((Originally Posted by
Kheren))
THE BURDEN OF COMMAND
How to roleplay a Starfleet Captain in Lotus Fleet
PART 1: BASICS'' Let's drop rank for a moment; I don't like you: I think you are insubordinate, arrogant, willfull... and I don't think that you are a particularly good First officer. ''
'' Well... now that the ranks are dropped, Captain, I don't like you either: YOU ARE arrogant AND close-minded; you need to control everything and everyone. You don't inspire an atmosphere of trust and you don't inspire these people to go out of their way for you; you have everybody winded up so tight, there's no joy in anything. I don't think you are a particularly good captain. ''Captain Edward Jellicoe and Commander William T. Riker
TNG
Chain of Command part IIThe role of the starship captain in Star Trek is unlike any other: while all other science fiction commanding officers are but the pilot of the ship, like Star Wars' Han Solo, at least until the advent of gene Roddenberry's vision in 1966, in Trek, the job of the captain is not to push buttons but specifically and only to command:
In Lotus Fleet starship roleplaying, it is much the same thing for the captain player: he not only has to play out his own character as a commanding officer, but his job is also to command the story itself. He is not only responsible for his own part and fun, like all other players, but of the fun and play of everyone else aboard his ship and story. The captain/Gamemaster must also portray the entire ship, even more, the entire universe everyone will be playing in... and on top of it, run the events making up the story!
This means the player captain has a huge job to assume beyond the challenge of RPing his character; he has to do pretty much everything else that another player is not assuming! And even then, he is also responsible for those players in term of participation, integration to the group and story, their enjoyement and overall consistency with Trek lore... all at once!
It obviously requires good writing skills, good management skills and the will to give more time and effort to the play than anyone else.
The entire RP experience lies on all participants, but the captain/gamemaster alone can make it soar to greatness and fun... or crash and burn, just like the starship.
COMMAND SCHOOL: HOW TO DO ITLike an actual Star Trek captain, the Lotus Fleet RP captain essentially has to follows five steps:
1- Gather data / Choose story
2- Evaluate situation / Adapt and detail story for ship and crew
3- Make a decision / Establish how the story will play out
4- Give out orders / Lead the story
5- Assume the responsibility and consequences
To this ends, here are some useful tools. Most evident here is that, as a starship captain, gathering data is the key to all the rest. Without proper information, any evaluation, decision and directions will go wrong... and you will still have to assume the responsibility of it all. That is the burden of command, even in RP.
GATHERING DATANot everyone is a walking Starfleet technical manual. But this is the internet age: information is readily available in seconds for the RP captain who wants to do right with the story and by his players.
Therefore, the foremost reference to consult is of course Memory Alpha:
http://memory-alpha.org/wiki/Portal:MainAll Trek stuff and references can be found there. Not using them is risking coming up with inconsistencies and even absurdities that your players may spot and have a hard time coping with... or worse, that readers will note and then dismiss all your collective work because of it.
Never forget most of your readers will probably be Trekkers and Trekkies. They will immediately laugh at your story if you have a Talosian Starfleet officer or a Vulcan female going through Pon Farr.
There are also more specific references that the RP captain should always use:
SHIP TOOLS:1-
Ship's specs: Highly recommended is this technical reference:
http://techspecs.startrek.acalltoduty.com/federation.htmlThis reference is an accurate and consistent summary and resolution of sometime conflicting information, well detailed and goes beyond the numbers, providing a lot of information beyond the actual ship, like modes of operation, enmergency procedures, crew training regimen, history etc. All in one place and easily researched... even down to a deck by deck description! The author also provide the sources and reasonning behind some details that would appear doubtful and how he solved them.
Specifics about the Lotus Fleet ship can then be addressed, like the Lotus complement of transphasic torpedoes or the Spectre's DYCEP system. The ship itself may become a key factor in how a story will play out because of it's very characteristics. Evacuating 1000 colonists is not much of a problem for the Artemis with a capacity thrice as that, but quite a big challenge for the McKenzie having barely room for 150 refugees.
The more you know the details of your ship, the more numerous and interesting plots elements and good details from your fellow RP players will come out; and they will ring true.
2-
Ship's visuals: Also helpful is this reference:
http://www.cygnus-x1.net/links/lcars/blueprints-main2.phpAlthough less systematic and from many different sources not all freely accessible or complete, some digging there will nevertheless provide useful visual details to better roleplay within a specific ship: how is the bridge laid out, where exactly are the tractor emitters, what does the escape pods look like etc... Seeing always help a lot when time comes to roleplay and describe your character's actions and environement.
Even more important to consider: the readers will have to read from what you write to see anything. The more you describe the setting around your character, the better the reader can get immersed in the story. Actually seeing yourself how the bridge is laid out will give you all the ease to make it see in words to your readers... and for your players too, even if they should have access to the visuals themselves.
But remember, the readers will not see those. As we write in novel format, inputing actual images in posts is not only impractical (they will not be shown in novelization), it is very poor and lazy writing and your story will suffer in quality for it.
Most player are found lacking in this area, either voluntarily or involuntarily. So, it is your job to give substance and consistency to the story if they do not.. Be descriptive and Literal. Have the image of that bridge and describe it as the action unfolds. If you do, your players can concentrate on their character's dialog and action.
Yes, the workload is mostly on you, Captain. But you might be surprised to see your efforts being eventually followed by those of your fellow players. The true feeling of a bridge crew working together each with his own part to better the whole will transfer from fiction to reality.
STORY AIDS3-
Stardate calculator: There are a lot of them out there and they don't work the same or even give the same results! For consistency and quality, the RP Department has selected this one to built its official timeline and to be used by starship captains in LF RP:
http://www.hillschmidt.de/gbr/sternenzeit.htmMore specifically, the TNG stardate calculator (second one down) is used as it allow to both input a stardate and get the calendar date (down to the seconds!) or input a specific date and time and have it translated into a stardate.
Captains are highly encouraged to use stardates in their story, just like the TV series did. It neatly provides for the passage of time and give the famous trek flavor to your story when used in the famous '' captain's log'' entry marking each important part of the story. It also help in resuming story elements (like why are you out there doing this now?) to move the story along... even allows a captain to give hints to players and readers and work on character developement with a ''personal log'' (wich then other players can do also!). It can also help to jump from one scene or setting to another without being tedious.
4- In doing so however, take care to base your stardate on the OFFICIAL RP TIMELINE:
http://www.lotusfleet.com/forums/showthread.php?t=8675LF RP stories are part of an overall continuity shared by all the ships, not just yours. The more you integrate into that continuity, the more your story will be relevant to the entire RP universe of Lotus Fleet. It also allows you to make references to past stories, just like they did in the series. This will not only pleases the players on other ships, but invite readers to go and read those stories too!
5-
Warp calculator: Again, there are lots of them out there, usually all consistent with one another despite the scales varying from the original TOS to the TNG era. The following is consistent with the later and provides a lot of useful information :
http://www.ussdragonstar.com/utilitycore/warpspeeds.aspThis will help the captain provide a beleivable timeframe when reaching that next star or going through all the planets of a solar system, instead of having the feeling everything happens in a few minutes. It will also help time the entire story (see stardates above) and help determine how long it lasted and thus help coordinating better the interactions of all ships and starbase in the overall LF Universe.
6-
calculating impulse speeds: there is no convenient calculator for impulse speed. But here is a rough guide below that should suffice to time events and actions in a roleplay story:
Full impulse is 25% (a quarter or 0.25c) of the speed of light. Lightspeed is rounded to 300,000 kilometers per second for convenience. In other words:
full impulse = 75,000 km/sec so 1 AU (Astronomical Unit = distance between Earth and Sun) is travelled in rouglhy 30 minutes. An average solar system could be travelled entirely in 2.8 days
- half-impulse = 37,500 km/sec so the distance between Earth and Mars is travelled in about 30 minutes at that speed. Use it as a reference for going between two neighboring planets
- one quarter impulse = 18,750 km/sec (now you can see how reckless Kirk was!) so the distance between the Earth and the moon (roughly 385,000 km) is travelled in about 20 minutes. Use it as a reference for something rising to a high orbit.
A faster way is to use the warp speed calculator offered above and input warp 1. This gives you 1.0c (one light year). Use the conversion line you need below and multiply the given time result by 4 for full impulse, by 8 for half-impulse, by 16 for one quarter impulse, etc
Note that ships at impulse are able to go as 75% (three-quarter or 0.75c) of light speed, but time dilation effects are dangerous to ship and crew beyond normal full impulse. Consequently, this is done only in dire emergencies and only on the captain's direct order.
The greatest advantage of all this (and warp speed above) is that it will give not only a proper sense of scale for a space adventure, but it will have your orders actually make sense Icly and OOCly when you will order to modify the sensor array; if you go one light year away at warp 6, you will have more than 22 hours to do the work... and able to tell it to both players and readers!
7-
Star Trek mapsIt is most useful to know where you are in the Trek universe:
Galactic map:
http://4.bp.blogspot.com/_8SlQIdQ0ehg/TSibFVPK1gI/AAAAAAAAG0o/xmkj64snJj4/s1600/quadrants.jpgFederation Space and neighbors:
http://booredatwork.com/wp-content/uploads/2009/10/Star_trek_map2.jpgYou will notice LF Stabase 10 is not where the official Starbase 10 is located.but rather probably where starbase 343 is on the official map (near the Hromi cluster). Lotus Fleet Trek universe is its own reality (evidenced by the eradication of the Borg in the first Fleet Action story.) but, apart from such specific details determined by the RP dept, everything conforms to the official data.
Star Trek is a very defined and detailed universe. If you do not make the effort to conform to it, your players and readers will find the story all the weaker for it. And, as the leading storyteller, this responsibility is in your hands. And so you will avoid ridiculous mistakes like going from Earth to Vulcan in 3 minutes or having planet Delta Vega orbiting Vulcan...
CHARACTER AIDS:To convincingly play out a Starfleet ship captain, there are essential information the player captain must have readily available and refers himself too. Most notably the following two:
8-
Starfleet General Orders. Simply put, not knowing those means you ICly fail as a Starfleet officer and risk loosing your command. OOCly, ignoring them means that you have no idea what a starship captain is and must do. Read them, understand them and, even better, use them as character actions , in dialogs and plot elements.You can conveniently find them here:
http://www.lotusfleet.com/forums/showthread.php?p=49527#post495279-
Starfleet Rules of Engagement. Here is the clear and simple recipe as to how to act and order around in space encounters as a true Starfleet officer, and can be extended even to away team parts. Nothing says more '' Star Trek'' than those. Playing out along those lines will make your character truly look like the next Jean-Luc Picard. Again, they are conveniently located here:
http://www.lotusfleet.com/forums/showthread.php?t=8463These rules will also help you plan space encounters scene with friendly, neutral, enemy and of course unknown ships and make them as exciting as consistent.
CONCLUSION:By using those easy to access tools, the captain payer can turn even a bland story into a truly Star Trek one by conveying accurate details and beleivable elements he and the other players will be able to play with. The captain's orders will make sense, the story will hold up and the story will flow just like a TV episode and the characters action will be properly viewd in context (trigger-happy officers, beware!).
Next, we will examine closely this command duty of the PC captain, both Out of Character (OOCly) and In Character (Icly).
PART 2 : CAPTAIN OOC'' Now look Jim; not one man in a million can do what you and I have done: command a starship. ''Commodore Stone
TOS
Court martialRecalling the 5 steps of captaincy:
1- Gather data / Choose story
2- Evaluate situation / Adapt and detail story for ship and crew
3- Make a decision / Establish how the story will play out
4- Give out orders / Lead the story
5- Assume the responsibility and consequences
Let us examine closely this command duty as a captain as a gamemaster. Introducing:
CAPTAIN OOClyCaptain OOCly's middle name is GM: Game Master. As such, he is the only player responsible for step 2 and 3 even before playing start.
Within those, the 5 important steps are needed to be an efficient and successful ship commander:
1- Choose a story: The captain player is responsible for selecting the story he will play out with other players making up the crew of his ship. A few tips for doing so:
1.1:
Select a story that fits your class of ship. There is nothing wrong in wanting to play out an evacuation in a minuscule Defiant class vessel, but that will obviously create story problems that must be addressed with step no 2.0 (below). Research and publish your ship's specs for both your benefit and that of your players. References to ships in part 1 are most useful here.
1.2:
Select a story that fits your players: Action-oriented players will be hard put to enjoy a diplomacy based story where not a shot is fired. Their specific ship position is irrelevant: a Chief medical officer player might relish ''pewpew'' because it gives him a lot of wounded to save! Advertizing potential players as to the story style you do and discussing their preferences is useful to encourage participation and avoid drop out in mid-story or lack of posting wich always causes problems.
Knowing their characters help a lot too! And you can find them all detailed here:
http://www.lotusfleet.com/forums/forumdisplay.php?f=1021.3:
Select a story that fits you: You will have to run the story, and help all the other players get into it, not just play out your character in it. If you don't understand or like the story yourself, how do you expect other players, and readers, to do so? If you are not much into science and technology, you can always do research to get all the elements right (fun and proper). But if you are not willing or able to do the legwork, select a story lighter in those regards, more within your capabilities and interests.
And you don't have to be an author yourself to be a good RP ship captain: there are a lot of good stories already available for you here:
http://www.lotusfleet.com/forums/forumdisplay.php?f=318Using any of those also gives a shiny award to the author. Make a fellow fleeter happy and eager to talk about your next adventure! Even more: you get a story consultant to help you run it!
2- Adapt the story Once you choose a story, use the synopsis to detail it explicitely for the ship and crew you play with. All sorts of plots twists and details will then come up to fleshen it out and make it your own. Some tips:
2.1:
Adapt it to your ship: look at the specs of your ship and see how it can tackle the scenario. This also includes NPC crew, PC players, shuttles, probes, weapons... This will reflect into the story as your captain having knowledge and experience about his command and avoid giving absurd orders or suddenly having to resort to the lazy method of coming up with the ''wondrous magic-tech of the week.''
2.2
Adapt to your players: Make sure the story gives something fun and significant to do for every PC member of your crew. Not only in content but in style. Don't hesitate to add a scene or an encounter that will involve at least one PC; you will then be ready to give sensible orders and more precise than '' ok do your stuff.'' or the ridiculous '' be ready for anything, prepare everything, do everything. ''
2.3
Adapt to yourself; always make the story conform to your style and ability to lead it. If it is a heavytech story and you are uncomfortable with technobabble, avoid it and stick to the plot rather than those details. The entire TOS series is devoid of technobabble and yet, stories are exciting and compelling even while tackling hard science and technological themes. On the other hand, if you relish it TNG style, by all means add some!
3-Establish how the story will play out Now that you know what the story is about, how it adapts to your specific ship and crew and to your style of playing as well, you have to see how the gameplay itself will be done. You should aim for participation, enjoyement and contribution.
Again, some suggestions:
3.1
Story rythm. Most effective in preventing story stalling while allowing player involvement. One very effective way is for you the captain to move the story along by posting every 24 hours after the last post made in the story thread, be it from you or any other player.
Thus, players are free to interact and develop as much as they wish in a particular scene or story part; but when no one has posted after the elapsed 24 hours, the story moves along to the next portion. This way, what your players like will get full involvement, and the less interesting parts will move by swiftly, all the while making the whole story advance at a steady pace without rushing people or waiting needlessly for them to post.
3.2
Story involvement: During your captaining scene, call out to as many PCs as possible with reports, orders or inquiries... or even banter and small talk! There is nothing wrong either for the captain to discuss other things than ship's business during lull moments like travelling towards the starbase and interact with the crew. Character developpement is also story developpement; Star Trek is most reknowned for that.
Other players might get the clue and start interacting more with each other and NPCs. Just be careful that those exchanges do not bog down into distracting chatter or nonsensical discussions completely unrelated to the actual context... at least not too long. When the story drags down with those, post the next main event and move the story
along.to refocus PCs to the main event.
3.3
Story control: you are responsible for the story to play out to the end.This means that, as the gamemaster, you have the autority to control NPCs and even PCs to ensure this.
This is not something to abuse or use indiscriminately, however. By definition, a PC is the sole property of the player. But in case of absence or inaction, the captain must ensure the story does not stall with the inactive PC. In such a case, you have to make the character do and say what is needed for the story to move along.
The best way to handle this is to tell players that they should PM you a general guideline about their character's play in case they can't post. One other, more common way is to either ignore the character's presence if at all possible, or have the character removed to the sidelines with the convenient ''accident'' or ''illness'', or ''other personnel shift'' or ''other assigned duties''... as long as the story allows it. Some creativity here is much advised, especially if the PC might return after a while.
When it doesn't, you will have no choice but to play out the character until the player do return... or the story ends. Make sure however all your players are aware of this to avoid unecessary resentment.
To some extent, this apply to NPCs too. Some of them are created by your fellow players ; it is basic courtesy to treat them as PCs as they are ''part of the PC character'' for the other player. On the other hand, each player must understand that you can and will use them as plot elements. Just don't treat them as Redshirts.
4- Lead the story This is the core of your job. Like all players, you build up the story; but you are the only one who knows where it is supposed to be going. All the others will wait for your lead and react to the events you propose from the story you chose and the way you play it out.
There are several styles that can be used, even within the same story:
4.1
Directive: You write down all determining scenes of the story and let the players react to it and add their own character developpement through the events. This the simplest and easiest but most confining and less creative form of play.
It is highly recommended to all beginning captains and when new or players unfamiliar with Trek are participating.Basically it goes like this: scene described, Captain give orders, crew obeys and play out describing their character's actions, thoughts, words and developping it's personality. Scene concludes. Next scene...
This how most RP stories are played out and despite the apparent restrictive nature, it works perfeclty well and people have good fun doing it that way.
4.2
Free Flowing: You set a scene but ask the other players their input (usually Icly but can be done OOCly also) before choosing one of their options, letting them play it out with you and building a resolution from it all that will lead to the next scene. This looks like a more ''Trek'' approach but it requires players well familiar with the setting to avoid glaring absurdities and a gamemaster imaginative enough and knowledgeable enough to fudge the story along without loosing it's overall conclusion.
For veteran Trek Rpers and experienced gamemasters. It goes somewhat like this: scene described, captain ask all five players for options. Of the 5 options he chooses option 3 because it is the closest one leading to the intended next scene and play it out with them, adapting the details of the planned story from what the player proposed and played out.
4.3
Improvised: You let the players build out the scenes as much as yourself and all control the outcome from the specific position of their characters. Of course the crewplayers obeys the captain player's orders, but they determine the consequences of both his orders and their actions.The captain player take all those outcomes and build up the next scene with those, until the story comes to a conclusion.
For master Rpers and gamemasters only with a lot of time available to work on details and research.It can go like this: captain describe a scene and ask for options; helmsman option chosen and played out; helmsman add a problem occuring; tactical add another; science propose another option, captain agrees and science let him complete the scene; but then engineer introduces another situation; First officer react to it... etc
It is the most creative form of all but the most susceptible to derail completely or never be finished properly. Too many times, stories drag for a long time, derail and never get finished in this format, so it is not recommended for LF RP.
These three methods can even be combined together within one story depending of taste and necessity... and of course the ability of players and gamemaster; but it is most important that the captain keeps overall control of the gaming process.
It is highly recommended not to disclose plot elements to other players (with the possible exception to your assistant gamemaster, the First officer) except ICly as the story is played out. Not only does it deprive all players with the fun and thrill of the unexpected, but it counsciously trap them all in an already planned story where their individual contribution seems all the more meaningless. It is thus very detrimental to creativity, participation and enjoyement.
And you, the captain,
you are responsible to stimulate all of those.
5- Responsibility :Everyone is responsible for the success of a RP story; but the Captain alone is responsible for its possible failure. Thus is the burden of command.
The players are dependent upon you to choose a good story, to incorporate them and proper details into it to make it feel special and their own, to keep it on track and moving and to be there to help as much as to let them play with their character in this wonderful Trek universe. A few suggestions to do this:
5.1
Join the Captain's table: there are regular meetings the RP dept holds with all Captains and First officers present from all RP ships. This is the single best source of help and information for you to get ideas and solutions and share your own experiences. There is also a forum thread to write those down and discuss them:
http://www.lotusfleet.com/forums/forumdisplay.php?f=179Just as in Starfleet, you are not alone. The RP administrators and fellow Captains ae there for you, just as you are there for them.
5.2
Talk to your XO: Your First Officer player is your assistant gamemaster as he is executive officer ICly. Discuss with him ideas and problems to find a solution or have the story move as best as possible for all involved. He can not only take over if you can't participate, but help you build scenes and story plots, just like you are there to show him how to become himself a ship captain in RP (as he is the one next eligible when a captain steps down or a new ship is made available!).
Here is the official statement about those roles;
http://www.lotusfleet.com/forums/showthread.php?t=41895.3
Talk to your players; You can help your players by PMing them to ask for their input on the story, help them rectify mistakes (be it just name spelling) and even more, send them relevant data for their specific ship position. If you send to your tactical officer the data about Klingon Birds of Prey and tell him: how would you go about fighting three of them suddenly decloaking and attacking? You help him or her prepare and portray a competent combat officer and enrich the story together when the scene do happen (hehe). If you give your Engineer the tech data of those ships, he might come up with a way to activate their plasma coils, and so their cloak, thus dropping their shields for that perfect shot of the tac officer with your last torpedo! You can PM your science officer player: ''OK you will be asked information about how to detect cloaking devices: get ready. '' and let him do his own research like a proper Starfleet science officer!
In this regard, for them as well as for you, the RP depatment provides many useful RP guides and update them regularly:
http://www.lotusfleet.com/forums/forumdisplay.php?f=473Don't hesitate to avail yourself of those and point them out to your fellow players!
5.4
Enforce the rules: Just like a starship captain, you are there to maintain order, discipline and efficiency by unfailingly follow rules and regulations. Because you have to enforce those rules as well as play them out like any other Rper, you must be thoroughly familiar with LF RP ships rules:
http://www.lotusfleet.com/forums/showthread.php?t=8340These have been established to make reading easy and consistent for all RP ships. You should never make the reader assume the work (like eye-straining just to read different fonts of different sizes and colors) or insult the readers intelligence (by putting little symbols to ''show'' what you describe... or should describe).
They also help you a lot to novelize the story at the end, wich is another of your responsibilites as RP captain. The novelization make your story as easy to read as a novel and can be used to promote fleet activity and the awesomeness of your work and of your fellow players, on our website and even outside of it, to the larger community.
Following the rules will make everything easier for everyone... including yourself.
CONCLUSIONEven working completely in the background, Captain OOCLY is the very one that can not only bring story and crew alive, but make Captain ICLY even possible and plausible... and fun!
We will meet him in the last part of our guide.
PART 3 : CAPTAIN IC''Captain Kirk! Are you aware, as a starship captain, that you are required to be responsible for the actions of your men ? ''
'' I am... As captain... I am responsible for the conduct of the crew under my command. ''General Chang & Captain James T Kirk
Star Trek VI
The Undiscovered CountryRecalling the 5 steps of captaincy:
1- Gather data / Choose story
2- Evaluate situation / Adapt and detail story for ship and crew
3- Make a decision / Establish how the story will play out
4- Give out orders / Lead the story
5- Assume the responsibility and consequences
Let us examine closely this command duty as a captain as a gamemaster. Introducing:
CAPTAIN ICLYCaptain ICLY's middle name is Team Leader. As such, he is the player who will said the tone of the story and the cohesiveness of the group of characters, the goals of both the story and the players, of the events and for the characters. It is the most familiar sight of Star Trek: the captain with his trusted advisors and excutors at the center of the exchanges, guding all in their actions as they guide him with their counsel. The ideal RP arrangement!
The 5 important steps above are needed to be an efficient and successful ship commander In Character as much as Out of Character:
1-
Gather data:In most circumstances, the very first order a ship captain should give is: ''report'', or '' open hailing frequencies'' or '' scanning '' or '' status'' or... anything to get Pcs and NPCs provide information. This immediately brings forth the elements of the story and the players participation.
Furthermore, the more precise these orders, the more you will get your player involved and feel useful: '' report on ship status Number One''; ''Tactical: open hailing frequencies''; '' Lieutenant Science, scan that area ahead ''; '' Chief, status on those engines '' etc. will immediately call directly your crew to action and provide you (and the readers!) with the plot elements.
The captain must get the maximum information possible to make the proper decisions... and he may have but seconds to do it! In most situations, status report, scanning and communication are the first and most important orders to give. And they will make your character sound efficient, look efficient and be efficient... and wake up the crew!
2-
Evaluate situationFrom the information gathered, the captain must now evaluate if there is either danger or opportunity (or both) before making any decision. Here judgment is the key factor. Following general orders and Rules of Engagement (see PART 1) is the easiest way to evaluate properly a given situation and find the proper steps to order things around. A good captain will only bypass those if he is very sure he has a better way; even then, any consequence will be evaluated later by Starfleet Command on the basis of those rules.The more serious the consequences, the more severe will be your superiors judgment of your actions afterwards, especially if you did not follow proper orders and procedures.
Up until now, this has been very rarely applied in RP, and never outside LF RP. However, any ship captain doing so, as part of a story, or even as a story itself (as in TOS Court Martial and The Menagerie or TNG The Drumhead or The First Duty), would mark for a great captain and gamemaster making the Trek universe all the more vivid and beleivable.
3-
Make a decisionThis follows directly from the above and of course from the plot itself you alone fully know. As such, a part of it is already scripted out. But altering it and enriching it (or even changing it!) after asking and listening to your fellow officers will not only make it less conspicuous, but even more life-like and beleivable; especially if a fellow officer points out a General Order or a Rule of Engagement or a Starfleet order your seem to be forgetting or should make more sense in the story context: remember, the others do not have all the story elements before them... and, this is most important, neither does your character!
Player knowledge (even more gamemaster knowledge) and character knowledge will be most important and difficult for you to make separate; especially because you have to lead the story to it's next scene with your Icly decision. That decision must be at the same time consistent with what has been read so far in the story; even if gamemaster foreknowledge might be played out as ''command experience'' or '' ''command instincts'' or ''intuition,'' it must base itself on something beleivable to the reader... and written down!
Else it will look like sheer luck... or more often obvious plot armor (obvious plotted event unrelated to facts, interactions or even credibility favoring the character).
4-
Give out ordersThis is the essential job of your character: make it good! There are 3 basic ways to go about this:
4.1
Address each bridge officer with a specific task: detail exactly what you want them to do like Captain Kirk did: '' Mr Spock, analyse that area ahead, Mr Chekov, keep a weapons lock on that area; Mr Sulu, plot evasive maneuvers but wait for my signal; Mr Scott, full power to shields at my signal; Lt Uhura, open hailing frequencies in case there is someone out there hiding. ''
The advantage is that your character look like he knows what he is doing as a ship commander. The drawback is that you may make him obviously knowing too many and precise things in advance (becoause you do OOCly!). Base those orders only on the data gathered and evaluated Icly and what a starship commander is supposed to do (General Orders and Rules of Engagement).to get the proer balance. Above all, don't give vague, meaningless orders like '' Mr Spock, do research'' or the infamous '' Prepare for everything.''
4.2
Address your First officer with a general order and let him order the specifics, just like Captain Picard did: '' We have to stop them: Red alert Number One. '' and Riker going '' Shields up! Arm all weapons and target engines! Helm, attack pattern Kirk Epsilon!'' and Picard saying: '' Engage!''
The obvious advantage is that you leave all the detail work to your exec, wich is convenient to make him more involved in the story when you are both on the bridge and to avail yourself of a player's deeper knowledge of Trek, or share the workload with him Icly and OOCly. The drawback is that your exec has to be good at this as much as you should be and you might become too reliant on the other character if abused, raising questions as to your character's competence to lead a ship (and maybe yours to lead a story).
4.3
Advise Starfleet Command. Major decisions that might involve war or first contact or crucial discovery should always follow that step in the 25th century ladden with subspace relays. But of course, stories often makes it so that ship and crew must face the problem alone (hence the adventure and why they have been trained so much!).
It is however consistent with the universe of Trek when feasible storywise and can allow a player to involve the RP dept for Icly directives of OOCly decisions or legitimate particularly grave orders and far reaching actions. Relying on it too much however will make your character look as bookbound and antiheroic as was captain Esteban in ST III.
Of course, a good captain like Captain ICLY will always avail himself with all three options, as their mutual benefits cancels out there disadvantages when wiselt used.
In all cases however, above all, do not go into a story or scene without studying first wich General Order applies to it, and never ignore them.. unless you plan to have your character court martialed and loose his command... or simply look like a fool. Rules of Engagement are also most highly recommended to have Captain ICLY look, feel, talk and act like a Federation captain and not a Klingon warlord, like we see much to often in other RP threads outside of Lotus Fleet.
5-
Assume responsibilites:The burden of command is all about what you are responsible of and a good Trek story and character will always highlight those:
5.1
The Captain is responsible for everything ship and crew do. If your Tactical officer fires at the other ship, even without your express orders, you are still responsible! Make sure all officers know this and thus, why discipline and obedience is not only required, but demanded out of them. They must be as reliable to you as the firing button or the deflector dish. Insubordination should releive the character from duty and affect future promotions, because srious consequences of such insubordination might cost the captain his command.
5.2
The Captain must place the safety of the Federation above even his own, that of his ship and crew. This is in fact the responsibility of all Starfleet officers; but the captain, being in command, will be declared sole responsible if a ship or crewmember fail in this regard. So, think twice before starting a battle that would cause death of sentient lifeforms, start a war or end any chance at peaceful contact. Failures like this should cost the captain his command.
5.3
The Captain is responsible for the welfare of his crew, even above that of his ship. Your officer will be all the more ready to obey you if they are confident in your desire and ability to safeguard them. So think twice before sending them on an away mission in unknown territory, exposing them to alien influence or leaving them all in a dangerous situation to chase a lone individual. Such dereliction of duty should also cause loss of command, especially if loss of life and other serious consequences are the result.
5.4
The captain is responsible for the safety of his ship. Any situation or decision that might endanger the ship (and by extension the crew, the mission and the Federation) must be evaluated carefully and other options explored and tried before commitiing to one. Allowing infected crewmembers to beam aboard or unautorized personnel access to the bridge (anyone not a bridge officer or at least Ensign or Federation official) is as much a show of bad judgment as raising shields up in front of another ship and thus provoke them into attacking you... as is staying in a battle instead of disengaging, allowing crewmember to be injured and killed. A captain loosing a ship rarely gets a new command... especially if it is the consequence of bad judgment.
5.5
The captain is responsible for the success of the mission. Getting all the data, properly evaluationg the situation, following the proper steps in the proper order to give out the correct orders and well directing and supporting his officers is what will make the mission a success, your character beleivable... and the story itself beleivable. Luck is often a part of success, but when it alone explains success, it makes for a weak story indeed... and a weak captain character. Starfleet does not leave weak captains in command for long, at least not on important ships or for important missions.
CONCLUSION Captain ICLY has a lot of serious responsibilties on his shoulders. So don't burden him with responsibilities he doesn't have! For example, Captain ICLY can provisionally give crewman John Doe a higher rank of Ensign to replace a missing bridge officer during a mission, or name one as his missing Exec ; but only Starfleet Command can actually grant the new rank and position. This is also valid for Captain OOCly also (with RP dept acting as Command) if, taking the above example, he has to do it to account for an absent player.
Same goes for any new PC crewmember or any new technology, as RP 101 rules indicates; you can come up with something during the story, but it can only be added permanently to a ship only after Starfleet Command (and RP dept OOCly) approves.
In the same vein, a captain can not always choose his missions or modify their parameters without approval from Starfleet Command (or RP dept in OOCly) although he can to account for attenuating circumstances (in both instances). However, his performance as captain will certainly be judged on how those circumstances justified any serious change.
Captain ICLY has a lot of things on his shoulders; at least as much as Captain OOCLY. And both must assume it all on the shoulders of one single player.
Obviously, not everyone is willing and able to do it. But if you are willing, the hope is that this three-pat guide will help you be able to do it.