
By
Daniel Wueste
Welcome
to Starfleet Academy Cadets, Here you will learn what it takes to be a Security
Officer, and why it's among the best career choices you can make. There are far
too many positive reasons as for why Security is an excellent field to be in
involved with, that I can’t list them all here.
Just
to name a few though -
1.
There will ALWAYS be something to do. The protection of the ship and management of any potential
threats, such as prisoners, will always be in demand.
2.
While other areas of work require a vast technical knowledge (such as an
almost constant use of techno-babble, which while fun, can get tiresome),
Security is a good field for Novice RPG players, all the way up to the most
skilled of us.
3. Work in Security opens up doors to all kinds of advancement. Having to protect and look after the entire crew means you’ll get a chance to know everyone, sometimes the people you encounter, will help lead to all new positions you never imagined.
4.
No matter what some people might think, even in this format, its still
fun to know you’re the one with a phaser, you’re the one there to make sure
everything's all right. I find it a
comfort to know, that when an emergency situation arises, I’ll be the one to
be called upon to help solve it, instead of just standing around letting others
do the work, if you feel the same way, you’ll enjoy the challenges Security
will give you.
5. You will be called upon to do a variety of things at any time. Just because you’re in Security, doesn’t mean your job is limited to shooting the bad guy, there have been situations where Security personnel have had to act as emergency medics or even make-shift Engineers. Quite simply, whatever the situation dictates, a Security Officer may be called upon to do it.
|
Technical Knowledge & Equipment: |
While
many other areas require quite a bit of technical knowledge, Security does not.
If you have a working understanding of what it is you are doing, then
your fine. This isn’t to say you
can come in with no idea what Security is or does and be all right, far from it,
it does however mean you won’t be expected to explain the inner workings of
the warp core, or what a self-sealing stem bolt is.
Basically,
Security protects the ship. If you understand what that kind of Security means,
and you are up to defending your ship, if and when necessary, you can be a
Security Officer. You don’t have
to know what the starboard interlock is, but you do need to know what a phaser
is, and how it works.
For
the most part, while other departments can have a ton of tools, you have 3 main
ones. A communicator (or combadge)
used to keep in contact with your fellow Security Officers and command crew. A
tricorder to help pinpoint areas of danger or potential situations from a
distance, and most importantly a phaser (either the hand weapon or rifle
variation) to defend yourself and others.
The
nice thing about the standard Security equipment is, their function is basic,
easy to understand, and unlike with a hydro spanner, you don’t have to sit
back and wonder what they do. Thanks to this, you can be a novice at role-playing and still
get an easy handle on what to do, while at the same time, the work is
interesting enough that highly experience role-players can still have a good
time doing it.
|
Workload: |
Security
is among the most active divisions of play we offer.
While obviously your ship won’t always be in a crisis situation
requiring personnel to prepare for intruders etc, that doesn’t stop Security
Officers from having something to do, protecting the ship is a constant and
always continuing process.
During
down time, when nothing Security related is happening, you’ll find there are
still more then enough things to do. For
example, you may wish to work on repairing or augmenting the Brig Detention
Center (though any modifications should always be cleared though the Chief of
Security and GM), this isn’t actually as difficult as it sounds, brig systems
are rather straightforward, so if you can type force field, then you can post
doing work on a holding cell.
On
the other hand, that might not always be an option, or you may be uninterested
in it, so go to 10 Forward, or the holodeck, go talk with other players, R&R
time can be among the most enjoyable. You’ll
find that the sharing of life and death situations brings Security Officers
together, gives them a sense of camaraderie other department members may not
have, because of that, while interacting with people all over the ship is
recommended, you always know there will be someone to talk with, someone to help
you along.
Having a drink
with a fellow crewman in 10 Forward might seem trivial at first, but even that
basic act could lead to a lasting friendship.
Character subplots are often more interesting and involving then the main
plot, so I highly recommend you work on making one between you and another, or
even group of Officers, keep in mind though, all subplots need to be cleared by
a GM to make sure they don’t conflict with the main plot.
When
acting in manners concerning Security, keep in mind open posting is a MUST.
If you are calling a fellow Officer over your communicator, don’t post
what they say, leave it open for them to respond.
If you are scanning for something, request GM input, instead of just
saying you found something. If you
shoot something or someone with a phaser, request GM input yet again, instead of
just saying you stunned or vaporized your target.
You’ll find, that in doing so, it adds a new level of expectation,
surprise, and fun to posting, besides which, it makes sure posts don’t
contradict each other and stay true to the plot at hand.
Basically, assume nothing, expect nothing, and roll with whatever hits
you, if you do so, its hard to go wrong.
Despite the wide variety of activities open to a Security Officer, it's possible you may find yourself in a situation where you feel there to be nothing to do. Interaction throughout the game is very important, if you do it consistently, its hard to get bored, however, in the result you do, contact your Security Chief, the First Officer, the Captain, the GM, whomever you feel most comfortable with, and request help, or a suggestion as to your next course of action. For them, the most important thing is keeping everyone involved and having a good time, so you can be sure they’ll help. I would suggest contacting your Security Chief first in such a situation, as they know there department the best, and can give you the most relevant information, however, feel free to get in contact with whoever you think best. Email is recommended for this kind of contact, as it helps expedite the process (the majority of people include there email in some way on the site, so if you look, most likely you’ll find the email for who you want to contact.)
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Use of Non-Player Characters (NPC's): |
The
use of NPC's is encouraged (though I personally suggest waiting until you feel
established and comfortable in what you are doing, before making any NPC's), and
even if you don’t have one yourself, you’re bound to see others using them
at some point. The fastest and easiest way to tell which characters are NPC's, is
by looking at the top of the post. If it is
an NPC, there will be an OOC (out of context) notation like this:
== Lt. Blair -
The creation of NPC's is easily done. You need a name, rank (usually equivalent of your PC character or below), species, gender, and a brief 1-5 line description. You must then also select a Department to serve in. Keep in mind though, NPC creation must be first cleared with your CO (with the exception of NPC's on the Starbase, those can be made at your discretion).
Now,
you may find yourself asking, why would anyone want to make an NPC?
Well, there are a number of good answers to that.
First off, there are supposed to be an average of 200 Officers, in
Security alone, on any given ship. Despite
this, there may only be around 5 or so active players in Security on a ship.
So what about the remaining 195 Officers? Well obviously they can’t all
be represented, but with NPC's, the number of Officers can be expanded, using
existing characters as a base. Second,
and I think most importantly, an NPC gives you a new perspective on game play.
You may play another Security Officer, but you are just as likely to play
someone from another department. The
experience you learn from that NPC, will give you a new understanding of game
play, and even help you in playing your main character.
NPC's
can even get promoted, so remember, having an NPC is like having a second
character, treat it, and NPC's controlled by others, just as you would anyone's
main character. Another thing to
bear in mind is to keep your NPC's rank low, start with Ensign, and go from
there. If you are currently low in
rank, or just starting when you make this NPC, you’ll find the extra character
a fun and extra learning experience, if you have been around awhile, then having
a low ranking NPC helps ground you, and allows you to play all angles of a
situation.
|
Interaction with Other Players: |
Interacting
with other players is the most important part of playing this, or any other RPG.
Odds are you will quickly make friends among those in your own
department, in this case Security (though you still have to work at it), but its
also important to expand beyond Security, and get to know people from all over
the ship.
If
you know everyone, or at least most people, you can better work in a team, and
that's important to keeping game play moving and enjoyable.
Another
large part of character interaction is developing subplots with other
characters, you may, for example, have your character develop a strong disliking
for another character, or by the same token, you might have your character fall
in love with another one. When you
do this, remember to clear it with the other character and your CO and
Department Head, if you do it right, and you work together, the subplots you
play can become just as enjoyable as any mission.
These
relationships are what make Federation Space so much fun, without it, the game
couldn’t be the same, and once you begin, you’ll quickly pick up on this
fact.
Don’t
limit your interaction to people of your own department, and don’t be afraid
to get to know your superiors, doing this helps you and those you interact with
have more fun.
The best reason, at least at the beginning, for this kind of interaction, is it helps flesh out and explain who your character is. How do you work with people? How do others respond to you? As you establish this and friendships, new levels of play emerge, and it makes going through whatever the GM gives you a lot more interesting and enjoyable.
Loyalty,
devotion, trust, these are all important parts of real life, and you’ll find
they also are for this RPG.
|
Things To Keep In Mind: |
If
you remember your place in game play, work as a team with others, interact with
the crew, and remember that the GM controls all plot (mission) points, and
everything related to the plot must be run by them, then you know all you need
to.
Assume
nothing and act towards others with the same respect you do in real life, and
you can’t go wrong. This is for
fun, and if you work to keep it that way, no one can fault you for it.
|
Conclusion: |
Playing
a Security Officer is both hard work and a lot of fun.
People depend on you to keep them safe, and to make their lives better,
that's a good feeling, even in a game like this.
Even when you don’t know it, acting in the interests of ships Security
effects the mission.
You’ll get
to chase down alien invaders, interrogate captured enemies, lead investigations
into any unexplained incidents aboard ship, and so many more things, I can’t
even think of them all.
Acting
in the defense of the ship means people will look up to you, and look to you for
answers when things start to heat up. The
responsibility and faith placed in you will help you to create a realistic and
interesting character. With that responsibility,
comes the knowledge that you will be noticed, there's no way around it, and if
you do your job to the best of your ability, then you can look forward to a long
and impressive career with Starfleet. Who
knows, someday you may be leading an investigation in a murder, or even
Commanding a Starship. With Security, all of it is within your grasp.
I know you’ll enjoy a career in Security, and I wish you the best of luck. Have fun!
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