missions, including; combat, diplomatic, exploratory, first contact, investigation, reconnaissance, infiltration, re-supply, support, medical and protective escort. Some installations host civilians too - some are friendly, some are villains just itching to cause trouble. 1.5 On-line Role Playing Frequently the first thing new members want is orders on what to do. They are not entirely clear on the goals and purpose of the game. It is simply, however, to have fun! Whether members are would-be writers or not we are all working to this goal as we develop our stories. There are three general styles of role playing: The first is the "prose/story-telling" method, in which a member takes on not only their own role, but that of NPCs and often other members. This is permitted, so long as the member plays the other members character in a realist manner, consistent to that character. It is proper etiquette in HWF to accept what another player posts for your character even if it wasn't what you had in mind - so long as it fits how your character would act. The second style of play is the "talking only" method. With this method a member takes on the role of one or more characters. The character(s) talk, ask questions, state facts etc. with very little description. This can be done as if talking to another character, in the form of a transmission, an internal message by communicator, a message to another crew member, or as a "log entry." The third style of play is the "omniscient" method. The member acts like a stories narrator, developing the plot by description and linking things in to the story that may not be on that member's ship or known to the character(s) within the story. A member can usually tell which of these three styles would be most appropriate for a situation, depending on the posts previous to it. Sometimes in role play stories diverge and conflicting plot lines occur. It is the job of the ship or installations 'Game Master' to correct these conflicts and make the story consistent once more. Game Masters do their best to ensure that events in a story don't have to be rejected and treated as though they never happened. For example, if, during a mission escorting an Ambassador to a planet, the ship is attacked, killing the Ambassador in such a way that damages the realism of the story, the Game Master may be called in to solve the problem. We don't want to just state that it never happened and have the post ignored, so the Game Master would make a post that solves the problem. Perhaps the crew member just dreamed about an attack, or had a little too much to drink and hallucinated it. Either way the situation is resolved in such a way that a post doesn't have to be ignored, and the story can continue as before. Some of the missions ships and installations are involved are relatively simple, involving only one ship/installation and keeping just a few characters in the main thread of action. Others, however can be more complex. They might involve all the crew, and sometimes two or more ships. A ship might send out a distress call and another role play ship/installation will respond. Missions are assigned by the Fleet Executive Officer (Fleet XO), who may issue a mission, offer the Captain a choice of possibilities, or ask for the type of mission desired, based on the mission profile the ship is capable of covering. Ship/installation and mission subject lines usually begin with the ship's name. The only instance that this does not occur is when multiple ship/installations are involved - then the mission name is used instead. If a ship is in orbit of a planet then the ship name might be followed by the location. For example, if you are on the Yorktown, posts made for your ship will be found under "USS YORKTOWN:", "USS YORKTOWN: Counsellors Office", "USS YORKTOWN: Ready Room" etc. Comments about the mission or administrative matters, or anything that is not part of role pay is marked with the description 'NRPG', meaning "Non-Role Playing Game messages". To keep the newsgroup tidy, and to enable a quick response, these NRPG messages must be not be sent to the newsgroup. If the NRPG is of general interest to the club forward it to the Fleet XO or Fleet CO for them to send to the Holoworld Fleet announcements list. The newsgroup is our "showroom" and how we draw in new players, and we like it to be clear of things that are of no interest to non-member subscribers. :) Role play characters have the lounge of a ship/installation in which they can get to know each other, but the HWF is more than just a group of characters on a ship/installation. For this reason the members have a place where they can get to know each other on a real basis. This is the HWF CAFE BAR. Feel free to post there and tell us about yourself. Use it to get to know the other members of the HWF. The address is: hwf-cafebar@e-groups.com Details on how to subscribe are given near the end of this document. For discussion associated with the running of this club and the administration (the politics of HWF) we have the HWF Council. It is supported by a mailing list (hwf-discussion@e-groups.com) which all members are entitled to subscribe to, and comment on club issues. Details on how to subscribe are given near the end of this document. Most administrative matters are handled by the Fleet Admiral and their aids. Matters dealing with assignment and transfers are handled by the Fleet Personnel Officer (PO), who also handles new members. When you reach a ship/installation do not be shy about getting straight in to the game with your own ideas. The aim of the game is to develop an imaginative story that is challenging and fun for all who are a part of it. Simply saying "Aye Captain." can be stifling, create your own part of the story to make it interesting for yourself as well as others. For example; suppose the Captain orders you to fire phasers on an asteroid heading for a disabled ship. You know from a previous post that the phasers have gone off line without warning. You'll have to bring this to the Captain's attention and they might order you to find out what the problem is and fix it; failing that you'll be ordered to find another way to stop the asteroid. That puts you in the position to create an interesting reason for the phaser failure, and you need to develop a solution. In role play gaming the best solution will involve the help of other members of the crew - try to get others included in the action. Your posts should be written with consideration for what you believe is believable. There is no set "script", even if the mission is working toward some specific outcome. It is up to each player in the crew to create their own parts of the story and work them in with other player's parts to create a fun and captivating mission. Remember to use the information you are presented with when writing your parts of the story. If you are given no information and there is none on the web site, then feel free to make it up. 1.6 Character Development Character development is as important in role playing as story development. It provides the players and your audience with the basic information they need to interact with your character. The more developed your character is (and that includes keeping the bio-file up-to-date) the easier it is for yourself and others to play your character in a lively and consistent way. The first thing that is required is a name for your character. This must be different to your real name to avoid confusion in the game. The next step is to create a biography (referred to as a bio-file) for your character which will be posted to any ship or station you play on in the Holoworld Fleet. This bio-file should be saved as a PLAIN TEXT (TXT) file; not everybody can read other, less generic, file types. This bio-file is background on your CHARACTER, not yourself - though it should include the player name and e-mail address at the top for reference. Revealing information about your true self is usually not a good idea in role play. A complete bio-file should include the following FICTIONAL information: * Character Name * Character Race * Physical Characteristics * Traditions * Age * Education * Beliefs * Siblings * Quirks * Place of Birth * Spouse * Ambitions * Home Planet * Children * Annoyances * Parents * Hobbies * Additions The CTO and his assistants keep a form ready with the basic layout of a bio-file, an example, and an elaboration of what should go in each. Request a copy to begin creating your character. Remember that the characters in the game won't know everything about one another, even if the players have read the bio-files. Basic information will be known (age, race, service record etc.) but other information will come out through role play - as the characters get to know one another. The ship's lounge, a relaxing holodeck adventure, or the social sector of a space station are all good places to reveal information about your character to the rest of the crew through role playing conversation between characters. There are a variety of information resources that should help you as you create your character. The HWF web site has links to some useful resources, as well as information on known races. However, you should feel free to create a character that is not from any of the races 'documented' in the Star Trek Universe. Often characters of an unknown race are played in HWF and can add a new dimension to role play. If you are creating your own race, you should think about the implications of having to create the culture that your character comes from in order that other players can understand your character; you might think it better to choose from one of the races that everybody knows from books, television and film. If you aren't sure what race you want to choose, then talk to your instructor; it is their job to help you create a character that you will enjoy playing, and will be a benefit to role play on your future assignments. There are a few limitations on the races that can be chosen. Characters may not be from the 'Q Continuum', the Borg race, or full telepaths. Characters with 'super powers' can seriously damage the role play environment, and remove the fun from the game. Occasionally characters with 'super powers' do appear, but they are never played by somebody who is not believed to be capable of playing such a character maturely and as a bonus to role play, rather than as a hindrance. Below are several resources for character creation that can not be linked to from the club's WWW site: Star Trek TV series (Original, Next Generation, DS9) WORLDS OF THE FEDERATION book, by Shane Johnson Star Trek Novels and Films Other Science Fiction books and Films Your own imagination (if we could link to that we'd be very rich by now) With your character complete you must make sure that players can confidently understand your character. Do this through your character's dialogue, action and further description. You are encouraged to update your bio-file frequently, these changes come mostly after a change of rank or position; a service record should be added to your bio-file in addition to the information suggested earlier in this section. The First Officer of a ship will frequently ask for an updated bio-file, and you will be required to send your bio-file out following any transfers. IMPORTANT NOTE: A major character can not be killed off without the consent of the controlling player. This does not apply to most non-player-characters (NPCs), unless the CO and FO are made aware that they should be protected. 1.7 Tips for better playing The following are some tips on how to better play in HWF: 1.6.1 Communications The first suggestion shows how to send a communication between two Starships or to/from a Starbase: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> TO: Lt. Harrison, CNS, USS PRIMARCH ['To' line ] FR: Capt. Bloggs, CO, USS YORKTOWN ['From' line ] SUBJ: New Orders ['Subject' line ] SD: 10.0321.1833 ['Stardate' line] >>> CLASSIFIED: FYO <<< Classification Grades are: FYO = For Your Eyes Only SECRET = Limited Release PRIORITY = Urgent Message UNCLASSIFIED There is no real purpose behind the classifications, except to show the relative importance and sensitivity of information in your communications that might aid role play; for example your character might not know something, until told, that is classified as FYO and addressed to the Captain. The classifications are not rigid. Any note added to the beginning of a communication that adds to the realism is acceptable (and encouraged). Communications should end with: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 1.6.2 Stardate Stardates are used as a non-role play device as a means of showing the exact date and time (GMT) a player initially wrote their post. This information is used to help solve problems of post conflicts and inconsistencies resulting from difficulty in logging on, or other delays. Stardates are formatted as follows: SD: YY.MMDD.hhmm YY = HWF year (18 for 2006, 19 for 2007) MM = Month (01 for January, 02 for February, etc.) DD = Day of month hh = hour (24-hour time, Greenwich Mean Time) mm = minute For example, at 10 past 6 in the evening (GMT) on the 20th of October, 2006, the Stardate would read: SD: 18.1020.1810 1.7 Non Role Playing Discussions - NRPG For out-of-character discussions, players will find it easier to do so separately from the role play ship subjects. This creates a better role playing environment on the ship, and a story-line that is much easier to follow. NRPGs should be handled in e-mail, and must not be put up on the newsgroup unless cleared with the administration or it concerns a problem sending e-mail. Usual NRPG topics include; discussing plot alternatives; asking everybody how they are doing; congratulations on awards and promotions; etc. Large or more important NRPGs must be put in to a separate message, instead of at the bottom of story posts. This ensures the NRPGs do not clog the ship's archive up, and makes them easier to spot. The subject line of NRPG's should include the unit name, followed by 'NRPG', and if relevant the subject of the NRPG. 1.8 Patience in the Interactive Environment When developing a story-line on a ship or station always remember that e-mail isn't instant communication, so time should be allowed for others to add to the situation. Some players might not collect their mail every day, especially if they work during the week. The most satisfaction in role play comes from seeing how your idea might be used by other players to form unexpected twists and turns in the story; give other players the time to do this and the rewards speak for themselves. Despite this, a large delay between posts will tend to disrupt the flow of the story line. It is best to assume that if you have not received a follow up to a post within three days (assuming the player hasn't informed the crew that they will be absent) you can move on, ideally leaving an opportunity for the other players to back-post. To avoid frustration you shouldn't plan how the plot will unfold in too much detail. It is unlikely that all the players will write the story in the direction you want it to go, and the GM may also add to the plot. Most players only focus on what has happened in other posts and what will happen in their post; leaving further development to the next player to post. This is the most ideal method of play. 1.9 Handling Conflicts in the HWF There are various forms conflict can take in the HWF. First, there is the friendly teasing that stays at that level and nobody minds. Then there is appropriate criticism; role play can frequently become quite complex; players might disagree for legitimate reasons, or grow confused over the development of the story or a bit of science or 'technobabble'. To discuss such things players should use NRPGs, as described earlier. Through NRPG discussion the players can come to an agreement on how to handle the situation in role play; if a player got something wrong you might want to send a friendly comment privately to avoid embarrassing them in public. Remember, if you are criticising somebody you should be as gentle and diplomatic as possible. The players in the HWF are human, like yourself, or perhaps more sensitive. Although you might think what you are saying is perfectly reasonable, the very nature of written language can make it sound more harsh than was ever intended. It's sensible to liberally splatter such NRPGs with 'smileys' and other replacements for paralinguistic features (shrugging, grinning, signalling 'OK', to the layman :) ). Finally there is the kind of conflict that results in personal insults and name calling. The fact that somebody called you a '*itch' instead of a 'bitch' doesn't matter. Personal insults are AGAINST THE RULES of the HWF. If you don't like what somebody is doing, then tell them politely. Though some do enjoy 'flaming' people it is simply not tolerated in our club or in our newsgroup. Anybody who has been flamed without provocation is perfectly within their rights to call upon a mediator. It is inevitable that, in such a large club, you won't get on with every other player. This can be difficult, especially if that player is your Captain. The whole idea of this game is to have fun. However, to leave a ship because of another crew member can be regarded as a serious insult to that person, and could be very upsetting. Before making any quick decisions consider this; do you really want to hurt that person? We would rather you tried to work out your differences peacefully. If you can't, then ask your Game Master to help; if that still doesn't work then we will accept your request for a transfer. We believe that a conflict with a player on a unit is no reason to stop having fun in the HWF. Sometimes conflict results from a simple difference in role playing style. If this is made clear then nobodies feelings will be hurt, and you will be accommodated as quickly as possible. Thanks to the wonders of the Internet, it is possible to spend time in 'real time' chat, assuming your Internet Service Provider is keeping up with the rest of the market. :) This provides an excellent way for players to get to know one another 'in person'. Many HWF players have become great friends through the game thanks to IRC, some travelling cross-continent to meet the people behind the characters. :) Our web site has a link to the DALNet IRC site which provides a lot of information on how to use IRC. Many players use the DALNet servers and hang out in the group's channel, #ahr. Newer still, and perhaps easier in some ways, is ICQ. Again links to information on ICQ are available from our web site. Many players include their ICQ numbers at the end of their posts. MATERIAL FOR REFERENCE AND ADVANCED PLAYERS 2. The HWF Universe Timeline It is the year 2411. Space is an ever growing final frontier. Nearly 47 years ago, late October 2463, the GALAXY class USS ENTERPRISE was commissioned. 2369 the Cardassians withdrew from Bajor and the Federation established a presence in those outer explored reaches of the Alpha Quadrant. The Galaxy remained as turbulent as it ever had been: 2.1 The Romulan Empire and Federation Co-operated on the construction of Deep Space 12, following the discovery of an artificial Wormhole leading to the Gamma Quadrant and conflict with the Dominion in 2368. Joint Federation and Romulan forces help guard it's entrance to this date. 2.2 The Klingons invaded Cardassian space, occupying dozens of systems that had once belonged to the Cardassia Union. The Civil Cardassian government were unable to force the Klingons off their worlds. In 2397 the Military overthrew them again, their grip tighter than ever before. The Cardassians continued to fight the Klingons for the returning of their worlds until 2309 when the Federation made a break through in talks, that didn't go as planned. The occupation forced the Federation Colonies from the demilitarized zone; finally they accepted the Federation's offer of resettlement. The Maquis had almost disappeared; only a few groups continued strikes against the new Klingon occupation, mostly without the resources of the former Maquis group. 2.3 The Borg began regular assaults on the Romulan Star Empire, occasionally reaching deep into Romulan space before being halted. Weakened by the continuing attacks the Romulan Empire accepted help from the Federation and the Borg were finally repelled from Romulan space in 2406; suffering a hard defeat at Starbase Gamma, near the Neutral Zone. The Romulans still rely on Federation aid today. It is not a situation the proud Romulan Star Empire is happy with. 2.4 The Klingons, insulted by the Federation's condemnation of their invasion of Cardassian territory and attempts to bring peace returned to more aggressive ways. Until 2407 conflict between the Federation and Klingon Empire was frequent. Finally events turned in favour of a new treaty as the Klingons slowly became aware that their would be no more honour to be gained from Federation territory, or by attacking the Federation. Traditionalists were weakened, but unrest began to grow in the houses who had risked much to claim the Cardassian Territories, to a point that they would sacrifice their honour in pursuit of a goal they considered greater. 2.5 Towards the end of 2407 a lone Starship, the USS NEWTON one of the Federation's most advanced science vessels, found a gap in a giant dark cloud of matter which covered most of a spiral arm of the Galaxy. Later to be known as the 'Cocoon', the NEWTON found it was a shell around normal space. The Bajorans simplified it to 'A whim of the Prophets'. The opportunity for new allies, an area rich in materials and scientific mysteries made it the most desirable area of space in the Quadrant. An area the Federation couldn't afford to lose. As information on the Cocoon was revealed, every major power knew that whoever controlled the Cocoon would have the resources to control the entire Quadrant. 2.6 In the middle of 2409 the Federation's break through in talks between the Klingons and Cardassians results in disaster. A group of Klingons and Cardassians manage to modify CinC Starfleet's Runabout; as it lands at the conference which the CinC is to mediate it fires - killing both the Klingon and Cardassian Ambassadors. The Klingon's immediately declare war, destroying the CinC's Runabout. The Cardassians wait for the Klingons in the Occupied Zone to make an assault on the Cocoon before reclaiming their territories. 2.7 At the beginning of 2410 the Federation's losses are high, but agents are already working on uncovering a conspiracy between the Cardassians and the Klingon Houses of the Occupied Zone. As the Federation's forces at the Cocoon near defeat the war comes to an end. Only the most desperate of the Klingons continue to defeat against the combined Starfleet and Klingon forces. The leader of the conspiracy is taken to Quo'nos for trial, having lost his battle fleet, and the Occupied Zone. 2.8 During 2410 the Cocoon Fleet's farthest outpost, DS 101, is discovered to be alive. Awakened, it battles with the nearby Nebula Dwellers, a powerful race intent on the destruction of all life, brought from another dimension by the Evil Q. The station becomes dormant again after re-inforcements from it's race arrive and deem it infected by the symbiotic relationship between it and a Vulcan. Several Federation ships are lost in the crossfire of the battle, but the Nebula Dwellers are driven back and the DS 101 creatures transportation conduit mysteriously closes, leaving them to travel at high warp deeper in to the Cocoon, and wherever they came from. 2.9 At the end of 2410 the Dergrad near DS 101 are in a state of rebellion, making the future of deeper exploration of the Cocoon unsure. 2.10 At the beginning of 2411 the future of the Cocoon is threatened further by an increase in Dominion activity. A wave of paranoia sweeps through the Cocoon Fleet, stemming from the heart of Cocoon Fleet command. [Additional Reference available on the Cocoon Encyclopaedia WWW pages] 3. Technology Since the commissioning of the GALAXY class ENTERPRISE almost 50 years ago many new inventions have proved themselves useful in the Federation, others came and went. Generally the ships have become sturdier, faster and better equipped, whilst the crews required for them have reduced. Their engines consume less energy and the strain on the fabric of subspace has been decreased significantly. Shields have got stronger and weapons have advanced. Photon torpedoes are more accurate and efficient, joined by the massively destructive (though limited quantity) Quantum torpedoes and the Verteron Torpedo; designed to disable a ship without damaging it. Though there have been many advances, it is assumed that Geordi LaForge would still know his way around a Federation Starship. The advances are not such that he would be baffled by any 'quantum leaps' since the developments of the 24th Century. Recently Bio-neural Gelpacs have been introduced into Starships to improve performance and reduce the number of crew required to staff them. Photon torpedoes have been enhanced greatly - with several new ships being fitted with the latest generation Quantum Torpedoes. New warp technology in the new SOVEREIGN-class vessels allows a ship to skirt, but never cross the warp 10 barrier for sustained periods of time. There are novelties that are now widely used: 3.1 D-Warp. An extremely fast form of travel, limited to the Type 18 shuttle. Travel through D-Warp is near-instantaneous, a shuttle may travel many light years in virtually no time at all. However, onboard the shuttle, time passes for the occupant as though it were travelling to it's destination at normal warp speeds. Thus, a journey across a sector might take a second in D-Warp, but seem to last for 4 weeks as far as the occupant is concerned. A D-Warp shuttle must set it's destination before engaging the D-Warp drive, no further adjustments to course can be made during D-Warp travel. Sensors are blind during D-Warp travel. Due to the high power consumption of the D-Warp drive, only one jump can be made until it receives maintenance. The D-Warp fields can have long term effects on the health of most races if they are exposed to them for any significant length of time. Due to the nature of D-Warp, no ship above the Type 18 shuttle is equipped with a D-Warp drive. Tests on larger vessels have all resulted in disaster. Further development has been halted. D-Warp is limited to the Federation only, and has been the target of several espionage attempts by other factions wanting to learn it's secrets. D-Warp in the HWF is used as a role play device; a way to get new characters on to their new ship or station if it is mid-mission and a long way from home base. 3.2 Holo-Link. A development of Holodeck and communications technology. Holo-projectors are fitted in major areas of a unit, allowing the transmission and reception of holo-images from another unit. It allows characters to interact as though in the same location, creating more depth in communications within the limitations of usual Holodeck safety protocols. This technology has been made possible by advancements in subspace technology, allowing more data to be sent along the subspace relay networks. In cases of emergency a holo-communications is most likely to reach it's destination due to it's increased signal strength, however only the most advanced ships and space stations are equipped with this technology. 3.3 Many new ship classes have come in to service over the past fifty years. Ships capable of outrunning the USS VOYAGER, battlecruisers that could out-gun the ENTERPRISE in 'All Good Things', and science vessels capable of finding a pin-head on a planet five light years away. Modular vessels are common, capable of being adapted to fit their mission profile. 3.4 A sophisticated sensor system has been created for the Feynman class explorer. Called the DELPHI array, the system is highly accurate, though it has it's floors under some conditions. Still in it's experimental stage, a DELPHI array located the entrance to the Cocoon. A smaller version, called the AUGUR array is fitted on the Sun Dancer class deep space explorer, and in modules for the Tryfan class cruiser. Both of these systems are unique to the Federation. 3.5 Artificial intelligence has evolved to the level that all ships are fitted with an Emergency Medical Hologram, Mark 4. 3.6 Androids based on those created by Dr. Noonian Soong are serving as Starfleet officers, as well as living civilian lives. Recently the Romulan Star Empire was found to be capable of creating androids of a similar type, although they are not common. [Extensive additional reference is available on the HWF Engineering web page] 4. HWF Ranks and Positions 4.1 In the HWF, the high ranked officers are club administrators and directly involved in ongoing RPG. On regular ships and stations, the crew is headed by a commanding officer who is entrusted with the ship on behalf of the club and responsible for the management of the ship and it's activities. Commanding Officers pass through Command Grade Training before being given a CO or XO position. CO's are selected because of their commitment to the game on a role play and administration level; because of the experience required for the position we allow Commanding Officers much leeway in their decision making. However they are still observed by the Squadron Commodores to ensure the fairness and fun remains in the game for everybody. Experienced players who are interested in receiving Command Grade Training should express that desire to their current CO. Only players with several months experience will be considered for this training. 4.2 The ranks are officially abbreviated as follows: Officers: Adm Admiral VAdm Vice Admiral Cmdor Commodore Capt Captain Cmdr Commander LtCmdr Lieutenant Commander Lt Lieutenant Lt Lieutenant Junior Grade Esn Ensign Enlisted personnel (NPCs/2C) WA Warrant Officer (4 levels) CPO(m) Master Chief Petty Officer CPO(s) Senior Chief Petty Officer CPO Chief Petty Officer PO Petty Officer The enlisted ranks are usually addressed informally as "Chief". In addition, each PC (player character) can have civilian specialists for his or her department. 4.3 The following table lists the ship and unit types in the HWF game, followed by the suggested minimum rank for Commanding and First Officers. This allows players to be placed in positions most appropriate to their experience on role play in the HWF. The different ships allow for different varieties of role play, taking in to account that some players might like smaller or larger units than the usual. Ship class CO Rank FO Rank PCs Crew -------------------------------------------------------------------- Corvette Lieutenant Lt 5 PCs 90 Frigate LtCmdr/Cmdr Lt/LtCmdr 7 PCs 200 Outpost LtCmdr Lieutenant Destroyer Cmdr/Capt Lt/LtCmdr 8 PCs 410 Deep Space St. Cmdr Lt/LtCmdr Light Cruiser Captain LtCmdr/Cmdr 9 PCs 660/750/1040 Battle Cruiser Captain LtCmdr/Cmdr 9 PCs 1020 Starbase Captain LtCmdr/Cmdr Heavy Cruiser Captain LtCmdr/Cmdr 10 PCs 1480 Commanding officers of ships ranking up to and including Captain, are generally referred to as 'Captain' in recognition to their function as CO of the unit, rather than their actual rank. For special missions and the administrative duties as a Squadron Commander, Captains can be given a brevet to Commodore for the duration of the mission or their administrative service as Squadron Commander. This helps separate them from the officers under their command. No officer with less than five missions completed during their command of a unit can be permanently promoted to the rank of Commodore. Vice Admirals can be appointed by the council upon the recommendation of the elected administrators to head task forces or branches of the HWF. In the case of branch heads, they will be referred to as 'Branch Admirals' and their rank is equal to a Commodore. The Vice Admiral rank is a brevet, and ends with the conclusion to the duration of office. 4.4 The Fleet Admiral is the only player permitted to assign Commanding Officers and First Officers, and make any rank promotions for such positions. The Fleet Admiral must select players for the CO positions who have completed Command Grade Training (CGT). A player may be assigned a command position in an "acting" capacity pending satisfactory completion of CGT. The ship's Commanding Officer is responsible for promotions within a unit, and can promote to a rank one below that of the unit's First Officers' maximum possible rank, according to the table in 4.3. The Fleet Admiral and a Commanding Officer may both brevet a character to any rank immediately below their own, but approval is required before that rank is made permanent, or the character may be returned to their previous rank once the circumstances the brevet was given for no longer exist. 4.4.1 Prospective Command Candidates Players who wish to try for a command position (CO or XO) may express that desire to their CO. The CO may then put the player through on ship Command Grade Training as dictated in (4.5). If a player requests CGT training and feels that his/her CO has unfairly denied that request, they may ask the Fleet CO to look into the situation. Please note, however, that in under most circumstances, only players who have a at least two adventures under their belt will be considered for CGT. 4.4.2 Commanding and First Officers Beyond CGT It is usual for the Fleet Admiral to select Commanding Officers for a unit from beyond the players currently on board. This creates the possibility for new role playing experiences, and minimizes conflict if several players on that ship (who have at some point completed Command Grade Training) applied for the vacated spot on their vessel. First Officer candidates should, likewise, be taken from those who have completed Command Grade Training. The Commanding Officer and Fleet Admiral will co-operate in the selection of a First Officer. Second Officers are chosen by the First Officer and Commanding Officer, if the Second Officer position is considered a command position, rather than a role play one. In this case it is recommended (though not compulsary) that the Second Officer pass Command Grade Training, running a short mission (usually 1 week's worth of posts) in a Holodeck simulation. This procedure should always be followed when launching a new unit, if a vacated position is being filled on an already active unit the CO's opinion has more weight in the selection of a player for that particular role play environment. Should more positions be open than covered by suitable applications, the Fleet Admiral may assign a player who has not completed CGT as "acting" Commanding Officer untill a replacement can be found, or the player completes Command GradeTraining. Only players who have completed appropriate CGT maybe assigned as permanent Commanding Officer of a unit. 4.5 Command Grade Training (CGT) For Commanding Officers and First Officers Command Grade Training is compulsary. For Second Officers it is recommended that CGT is administered to show that the player can lead a story and encourage other players to post. Command Grade Training for prospective COs and XOs should, generally, last for 4 weeks posting at the minimal level. The candidate is expected to post a minimum of twice per week, as is expected of any active First Officer or Commanding Officer. The test may be administered in a Holodeck, or in the active RPG of the unit if plausible. CGT for Second Officers should last around 1 to 2 weeks posting at the minimal level. The candidate is expected to post a minimum of twice per week, as would any active First Officer or Commanding Officer. The test is administered in a Holodeck, with the Second Officer leading a simulated mission. The purpose of the Command Grade Training is to show that the player is capable of leading the players in a unit through a mission, stirring activity during lulls in posting and maintaining a flow to the thread. 4.6 Units are assigned priorities for positions, depending on when the Fleet Personnel Officer received the request for personnel. They are free to take guest players to fill a position temporarily, but the Fleet Personnel Officer must assign permanent department heads. Some units have extra positions available for civilians or specialists, the number and type of these will depend upon the Commanding Officers' experience; at the discretion of the Fleet Admiral. The following is a list of the permanent positions available on the different types of role playing unit: Corvettes have five permanent player positions: * CO, FO/OPS, CSO/FCO, CEO, CMO The double-duty positions may be assigned as fit the characters on the unit. Frigates have seven permanent player positions: * CO, FO, OPS/FCO, CEO/CSciO, CMO/CNS, CSO The double-duty positions may be assigned as fit the characters on the unit. An additional player can take half of a double-duty position, or serve as a mission specialist. The FO may help out with the double-duty positions, according to the character's qualification. Destroyers have eight permanent player positions: * CO, FO, OPS/FCO, CEO/CSciO, CMO/CNS, CSO The double-duty positions may be assigned as fit the characters on the unit. Feynman Class vessels may have one additional player to serve as Sensor Officer (DSO), at the Commanding Officer's discretion. Medical vessels may have one additional player so as to split the CMO and CNS roles to reinforce the ship's medical status. An additional player can take half of a double-duty position, or serve as a mission specialist. The FO may help out with the double-duty positions, according to the character's qualification. Light Cruisers nine permament player positions: * CO, FO, OPS, CEO, CSciO, CMO, CNS, CSO, FCO The FCO may be replaced by an optional mission specialist. Battlecruisers have nine permament player positions: * CO, FO, OPS, CEO, CMO/CNS, CNS, CSO, FCO The FCO may be replaced by an optional mission specialist. An additional player may be taken as an optional mission specialist. Heavy Cruisers have ten permament player positions: * CO, FO, OPS, CEO, CSciO, CMO, CNS, CSO, FCO The FCO may be replaced by an optional mission specialist. An additional player may be taken as an optional mission specialist. All ships above the Corvette are permitted an additional player as the permament, civilian, lounge host. This character must not hold a mission relevant position and will not be considered a player's perminent character. 4.7 There are a variety of positions on the HWF ships and stations. The following descriptions show the duties of each position common in the HWF. These are GUIDELINES for the positions, and should not be treated as rigid rules; they are flexible and open to player interpretation and the discretion of the Commanding Officer. 4.7.1 Commanding Officer: The CO is the senior officer on board a ship or station, usually ranked above Lieutenant Commander, depending on the size of the unit. The CO acts to ensure proper execution of the HWF rules and the orders of the Fleet Admiral and other senior administrative staff. The CO sets the style for play during a mission, and must keep their unit organized, and ensure the crew are motivated and trained. To this end, the CO is expected to post more frequently than other players on the ship; it is advised the CO post twice a week at the very least, to maintain the flow of role play. The CO has the responsibility of creating a good role play environment, and is expected to co-operate with the unit's GM to achieve this. The permanent CO may promote crew to ranks below that of the minimum recommended rank for the First Officer. They may assign and change all positions on the ship, and may appoint a Second Officer at their discretion. This does not include the appointment of a CO or FO. It is the CO's responsibility to provide information required by the administration for overall club continuity. The CO may divide this responsibility between volunteering players at their discretion. In role play, the CO's duty is to choose from any options presented by character, the option that will best ensure the completion of the mission and encourage role play. It is considered bad etiquette to write decisions and orders on behalf of the CO without prior consultation; this is one of the few areas the CO is able to involve themselves in the mission, without interfering with a player's area of expertise. 4.7.2 First Officer: The First Officer is the executive commander of a ship or station. If the CO is absent, the FO must be able to take over the duties of the CO if necessary. The FO is second in command of a unit, and is usually one rank below that of the CO. The FO should post at least twice a week to help the CO keep the flow of role play. Not doing so can seriously harm the role play environment for everybody on the unit. If this occurs, the administration will take steps to rectify the problem. If the CO does not post as outlined above, he can be assumed to be 'in the ready room' and all decisions fall on the FO until the CO resumes posting. The FO is the roster and bio-file keeper of a unit, they must ensure the player/character roster is up-to-date and sent out frequently; once a month, or when a change in the roster occurs. The FO should ensure that players keep the bio-files up-to-date and that the ship's bio-file is sent out frequently; once every three months, or when a change in any of the bio-files occurs. In consultation with the CO, these duties may be divided between willing volunteers on the unit. The FO is the ship's personnel officer, and all new characters must report to them on their arrival on the ship or station. The FO ensures that the crew are capable of performing their duties and carrying out the mission at all times. They must ensure that the CO's orders are being carried out, whilst also making sure the CO is aware of the options available to help complete the mission. In consultation with the CO, the FO may give mission-critical orders. The FO must ensure the safety of the CO, and usually commands the away team. The FO is also responsible for ensuring the proper development of the officer's careers in the HWF. In most cases the FO has a speciality (perhaps they served as a CEO before being promoted). In these cases the FOs may put more attention in to that area of the mission; this especially the case on smaller vessels with double-duty positions. 4.7.3 Notes on Posting Frequency It is requested that players who are unable to post at least twice a week, consistently, do not apply for a position as a Commanding Officer or First Officer. If you can not post frequently (4 posts per month for non-CO/FO crew, 8 for CO or FO), there is more-than-likely a position you might be able to fill (civilian lounge keeper for example) that will not harm the role play environment. It is HWF's policy to avoid punitive measures when possible. However, if a player creates problems for others, either actively or by not posting, we will do something to correct the situation - this is one of the purposes of the club administration, and specifically the fleet CO. If you are to be away, or incapable of posting, for more than three or four days you should notify your CO or GM. If you are a CO inform the GM, SC and FO. If the CO fails to post for more than four days he is considered to be 'in the ready room', and the FO is permitted to make decisions on the CO's behalf. It is important to note that the FO does NOT become 'Acting Captain', and only has the duties and privileges of the CO, without being in the position. If the CO is absent, it is important that the story continues regardless, else the role play environment may be halmed. Upon the CO's return, the CO is expected to read through what has happened, and continue from where the story has reached without changing what has happened in their absence. In addition to the two top jobs, each ship has a crew of various numbers of players who can hold any of the following positions. Normally only one player will hold any of these positions although with the CO's permission or by the ship's class, a player may hold more than one position or a position in a department below that of it's head. Under each officer may be as many NPCs (non-player characters) as the player wishes to create. Preferred NPCs should be registered with the CO to protect them from being killed, it is possible to have a secondary player character in a subordinate position. The following definitions are provided as GUIDELINES. With the approval of a ships Commanding Officer any player may expand upon the role of their character within their position. Make the most of the freedom you have to develop a career for your character. 4.7.4 Operations Officer: Frequently the third in command (Second Officer), the Operations Officer will take the conn. when both the Commanding Officer and the First Officer are absent. Their usual job consists of the efficient allocation and management of the ship or installation's resources. They watch the ship's sensors, acting as the Commanding Officer's eyes and ears. They will also have primary responsibility for the ship's library and computers - calling up the information the crew need on a situation. The Operations Officer can back up the Science Officer or Chief Engineering Officer, possessing some skills appropriate to both positions. They can provide information from the computer on alien races, spacial anomalies, and a whole host of other nasties (or not-so-nasties:). 4.7.5 Tactical Officer: The Tactical Officer, or Chief Security Officer (TAC/CSO), is responsible for the security of the ship or installation and it's crew. They manage the ship's weapons and shields. They also have responsibility for most communications. As a role-play position, the character generally takes a paranoid approach to problems. They are often short-sighted, and rough when dealing with others. The character will put across these views to their Commanding Officer, who has the final decision on what can be made of it. 4.7.6 Chief Engineering Officer: The Chief Engineering Officer (CEO) is responsible for the upkeep of a ship or installation. Their duties include repair and maintenance of the ship or installations physical components (engines, shields, life-support, transporters etc.). The position also includes some responsibility for resource and energy allocation, handled primarily by OPS. The CEO investigates problems of a technical nature. As a role-play position, the CEO will be the one who develops some handy gadget needed for the story. They often come up with the engineering solution that saves a civilisation or planet from a major disaster. 4.7.7 Flight Control Officer: The Flight Control Officer (FCO/HELM) is the ship's 'driver', taking the ship where the Commanding Officer orders. The Flight Control Officer also looks after the ship's shuttles and shuttle bay(s), ensuring maintenance is carried out by his staff in conjuction with Engineering. On installations the Flight Control Officer is refered to as the Chief Navigation Officer (CNO). This position expands on the FCO position. The CNO must produce flight plans for visiting vessels, assign escorts and tugs, and assign pilots to the installation's support craft. As a role-play position, the FCO is usually the hot-shot onboard. They like the fast pace life-style, and are rarely worried by the trivialities of modesty. 4.7.8 Chief Medical Officer: The Chief Medical Officer (CMO) is the ship's doctor. They handle the sickbay and medical labs, finding cures to plagues and dealing with other medical emergencies (including such mundane things as a broken arm:). Where qualified, the CMO is also expected to assist the Counselor, trained to deal with trauma and other psychological problems the good doctor's famed bed-side manner can be the first step towards mental recovery. In some cases the CMO might double up as Counselor, if their qualifiactions merit such a combination. As a role-play position, the CMO is often the one to point out the importance of life. Taking the moral high-ground when the ship or installation enters a battle. "I'm a doctor, not a soldier!" is their catchphrase. 4.7.9 Counselor: The Counselor (CNS) is responsible for the ambassadorial functions onboard a ship or installation. They deal with alien races, trying to forge peace. They also deal with the psychological matters of the crew, making the First Officer aware of problems with moral, and helping crew members through their problems. Often the CNS will be responsible for settling in new additions to the crew. If the ship or installation is host to civilians, then the CNS will act as liason between Starfleet Officers and it's guests. If qualified, the CNS may back up the CMO position. As a role-play position, the CNS will offer an optimistic, 'romantic' approach to problems, in stark contrast to the opinions of the TAC/CSO. 4.7.10 Chief Science Officer: The Chief Science Officer (CSciO) is responsible for investigations of scientific problems, both technological and biological. They act as back-up for both the CMO and CEO (and vice-versa). As a role-play position, the CSciO acts as an advisor to the Commanding Officer on technical matters. 4.8 The Gamemaster Like traditional role-playing games, each unit in HWF has a Gamemaster (GM). The GM's duties differ, however, from their namesake. The GM is the eyes and ears for the administration. It is their job th ensure that unit they observe doesn't violate the continuity of the club. Additionally, the GM should assist the CO in creating an enjoyable RP environment for the players in the unit. He/She can help accomplish this by playing villains and other NPCs. It is important to remember, however, that the RP environment belongs to the players in HWF. The GM should never force his ideas on the players and should always get the CO's approval before creating an NPC. The GM should also keep on the lookout for any problems which may risk dangering the RPG or NRPG environments on his/her unit. Any serious problems that arrise should be reported promptly to the unit's Squadron Commander. As with any admin position, there is paperwork. Unless otherwise dictated by the unit's CO, the GM is responsible for preparing a brief weekly situation report (sit rep) containing the week's activities on a unit. This report should be submitted to the Unit's crew as well as the Fleet GM, who compiles all reports into a Fleet-wide report. There are two more important notes concerning the GM position. GM's have the authority to recommend their players awards. The GM may also recommend the entire unit for unit-wide awards such as the Outstanding Unit Citation. And finally, it should be remembered that no player is allowed to GM a unit in which he/she actively plays on. 4.9 Playing Multiple Roles Some people just can't get enough of the game sometimes, so for this reason players are permitted to play several different characters on different role play units. There is not strict limit on how many additional characters any player may have active at any one time, though the following guidelines are generally used as a good indication of a players rediness for additional characters. Players will be considered for second characters: 1. If they have been posting above the required monthly minimum post rate consistently. 2. If they have been promoted to the rank of Lieutenant Junior Grade 3. If they have been posting above the monthly minimum post rate with consistent quality. If you fulfill one of these criteria then your chances of starting up additional characters are good. If you fulfil them all then you've probably had a Commanding Officer ask you to play on their ship already!! :) If you wish to start more than one additional character then you will still have to satisfy the above criteria on the units you play, though number 2 will apply to just one of your characters rather than both. Additional characters may be created for a specific unit, on approval of the Commanding Officer and the Fleet Personnel Officer. Alternatively you can have your secondary character assigned through the Fleet Personnel Officer to an open position in the Fleet. There are other methods of playing different roles. Firstly there are NPCs and 2Cs. If you wish to play other characters on the same unit you can add non-player characters (NPCs) to your department, one or more of these can be registered with the Commanding Officer as a Secondary Player Character (2C), which gives them the same protection as your original character. NPCs are generally used to add more atmosphere to the story, be they crew members, or civilians. They are considered expendable, unless registered as a 2C, and may be killed if the story requires it. 2Cs may only be killed with the owning player's consent. It is good etiquette to only create NPCs in your own department. If you need to create an NPC in another department seek the player of the department head's permission first, or create a low-ranked character that won't significantly affect any plans for a department structure the other player might have had. If you are going to create multiple NPCs in another department, it is again recommended you seek permission from the appropriate player first. Secondly there is 'The Villain'. For some players the clean-cut Starfleet Officers are just a bit too much. They saw Star Trek II: The Wrath of Kahn and were egging on Kahn to blow up the Enterprise, or were hoping that the Borg would assimilate the Earth in 'Best of Both Worlds'. There was no helping these people - until now. Though the role play medium players can finally live out their fantasy of taking on the Federation's finest, with the only limitation being that they can not play the Villain against a ship the are serving on (that really would be the best of both worlds:). Villains must be approved by the Fleet Personnel Officer, and follow the guidelines set out in 'The Villain FAQ' (seperate document) 4.10 Villains To field a Villain a player must contact the Fleet PO, and co-ordinate the character's creation with the Fleet XO. Once the character is created approval must be sought from the victim unit's Commanding Officer and Games Master. A Villain character may be any rank and may use NPC ships. If a Villain ship is to have more than one player character on board, however, approval must be sought from the Fleet Commanding Officer More detailed guidelines for Villains can be found in 'The Villain FAQ', but most important of all the Villain must *always* lose. They do not have to be killed or captured, but their criminal activities must be foiled. 5. Missions Missions are assigned to units depending on the properties of the unit. Generally the Fleet XO will try to use ideas from the players on the units, whilst fitting it around the overall game situation and the capabilities of the unit. 5.1 Bases, Deep Space Stations and Outposts These units are incapable of movement, and so rely - for the most part - upon the action coming to them. They usually have an ongoing mission, as a point for resupply or as a neutral ground for waring races. In the majority of cases these units will have a support vessel, so they can go out looking for trouble when none seems forthcoming. 5.2 Ships and mobile units Ships and mobile units are gifted (or cursed) with an ability to constantly go searching for trouble and interesting things to do. Some are specialised in their tasks such as science vessels, others are capable of a variety of roles. They are expected to get the job done, in some cases no matter the cost. Different ships are capable of different missions. Larger vessels might deal with planetary disasters, whilst smaller vessels go in search of missing ships or rush supplies to where they're needed. Other vessels might go for months without resupply, charting new frontiers in the Cocoon. The units in the Cocoon Fleet are part of the Federation, and their crews are expected to live up to the ideals set at it's founding. Making an example to others and showing new races what the Federation stands for. Missions may be created in a variety of ways. Usually the Fleet XO will try and accomodate the wishes of the Commanding Officer on a unit, whilst fitting it in to 'the big picture' that is the background for The Cocoon Fleet. Other times, when no ideas are forthcoming or 'the big picture' requires it, the Fleet XO will assign a mission he or she deems appropriate. Players at all levels and GMs are free to offer mission ideas for their unit or others. These should be sent to the Fleet XO who will then look over them and try and create a set of mission orders from them. Sometimes units are assigned follow-up missions, carrying on where another unit left off. This adds to the realism in cases when a scout might have discovered something, and a science vessel is required for a thorough investigation. Every mission that a unit undertakes with have an effect, small or large, upon what is considered canonical background for the Cocoon Fleet. For this reason, once a mission is completed, a summary is created and submissions are made for the Cocoon Fleet Encyclopedia. This ensures that a history of past events is kept, and the actions of a unit on a mission are preserved. The administration will do their best to ensure that players keep within reasonable boundries, and that major canonical background is preserved. In short this means they'll keep an eye out to make sure no super powers are created and no wars are started (or ended :) prematurely. Remember this is your game as much as anybode elses - and your input makes a difference. :) 6. Your Character and His or Her Career The rewards for involvement in HWF are different for every player, and we do our best to ensure that the environment we have created satisfies all of our members. Part of this involves the progression of a character and his career, and every officer has their own, and different, set of goals. Some players seek to have their character advance in rank and eventually sit in the centre chair. For others the goal is to improve their writing in a friendly medium that encourages practicing. For others still the enjoyment comes simply from participating in the game. Most players would probably fall in to at least two of the above categories, but in the end the HWF accomodates them all. We want you to enjoy your time here and get the most out of playing as you possibly can, to enjoy the interaction between yourself and other players. The world you create for your character is imaginary, but in a way it is also very real. Players get a lot of satisfaction from seeing how their character and those of other players develop to a point that in the rare event of a character's death some players actually become upset and feel loss of a character that exists only on paper. The characters can touch upon peoples lives, and allow expression of ones imagination. You might well find that role playing is not only fun, but easily addictive. We hope you will be drawn in to the HWF experience, and make new friends here. When you first arrive you will be incouraged to interact with other plays in role play and out. Work with other players, as part of a team, and the rewards will speak for themselves. Great joy comes from the development of players ideas by others, consider that when somebody posts a follow up to your post, and when you respond to theirs. Your role play achievements will not go unnoticed in HWF, through player, character and unit awards and through promotions everybody is recognised for their abilities as a team player. And, above all, Post! Post! Post! :) 7. The HWF Council The HWF is a co-operative democratic group. HWF is managed by the Fleet CO and his or her co-administrators, but in the end it is the players who have the final say through the council. Policy is set by the Council, and unpopular decision can be over-ruled through them. The Fleet CO and the administrators themselves are elected by the Council every six months. All decisions of the Council can be overruled by a majority vote of the membership. For further information on how the HWF Council, please consult the club charter (seperate document). 8. Awards HWF has two kinds of awards. 8.1 Awards to PLAYERS are given for outstanding role playing, creativity and for contributions to the club. Awards to CHARACTERS are for outstanding performance in the line of duty. 8.2 All award submissions have to come with a brief rationale as to why the character/player/unit should receive the award. The rationale should not exceed 8 lines and will be the basis for the decision about the issuance of the award. 8.3 There are Council Awards, Major Awards and Minor Awards, describing by what instance they are approved from. 8.3.1 Council Award: An award given to recognize outstanding performance at the highest level. 8.3.2 Major Award: An award that is given for a high level of achievement (saving civilizations, preventing battles, winning battles, taking extreme and deliberate personal risk, unique or significant advances in science, engineering, or medicine, long and significant service in the administration of HWF, significant achievement in creativity or improvement in role playing). 8.3.3 Minor Award: An award recognizing achievement at a smaller scale (saving a life, settling a minor trade dispute, wounded in the line of duty, innovative uses of existing technology, or shorter but still important service in the administration of HWF). 8.4 Issuance of Awards 8.4.1 Council Awards: Nominations for these awards are made to the AHR Council. A majority vote by the Council in favor of the award is required before it can be given, to emphasize the significance of the medals. The award is then issued by the Admiral. 8.4.2 Individual Major Character Awards: For major character awards the approving authority is the Admiral. The request comes from the CO, FO or GM of the unit. The CO may make recommendations for his crew to the Admiral. The GM may make nominations for the CO and crew. The FO may make nominations for an award to be given to the CO. Awards are made within 4 days of the request. If an award is denied, the Admiral shall offer a brief explanation for the decision and the nominator may request that the Admiral reconsider. If no response from the Admiral is received within four days and the Admiral is known to be on duty it shall be taken as consent to the award. The award is then issued by the commanding officer. 8.4.3 Individual Minor Character Awards For minor character awards the approving authority is the CO. The award is made by the CO. 8.4.4 Unit Award for Groups of Characters The approving authority is the Admiral. Nominations come from the GM of a ship after the completion of a mission. 8.4.5 Player Awards For major awards, the approving authority are the Council or the Fleet CO. Any member may make a nomination. These are awarded every two months or after council sessions by the Fleet CO. For minor player awards the approving authority is the CO. The award is made by the CO 8.4.6 Creativity Awards The approving authority is the Admiral. The CO or GM makes the nomination for the crew. The GM or the FO makes the nomination for the CO. Awarded at the end of a mission by the Admiral. 8.5 Awards List 8.5.1 Character Awards 8.5.1.1 Awards for Valor/Heroism/Bravery/Bleeding/Dying/Etc. (May be awarded to any character, does not imply brilliant military strategy.) Council Award Federation Medal of Honor: For heroism that made a pivotal difference to the existence of the Federation. Major Award Golden Nebula: For extraordinary valor that goes beyond the call of duty. The character was willing to voluntarily risk to sacrificing himself for the successful achievement of the mission goals. Minor Awards Wounded Lion: Awarded to officers who were seriously wounded in the line of duty. Star of Hope: Posthumously awarded to officers who lost their life in the line of duty. This medal may be awarded to NPC's who have died. 8.5.1.2 Awards for Military Strategy Council Award Latinum Star: For great military victories and triumphs against all odds and/or an overpowering enemy. Major Award Shield of Alexander: For innovative use of existing military strategies, or creating new ones, resulting in minor victories. 8.5.1.3 CO Awards: Major: Picard Medal of Honor: Bestowed upon an exemplary CO character who has served in such a capacity for more than 1 year. [*note* must be recommended to the Fleet CO by either the FO or GM of the unit, or noticed by the Fleet CO themselves] 8.5.1.4 FO Awards: Major: Spock Medal of Honor: Bestowed upon an exemplary FO character who has served in that capacity for more than 6 months 8.5.1.5 Award for Security/Tactical: Major Award Worf Medal: For longtime (1 year minimum) quality service as a CSO in the fleet Minor Award: Silver Nebula: For consistently performing at a level of excellence in security/tactical fields, ensuring the safety of unit and crew. 8.5.1.6 Awards for achievement in Engineering Major Award Montgomery Scott Medal: For longtime (1 year minimum) quality service as a CEO in the fleet Roddenberry Ribbon for Engineering: For significant new discoveries in Engineering. Minor Award Zefram Cochrane Medal: For innovative use of existing engineering strategies. 8.5.1.7 Awards for achievement in Science Major Award Dax medal: For longtime (1 year minimum) quality service as a CSciO in the fleet Roddenberry Ribbon for Science: For significant new discoveries. Minor Award Noonian Soong Medal: For innovative application of known scientific principles. 8.5.1.8 Awards for OPs's: Major award The Data Medal of Honor: For longtime (1 year minimum) consitent excellence at operations Minor award The Kim Award for Operations: For an inovation at the OPs that results in saving a ship in danger. 8.5.1.9 Awards for achievement in Medicine Major Award Crusher Medal: For longtime (1 year minimum) quality service as a CMO in the fleet Roddenberry Ribbon for Medicine: For significant new contributions to medical science. Minor Award Leonard McCoy Medal: For innovative use of existing medical technologies and knowledge. 8.5.1.10 Awards for FCO's: Major award The Sulu Medal of Honor: For longtime (1 year minimum) consitent excellence in helmsmanship. Minor award The Riker Award for Helmsmanship: For an inovation at the helm that results in saving a ship in danger. 8.5.1.11 Awards for CNS's: Major Award Shafer Star of Service: For longtime (1 year minimum) quality service as a CNS in the fleet Minor Award Troi Plaque: For innovative use of existing counseling techniques or formation of a new one. 8.5.1.12 Awards for Achievement in Diplomacy Major Award Roddenberry Ribbon for Diplomacy: For significant contributions to galactic peace. Minor Award Surak Medal: For original solutions to diplomatic or personnel problems. 8.5.1.13 Civilain Character Awards: Major Award: Guinan Certificate: For high quality interaction by a civilian character on a unit, above the minimum of 1 per month for at least a year. The civilian adds life and flavor to the unit. Minor Award: Mot Certificate: For quality interaction by a civilian character on a unit, at least at miniumum levels for at least 4 months. The civilian adds life and flavor to the unit. 8.5.1.14 General Award Major Award Distinguished Service Star: For significant creativity in advancing the goals of Starfleet we award the Distinguished Service Star. This is the medal handed out for award worthy contributions across all fields. It can be used as the recognition of a brave deed or for an ingenious twist that saves the day, the steady work in a field that doesn't find recognition otherwise but deserves the officer is called in front of his crewmates and honored with something more than just a promotion. It is both a multi-purpose award and something special to receive. Minor Award Distinguished Service Medal: For service similar to that of the Distinguished Service Star but at a lesser level. 8.5.2 Unit Award for Groups of Characters Major Award Outstanding Unit Citation: For outstanding role play as a group, that sets an example to all of the Fleet. Outstanding Mission Award: For outstanding role play as a group during a single mission that sets and example for all of the fleet. 8.5.3 Player Awards 8.5.3.1 Service Awards for Players Council Award Outstanding Service Citation: For meeting the highest standards of long time roleplaying or for actively and successfully serving in an administrative position for more than 6 months. Major Award Meritorious Service Citation: For continued outstanding roleplaying that sets an example, or for actively serving in an administrative position for more than 3 months. 8.5.3.2 Creativity Award for Players Major Award Gold Ribbon: For consistently high quality of posting on a higher level than the Blue Ribbon and at a decent rate above the bare minimum requirement, for at least a year. Fleet Commendation: For superior improvement in writing or in interaction with other players. Minor Award: Blue Ribbon: For consistently high quality of posting at a decent rate above the bare minimum requirement Unit Commendation: For significant improvement in writing or in interacting with other players on the unit. 8.5.3.3 More General Awards for Players Major Award Golden Chain Award: Given to players who are thought to be indespensible. Minor Award Wingman Award: Usually awarded to players who take an active role in creative areas beside role play, creating background and working to make the club better as a whole. Also given to players and GMs who selflessly put other players in to the spotlight in role play. Terraformer Award: Given to players who 'bring life' to the game, who's influence boosts the creativity of other players in the unit they play on. 8.5.3.4 Player Awards for FO or CO Council Award Starfleet Leadership Council Award: Awarded by the council to CO or FO who has served in that capacity for 2 years (or more), providing not only exemplary leadership to their fleet, but a role model for other current or aspiring CO's or FO's both in their posting and in their personel managment. Major Award Starfleet Leadership Medal: Bestowed upon a player who, serving as either FO or CO for more than 6 months, provides exemplary leadership to their unit. Starfleet Medal of Promise: Bestowed upon a player who, serving during their first mission as CO or FO, shows exemplary leadership skills for their unit and shows promise to develop those skills in further missions. To be awarded at the end of the player's first mission in a command position. 8.5.3.5 Viperette award Minor Award Viper Badge: for most promising newcomer. To be awarded at the end of a mission 9. Unit Duties To ensure the smooth operation of the HWF as a whole, units are required to provide several documents on a regular basis to keep the stored information current. 9.1 The Roster This should be kept up-to-date - with a new one posted to the unit's mail list at monthly intervals and as and when any modifications are made. This should be kept up-to-date by the assigned roster keeper. This should include: * character ranks * character names * character race and gender * activity status * player names * email addresses This should follow the lay out of the rosters on the HWF WWW pages, and should have the date of last change attached. The administration maintain mail lists for the units in the HWF, as well as for discussion and other requirements. If there is a problem with a mail list the unit must notify the Fleet CO and Fleet XO immediately. 9.2 The Bio-Files The crew bio-files should contain the biographies of each active player-character on board a unit. These should be sent out at the end of each mission, or when a change is made to the contents of the biographies. It is recommended that players update their own character's biography at the completion of each mission. This should be kept and distributed by the assigned roster keeper or bio-file keeper. 9.3 Other Important Documents These should be submitted by the Mission Chronist to maintain an ordered canonical background. The following are required: 9.3.1 Mission Summaries A mission log should be submitted to the Squadron Commanders at the completion of each mission. This should include a list of the crew on the mission, a summary of the events in the mission, as well as any promotions/awards given out at the mission's conclusion. 9.3.2 Encylopedia Entries A summary of any encountered anomalies, cultures or other points of interest should be submitted to the Fleet XO for inclusion in the Cocoon Fleet Encylopedia. 9.4 The above duties fall, by default, upon the Commanding Officer. They may be transferred to voluneers or the First Officer, but the Commanding Officer remains ultimately responsible for them 9.5 GM Documents The unit Games Master is required to send a weeky situation report to the Fleet Games Master for inclusion in the weekly Fleet-Wide Situation report. The unit Games Master must also distribute the Fleet-Wide Situation report the mail list of the unit. If the Games Master is unable to fulfil these tasks for any reason, then the duties fall upon the Commanding Officer. A. BOOKS AND REFERENCES There are several references which players can use to assist them in their roleplaying. Below is a list of sources which have been found to be useful in the past. Player are welcome to submit new source material for addition to this list. World Wide Web: The HoloWorld Fleet Support Site at http://www.geocities.com/Area51/Nebula/7819/ The Holoworld Fleet Support Site, Talk City Mirror http://home.talkcity.com/StudioDr/holoworldfleet/index.html The Cocoon Encyclopedia at http://www.geocities.com/~holoworldfleet/ency.html Books: STAR TREK--THE NEXT GENERATION TECHNICAL MANUAL, by R. Sternbach and M. Okuda, Pocket Books, 1991, $16.00, ISBN 0-671-70427-3 Describes the Galaxy Class starship and much technical information, such as phasers, shuttles, engines, etc. STAR TREK--THE WORLDS OF THE FEDERATION, by S. Johnson, Pocket Books, 1989, $14.00. Describes the different races and home planets of the Federation, neutral planets, and enemies. STAR FLEET TECHNICAL JOURNAL, Star Log Press, $5.95. Star Log, a magazine company, publishes this book containing blueprints/equipment on the Galaxy Class starship. SHIPS OF THE STAR FLEET, VOL 1, Mastercom Data Center, 1988 and 1991. Shows complete schematics on 17 different starships. STAR FLEET DYNAMICS, Star Fleet Academy Training Press, 2291. Complete officer's guide for equipment and information. STAR FLEET OFFICER'S MANUAL, FASA, nfi. A book for the Star Trek Role-Playing Game. Other media: The Star Trek Omnepedia CD ROM, Simon and Schuster Interactive, ISBN 0-671-52889-0 ------------------------- This document Written by Phil D.Long for alt.holoworld.rpg.startrek (c) 1999, alt.holoworld.rpg.startrek Ammended by Clark D. Goble for alt.holoworld.rpg.startrek (c) 1999, alt.holoworld.rpg.startrek Awards ammended by Aly for alt.holoworld.rpg.startrek (c) 2001, 2002, alt.holoworld.rpg.startrek