Join/Info


How to join:
E-mail Captain(Admiral) Yammatto at [email protected]. Specify what position/rank you wish to hold, your experience with RPG's and the Star Trek Universe, your e-mail address, and the name of your character.  NOTE: Less experienced RPGers will automatically be placed at the rank of ensign. Please be truthful about your experience, we won't hold it against you.

How to interact with the crew:
After Admiral Yammatto has accepted you into our crew, all you have to do is start leaving messages on The Board. You only have to fill in Name: and Subject:. E-Mail and Website aren't needed. Only leave messages under your own name, and NEVER pretend to be somebody else.
Following the RPG rules below is not number one on our priorty list. But eventually we hope that everyone will use them, and use them correctly.

How to sim(RPG): The simming language, and its proper use, is the back bone of a sim, it makes the difference between a disorganized, chaotic jumble of words and an actual well organized, successful sim. It is important that the simming language is followed.

The simming language used is rather simple and easy to learn, and if its used, it allows the sim to move quickly. With out the language, it would be impossible to sim.

The basic thing to the language is to identify your post when ever you type something. Say you are the chief engineer, and you had to say, "Warp engines are back online." You would say...
CEO> Warp engines are back online.
But the thing is, who are you talking to when you say that? Unless you are talking to a large group or making a general statement to the ship, you want to indicate who you are talking to, so that person does not miss what you are saying. So if you have to say "Warp engines back online" and you are talking to the captain, you would say...
CEO> Captain, warp engines are back online.
CEO> Warp engines are back online.
or CEO> CO> Warp engines are back online. (((CO being the abbreviation for Commanding Officer, or the captain.)))

Now lets say you were in engineering and the captain was on the bridge, and you had to tell him that "Warp engines are back online." You would have to speak over the communications system using your com badge, so to indicate that, put a =/\= in front of your text...
=/\= CEO> Captain, warp engines are back online.
=/\= CEO> Warp engines are back online captain.
=/\= CEO> CO> Warp engines are back online.

Now lets say you were on an away team. To indicate that, you would have to put an @ in front of your text...
@ CEO> Commander, you may want to take a look at this.
@ CEO> XO> You may want to see this.
Or if you are talking to someone away from you, or on the ship...
@ =/\= CEO> Captain, I have found the crashed shuttle.
@ =/\= CEO> CO> I have found the crashed shuttle.
@ =/\= CEO> Commander, I have something here.
@ =/\= CEO> XO> I have something here.

If there is more than one away team, you have to put the team number as well... such as @1, @2, etc...

Now what about actions? During the course of the sim you will have to perform various tasks, such as fire phasers, scan with tricorders, etc. To show this, you have to put it into the action format. This can be done by putting ::: ::: around the text. Example.
CEO> :::picks up tricorder:::
or
@ CEO> :::fires phaser:::

Please keep in mind, if you are asked to do something, or even if you say you are going to do something, and you do not perform the action, than it does not happen! Many times during a sim the captain will give an order, such as scan the area, and you would go, aye sir... but unless you go :::scans area::: than no scans take place.

When someone is saying something urgent they put * * around their text. Please do not use ALL CAPITAL LETTERS, IT GETS VERY DISTRACTING AND THE ONLY PEOPLE WHO CAN USE THEM ARE SM'S AND CO'S WHEN THEY HAVE SOMETHING IMPORTANT TO SAY.

When asking a question or making some non relevant statement during a sim put ((( ))) around the text. Example (((LOL John, that is a good one)))

Rules:
1) There is no reset during a sim (except in special cases), so if you destroy the ship, get your self killed, etc, we have a problem. All events during sims take place.
2) Always remember the Prime Directive.
3) Don't use force to solve all problems you encounter at your sims. Don't forget to ask the computer questions, run scans, etc. The SM drops in clues every so often, so be on the look out for them.
4) Remember for TNG/DS9/Voyager the CO can't beam into hazardous areas (unless he/she has a good reason to do so). But in Classic Trek Kirk knows this is the most dangerous planet in the universe so he beams down his entire senior staff must be followed. :-)
5) Remember and follow the chain of command.
6) Above all else, be true to Star Trek. If it happens in Star Trek, it happens here. If there is a law or procedure in Star Fleet, there is the same one here.

Club/Sim/RPG Stuff:
1) Follow all AOL Terms of Service Guidelines.
2) Never play any macros during an sim. (unless you are the CO)
3) Do not IM the CO or SM during a sim unless they IM your first.
4) Do not send club members chain letters. First time will result in a warning, second will result in an automatic reduction in rank. A chain letter includes virus warnings, AOL petitions and anything that says to pass the message on to others.
5) Do not swear during a sim, and keep everything rated PG. Even masking these words with symbols will not be tolerated. Adults, please keep in mind that kids attend our sims!
6) Scrolling will not be tolerated. Scrolling is where you constantly type in a set of similar characters.
7) Follow orderly command procedure. Do not do something unless a superior instructs you to do that. (ie don't fire phasers unless someone ordered you to.)
8) Do not argue with a superior after his/her decision has been made. It just waists time and delays the sim.
9) If you can't attend an sim, E-mail your CO before the sim. And show up on time if you can make it to your sim.
10) Don't disrupt a sim.
11) Use common sense. If you think you will get yelled at for doing something, chances are you will.
12) Anyone who conducts treason against the club, or anyone who aids and abides a person conducting treason shall be kicked out of the club. The definition of treason is willfully planning and or causing damage to the club.
13) Anyone who impersonates another member and or creates a name similar to another member with the intention to pretend to be that person shall automatically be suspended, reduced in rank and brought to trial.
14) But have fun. These rules are here so the environment can be orderly and structured so everyone can have fun.

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