
By
Matthew Thrawn
In
my admittedly biased opinion, the career choice you have made is one that you
will find to be very absorbing and self-satisfying.
*
You will never be bored.
* You will always be in
demand and will get to interact with all ship's departments.
* You will get to play with
all the ships systems, testing them to the extremes of their
capabilities, and sometimes beyond.
* People rely on you to make
things work, sometimes because their lives and yours are dependent upon
your skill, insight and perseverance.
* A lot of good Captains and
First Officers were originally engineers. If you know what you ship can
do in battle, you are a long way towards achieving victory.
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Technical Knowledge: |
The
first thing to say is that you don’t need to be able to quote the precise
engineering specifications of your ship from memory in your posts.
That isn’t what is required. However,
saying that, the old adage still holds true – a little knowledge goes a long
way. In other words, if the other players can
visualize
what you are doing and get the impression that you know
what you are talking about, then you will have satisfied the criteria – you
will enable them to interact with the systems and with yourself, and you will
have constructively added to the storyline.
There
is a mountain of information available on the net or in hardcopy, but something
I did before I joined Federation Space
was to buy the technical spec manual for the 1701D (unfortunately now
out-of-print). The information is
available on the net so this isn’t essential, but I found it easier to read on
paper and a lot more interesting.
For
ships you don’t have information on, expand on the technology used on previous
ships;
For
example – shields – increase them by 25% over the previous class.
Same with Phaser power, warp power, computer power etc etc.
Also don’t forget that as technology moves ahead, equipment may get
smaller. This means that battlefield upgrades using non-standard parts
will require modifications to be carried out – again this is normally the job
of an Engineer. Consult with the
Game Moderators (GM) or other Engineers if you are not sure, and if no one knows
the answer then improvise but be reasonable - you can’t have a shuttlecraft
armed to the teeth with a cruiser’s firepower.
What
is essential is to visualize
the ship (what’s on each of the decks?) and be consistent.
Saying
all the above however leaves one very important point:-
You
only need to have a little technical know how when you begin – the rest you
will pick up as you proceed with the game.
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Workload: |
As in real life things will spuriously go wrong, so if you see someone is over-using a system – say phasers, then at the appropriate time in one of your posts suggest something along the lines << In main engineering, Ensign “abc” noticed that the phaser coupling were starting to overheat>> Report it to someone and then let the GM decide whether to “roll with the idea” and let the phasers fail, or whether to indicate to you to reinforce the coupling so that it doesn’t fail.
As
previously indicated, there are always things that need sorting – so if you
have nothing to do discuss a requirement with (say) the senior officer present
to go and undertake some maintenance, install some new parts, do investigations
etc. Alternatively, when you have
finished your work at the end of your shift go to your quarters, have fun in a
holodeck, go to 10-Forward
and chat to other members of the crew, or if you are still stuck for something
to do then send the GM or the chief engineer an email (most players post an
email address) and discuss some work that you would like to do.
You may simply find that they will have already noticed, and will post
you to do something because a vital system has failed.
Like real life you may be moved from job to job without finishing the
first – this allows you to post some thoughts of the matter – let the other
players know what you are thinking even though you may well be saying something
else to the others. Duplicity is a
part of Real Life, and plays an interesting and important role in the game as
well.
Final
word on this subject - You will only get enjoyment out of the game, if you
interact within the game. If a GM
or departmental head notices that you have nothing to do, then they may set you
a task to do. If you can’t think
of anything then contact your chief engineer or GM and say something to them.
I would suggest by e-mail, but in last resort post it somewhere like
hailing frequencies.
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Use of Non-Player Characters (NPC's): |
You
are not confined to using NPC’s solely within your own department, but if you
are thinking of creating one in someone else’s department, ask the head of
that department first. They may
well be waiting for someone to create one for something they have in mind and
could offer ideas on what that person could do.
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Interaction with Other Players: |
You may make friendships with other players, or pretend to have problems with other players (in which case let them know before hand, and they can join in the fun by being angry back at you). Don’t forget that what you say and think can be two entirely different things – but remember to explain why you are being duplicitous to help everyone else understand the friction or other reason behind it. In real life, most people don’t like everyone – and that is what the RPG is all about – having fun with other players and either getting on well with them or hating their every decision. (#See Caution (2) below#)
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Cautions: |
(1)
There
are two types of story line, main plots and sub-plots.
(2)
Remember
at all times that you are a professional – In reality there will be people
that you like and dislike. That
doesn’t mean that you go up to them in the street and verbally abuse them, and
you don’t do it in the game – however what you can do is think it, but
explain why you think it. That way
other players can see how the relationship between the two is really going, the
underlying reasons behind it. If
there is going to be friction then the golden rule is discuss your ideas with
the person before hand. This also
helps to sort out misunderstandings.
(3)
If
you are discussing something or interacting with another player, DO NOT make
assumptions on their characters response unless it has been agreed before hand.
Simply end your post with an open-ended statement or question, and allow
them to continue the story line. It
is as much their story as yours, and to be honest – would you want someone
posting a story telling everyone how you reacted to a problem, when you knew you
would have reacted in a different way.
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Summary: |
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