Year One: The Basics
Put Your Post Before You Speak
Players in the academy put their post abbreviation before they speak so people know what position they are playing. The abbreviation for Chief Medical Officer is CMO, so the CMO would type: CMO> I need a hypospray now! The other post abbreviations are in this document.
Understand How to Do Actions
When you just type something, people assume that you are speaking, so to show that you are moving, you put :: and :: marks around it like this: ::mops up the mess:: or ::throws a dart towards the board::
Out of Character versus In Character
When you say or do something in the sim, people assume that your character is doing it. So if you want to say something as you, the person at the keyboard, instead of your character, the person on the starship, you put it in >> and << marks like this: >>lol my grandma says that all the time<< or >>Phone, be right back!<<
Going to Attention
Before every sim, the First Officer yells "ATTENTION!" To show that they are ready to listen to what the CO and XO have to say, the players type ::aa:: to indicate that they are "at attention."
Using the Commbadge
When you type something, you're saying it. But your voice can only travel where you are. Luckily, in Star Trek, they have comm. badges to help characters communicate over long distances! To use your comm. badge and contact a character who is far away from you, just put their post or name in + and + and then speak normally, like this: +CO+ Sir! There's a warp core breach! or +CMO+ There are incoming wounded!
Staying in Character
When you are playing in the sim, everything you say that isn't in OOC marks (see above) should be as your character. Who is your character? Think about it. But if he's a Vulcan scientist, is he going to hit someone for insulting his mother? If he's a highly respected medical officer, is he going to get drunk on the biobeds? One thing's for sure: he isn't going to drive a Honda Civic and eat at McDonalds. Staying in character is what makes simming like Star Trek!
What an ACTION Statement Is and Who Can Use Them
ACTION statements further the plot. They affect the whole ship. And only the Captain, the First Officer or the Special Guest Villain can use them. An ACTION statement is something like: ACTION> A BORG SPHERE APPEARS ON LONG RANGE SENSORS or ACTION> A WORMHOLE SUCKS THE CARGO VESSEL IN. These statements further the plot and affect the whole ship. As players, the people who aren't hosts react to and interact with the story line, but they don't make ACTIONs. So if there is a broken conduit, then a non-host can fix it, but he can't discover a warp breach that the hosts haven't announced because that affects the whole ship.
Year Two: How to Be an Effective Officer
Know and Do Your Position's Job
The chief medical officer is responsible for keeping the crew healthy. The assistant medical officer follows the chief's orders and helps him heal the sick and injured. The helm officer steers the ship, and so on.
Don't just respond when someone speaks to you, initiate action and conversation! Everyone wants to meet you! They've played with the experienced simmers before - they're old news. They want to hear your unique contribution.
Show the "How" and Not Just the "What"
If you want to fix the engines, don't just tell the Captain that you fixed the engines. That's the what. Instead, send in your repair teams, find the problem, and describe how you solve it. Anyone can say, "I have confined the prisoner," but it takes creativity to think of ::uses his combadge resonator pulse to track him through the ship, and beams him to the brig right before he gets off his shift::
Cooperate With Your Fellow Simmers
Wesley may have single-handedly saved the ship, but for the rest of us, it usually takes Medical working with Science and the Chief Security Officer coming up with a plan the Helmsman has to carry out in order for good to save the day. Work with the other simmers to get ideas, execute plans, and have fun with them!
Year Three: Polishing Your Style
Contribute to the Plot
The ship has just been overtaken by a race of evil clones! What are you going to do? Do you have an idea to save the ship? Working out ways to solve the problems posed by the hosts to help the plot on its way is a vital part of being a simmer.
Keep Yourself Busy
Sometimes it just isn't the night that the plot focuses on your department. After all, in a firefight, sometimes Science doesn't have much to do except watch the grass grow (which is only exciting for the Botanists). Nevertheless, the people in Science do have things to do even if they aren't part of the plot. There's research, experiments, even going off duty or having a chat with a friend. Good simmers know how to occupy themselves during lulls and action.
One of the most exciting things about simming is you have a character that is completely yours to define. He could be a prim Vulcan or a loud and obnoxious Ferengi - or maybe a prim Ferengi or a loud and obnoxious Vulcan? You can create a rich tapestry of characterization so that other people feel like your character is just as real as you are! What's their favorite food? Where did they grow up? Are they sad a lot or always happy? Working out details like this will give your character depth and wholeness.
Year Four: Advanced Training
Not only can you work with other people, but you can work on your own too.
Play nice with the other simmers in and out of the sim!
Cadets should show that not only can they master each of the concepts individually, but they can put it all together like a Triathalon athlete and be an allstar too!
The hosts want to get to know the Cadets over enough time to really get a sense of their sincerity, dedication and ability.