Lesson 07-ST: Away Team Missions
An away mission is an event that takes place away from the normal duty
station. Usually the away mission will be to a planet. There are
opportunities where an away mission will occur to another ship or to a
starbase. Be aware that away missions are difficult because it takes a
character out of a comfort zone (namely the ship) Very often a good poster
will go silent when exposed to an unfamiliar set of circumstances.
Persistence and adaptability are vital to moving around the Star Trek universe.
An away mission requires the following from a simmer:
- Observation of the landscape
- Observation of the civilization
- Observation of the natives and other lifeforms (if any)
- Movement of Character in an unfamiliar area
- Coordination of observations of others on the away mission
- Communications with the ship or team leader
- Completion of a mission that can at times be unclear
Now the observations can be rather tricky. If the planet is known (as Bajor
is) then the observations are relatively easy and can be found by checking various links on the Internet. This technique can be used for any of the
known Star Trek planets (ie. Vulcan, Andor, Mars Colony etc.). The key to
observing a known planet is to use what is known.
Now the observation of an unknown planet. This is where the imagination is
used. More often than not, the Captain will give some hint or information
about the planet that is being visited. When describing anything it is best
to fall back on "reporter's" questions, "who, what, were, when, how" (this
applies to most descriptive events by the way...).
Matters such as temperature, smells, visual sites, sounds, natives,
description of the natives, native culture, housing and civilization all
fall under the "What" descriptive area. "Who" is simple... who is going and
who is seen. "Where" is where the away mission is going.... and where on
the planet is the team going (equator, poles, continent, an island, desert,
ice field, forest etc.). The "When" can be when the team goes and what time
of day the team arrives on the planet (night, day, dawn). The "How" is how
the team gets there (shuttle, beaming). When one person posts an
observation then all others should add to the observation rather than
contradict (never describe that it is day when someone has already
established that it is night).
Once you have the observations established you need to move your character
through the scenery. (ie. Cadet So-n-so wiped his brow to remove the sweat
that had developed while crossing the hot, dry desert). Movement during an
away mission is no different than movement on a ship. On the ship, and
while on an away mission, you describe the actions that your character goes
through while taking part in the mission. The movements can include
physical actions, thoughts about the actions and reactions to actions taking
place around your character. (ie Cadet New-to-sim ducked behind a large
leafy bush when he heard the tall furry natives talk. He took a deep breath
hoping to calm his racing heart. He didn't understand the words, but he
recognized the tone as being angry). In this sample the cadet did
something, explained why he did it while describing a physical reaction and
a sound he heard.
It's important that movement continues. Think about it like this: what
happens when your heart stops beating? You die. It is no different with a
non-moving sim. When people stop posting, the mission dies. Yet another way to
help you move your character around is to think about this: what actions do
you go thru in a Real Life (RL) day. You rise from bed in the morning, you
eat and enjoy food, you appreciate or dislike some things you observe,
smell, hear or do during the day. If you apply naturally occuring events
you can make your simming easier. Ask yourself "How would I get from point "A" to point "B" if it were me? You should have a thought about what your
character could and should do. If you feel uncomfortable with using
yourself as a model, think about an actor or an actress that you admire and
think your character is like. If you use this modeling method, ask yourself
what would (actor's/actress' name) do in this situation. While developing movement you will
also develop your characters identity. Cadet "A" hides when he hears a
threatening sound while Cadet "B" pulls his phaser and prepares to defend
him/her self. In both cases movement takes place but at the same time the
readers get a hint about the personality of the cadet.
Communications is vital during an away mission. It is also considered an
action or movement. Keep the ship informed about what is happening and what
is seen. While informing the ship or your supervisor you create a situation
for interaction and direction of movement. (=/\=Cadet I-am-here to Captain
On-the-ship, the away team has arrived on the planet. There appears to be
several natives picking nuts from a tree nearby, there is a chance we will
be seen shortly or mistaken for nuts.) In this example the away team has
made some observation and made some movement (contacting the ship). Now it
is natural to expect a response from the Captain.
Please be aware that Starfleet and other organizations have a chain of
command so it would not be appropriate for all individuals on the away
mission to contact the Captain. One person the designated leader will
most often establish communications. All other members of the team will
communicate to the team leader. In most situations, the Chain of Command at
the academy goes from:
- Cadet
- Cadet Section Head
- Section Supervisor
- Senior Supervisor
- Captain.
On a regular ship it will go from:
- Officer
- Department
Head
- XO
- Captain.
An away mission is one of the rare cases where the Away
team leader will contact the Captain directly rather than going through the
Chain of Command. In simming as in RL, the Captain of the ship can not hope
to respond to every member of the crew. It is not because there is a lack
of desire. It can be due to shear volume of expected responses. Be
aware out in the fleet most ships enforce a chain of command whereas the
goal here at the Academy is to assist you while you are learning.
Now the mission of an away team. There will be times when a mission will be
clearly defined (ie. go down pick up a rock and return). This is
easy. You send your character through the motions to complete the job.
And then there will be times when you have a vague idea about what is going
on (ie. go down, observe the eating habits of the natives, then return).
Here you have to add personal observations and there is no clear ending to
the mission. Here you are expected to use your imagination. It is best
to not go off on a wild frenzy. If you have any doubts about a plan,
check with your supervisor or with the Captain to clarify what the end
result of a mission is. (ie.... never post that all the plants in a region
are mutating when the mission is to meet a diplomat to escort him/her on
board)
This concludes Lesson 07-ST. Please select from the following options:
GO BACK || TAKE TEST
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