Chapter 5: Plot Development
In any particular mission, the commanding officer will usually begin
the story line, after that, allowing others on the crew to develop it into
whatever they wish to make of the mission. This is when having a
diverse crew with different writing techniques makes the game so much fun.
Everyone who has turned in mission suggestions thus far has all had some
excellent ideas, and these would be the sort of ideas your commanding officer
would start the crew off with and allow you to work from there and develop
into really interesting stories. Generally though, there are a couple
things you need to remember when adding a post to the story:
1.) NOBODY IS SUPERMAN: If any one character is too smart, or
too strong, has too many right answers, or can fix things too quickly,
that makes the game boring and no fun for everyone else. Look at
it this way…if there was a Q on the ship there would be no point in writing
a mission because whenever the Q posted he or she would just solve all
the problems and make everything okay. Everybody, myself included,
wants to make their character look good, but you have to try and keep your
character realistic as well. Instead of making an easy solution that
your character can just miraculously fix the Warp Core because of an inborn
talent due to extenuating circumstances when you were in your mothers womb,
it would perhaps be more appropriate for you character to work together
with your assistant, and come up with a risky suggestion that MIGHT work
if you can get the statistics right. Then you leave the story open
to be expanded upon by your assistant and perhaps your superior, and all
of a sudden the whole ship is involved, and it is a lot better then an
easy fix!
2.) ENGINEERS HAVE FEELINGS TOO: It is important to
build the human level of your characters. Even in crisis situations
and in the middle of a mission you want to be sure that you include a little
bit of humor or drama or even just some light sarcasm of conflict or SOMETHING
that distinguishes you from the Computer…it makes your post more enjoyable
to read also, if you interweave action and character building. A
good writer is able to establish an acceptable balance.
3.) ITS OKAY TO MOVE THE STORY ALONG: In fact, if you DON’T
make discoveries, or contribute in fighting, ie. Whatever is reacquired
of your character in any given mission, then NOBODY has anything to write
about and the mission just kind of dies out. Although it is the CO’s
job to actually END the mission, it is the job of the crew to lead UP to
the end of the mission.
4.) TIME IS NOT DEFINITE: If somebody else posts and you wanted
something to happen before that post you can always write a post still
and either use thinking back techniques—have your character remembering
what happened the night before as he prepares for his shift in the morning.
Or simply put a little thing that says, <<USS Pioneer, 5 hours earlier>>
or whatever the case may be.
5.) PEACE IS A GOOD THING: Generally, when Cos assign shore leave,
they have a reason for doing this—usually either the crew needs some time
to relax after a particularly stressful mission, or they need time to get
things in order before a new and exciting mission begins. Although
action is fun, it is not always preferable to some good R&R.
If you feel the shore leave is lasting too long, and are ready for a break,
then e-mail your CO or XO and ask them about it, but otherwise just enjoy
the vacation like the rest of the crew! Or perhaps create an interesting
sub-plot that will not disrupt the shore leave for those who are enjoying
the peacefulness.
Continue to Chapter 6
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