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World Weavers World Guide: STARFLEET

 

I. Introduction

II. This Is Not Star Trek

A. Timeline

B. "Canon" vs. "Non-Canon"

C. Real Life vs. Fiction

D. The Mission

III. Characters

A. Camp Venture

B. Positions Available

C. Creating a BIO

D. Making a Good Fit

E. Promotions

F. Additional Characters

IV. Technology, or, Treknobabble

A. Technological Advances

B. How to (and How Not to) Fake It

C. Ship's Books and Technical Specifications

V. Writing Conventions

A. Stardates

B. Non-RP (Out-of-Character) Notes

C. Signatures

D. Point of View

E. Starfleet Ranks

F. Communications

G. Titles of Posts

VI. Administration

A. Who Runs What

B. Where to Go with Problems

C. Becoming Part of It

VII. Additional Information

A. Books, TV and Movies

B. Websites

IX. Conclusion

 

 

SECTION I: Introduction

 

Starfleet is the longest-running of the World Weavers realms, with close to eight years of history behind it. It is also one of the most popular, with more than a dozen active Starships and Space Stations in play.

It is also the easiest to jump right in to, as nearly everyone is familiar with Star Trek and how it works. But this *isn't* just like regular Star Trek, and that's what this Guide is for: to prepare the incoming writer for what to expect of *our* version of the universe. It will help you to create effective, believeable Starfleet characters, familiarize you with the available technologies, give tips on writing in proper format and with continuity, and tell you where to find more specific information.

 

So read on, Ensign, and welcome to Starfleet!

 

SECTION II: This is Not Star Trek

 

Yes, we do write in the world of "Star Trek: The Next Generation" and beyond, but with modifications and additions as we see fit. Also, in order to avoid direct conflict with the current "official" stories, we play in a time approximately forty years advanced from the current shows. None of the established characters from official stories appear, except in rare oblique references. Captain Picard, for example, will NEVER actually appear in one of our stories, but we might refer to his adventures and discoveries in the past.

Familiarity with the various shows, books and movies is good, but itis certainly not required to have a good time and write effectively. All that you need is a basic idea of Trek, and the creativity to be able to make and sustain an interesting character. Oh, and common courtesy, of course; respect for one another is paramount (no pun intended) in World Weavers, and Starfleet is no exception.

 

Subsection A: Timeline

 

Our universe diverged from the "canon" Trek universe at or about the

time of the infamous Battle of Wolf 359, in which a Borg cube destroyed or

crippled dozens of Starfleet ships. Events before that time are considered

to be true in our history, but events depicted after this time may or may

not have happened in our version of the timeline.

 

The current "play" year advances once per real life year, even though

events being portrayed may not seem to take that long. It is assumed that

there are long periods of "down time" between missions and during repairs

and refits which pass without actually being written. This helps close the

gap. To determine the current play year, simply add 412 years to the

actual date. For example, 1998 is equivalent to play year 2410.

 

Here is a listing of some significant events which you may find

mentioned on occasion.

 

2367: Battle of Wolf 359

2379: Jack Gerber becomes Fleet Admiral

2380: Branch Admiral Susan Antares appointed Head of SFIA

2383: Cdor. Jack Sullivan vanishes after leaving Space Station Andor

in his private yacht

2393: Klingon Emperor Kahless dies, and is succeeded by his son Komarr

2398: Branch Admiral Reginald Foxx appointed Head of JAG

2404: Sullivan reappears on Earth and is reinstated and promoted to

Branch Admiral as Head of Engineering Branch; Captain Roberto

Sanchez, former USS SABRE CO, is named his Assistant

2406: Timeshift Incident; Gerber resigns as FA, becomes Earth delegate

to Federation Council, with honorary rank of Executive Admiral;

Judith Marko becomes Fleet Admiral; Sullivan becomes Fleet XO and

Head of Fleet Operations, promoted to Senior Admiral; Sanchez

replaces Sullivan as Head of Engineering Branch, promoted to

Branch Admiral

2407: Commander Adam Crown named Head of Medical Branch

2408: Marko marries Ambassador D'Arque and steps down, with honorary

rank of Executive Admiral; Martin Shaw becomes Fleet Admiral when

Sullivan refuses; Borg/Symbiont attack on SSV1

2409: Marko returns temporarily during Shaw's illness; Branch Admiral

Walker Greye becomes Head of Security when predecessor is found

mentally incompetent; Branch Admiral Hayden Sweeney replaces

retiring General Zim as Head of Camp Venture; Shaw later becomes

Head of Personnel

2410: Daniel Gregg becomes Fleet Admiral when Sullivan again refuses;

Fleet Captain Remy Devereaux appointed Ass't Head of Engineering

Branch; Fleet Captain R'Morna Trost appointed Head of Counseling

Branch; Romulans declare war of Federation after USS CALYPSO is

sabotaged and forced into Romulan space; Admiral Mia Sherman

replaces Shaw as Head of Personnel; Branch Admiral Matt Hydeman

replaces Sweeney as Commandant of Camp Venture

 

Subsection B: "Canon" vs. "Non-canon"

 

There are a lot of similarities between the official Star Trek

universe and our own. The dark reaches of space are dangerous places,

filled with hostile aliens, enemies, pirates and other Bad Guys.

Strangely, in spite of the superlative efforts of the best fighting force

in the known Universe, nothing ever seems to go right on an Starfleet

mission until the very end when, just in the nick of time, victory is

snatched from the jaws of defeat.

 

But none of this is written in stone. Just because something happens

on one of the TV shows, or in a movie, that doesn't mean it happened in

our universe. We did not have a major war with the Dominion and split with

the Klingons; we don't mention the USS VOYAGER at all, because we haven't

decided whether ours got home or not; we haven't allowed the established

characters to move up into our Admiralty, when they might have otherwise.

 

We do use all of the standard races and technologies introduced, but

details may change. For example, although the Star Trek Animated Series of

the 1970s is not considered canon any longer, we have characters who come

from races described in that show, such as Edoans and Caitians.

 

So don't expect everything to be just like it is on TV. Check around,

ask your co-writers who have been around longer. But on the positive side,

you have more freedom to create something truly different, that "real"

Star Trek wouldn't accept. We're not sticklers about things, but we do

appreciate it when our writers take care to be consistent within our

framework.

 

Subsection C: Real Life vs. Fiction

 

Because of the vagaries of Real Life, we sometimes have to bend our

fiction a bit to fit. There's always a way to justify anything that might

happen, though. That's why you see changes within the Admiralty much more

often than would be expected in a "real" universe. Players come and go,

and they take their characters with them.

 

Some of the technologies we use would never be introduced in real

life, as they are more RP aids than actual advances. A good example of

this is the Holo-link. It permits us to have interactions between

characters who would normally be separated by light-years on different

ships or planets. More information on these "invented" technologies can

be found in Section IV.

 

The most important aspect of this, however, is the difference

between the characters and the people who play them. Please remember that

we're all human beings with feelings behind our monitor screens. Don't

do anything which might offend someone without checking with them first.

And on the flip side, don't assume that anything written which puts your

character in a bad situation is an attack directed at you. Keeping this

distinction in mind is the biggest key to enjoyment of writing here.

 

Subsection D: The Mission

 

All of our Starship missions are assigned through the Fleet

Operations office. This is required so that we can keep tabs on what's

going on, and avoid conflicts between what two ships are doing at the same

time. WW Starfleet's internal continuity cannot necessarily be enforced

outside the individual unit, but it is encouraged.

 

Missions are usually created and assigned by the Fleet Operations

Admiral, but a CO may request a specific mission if he has an idea. These

must still be cleared through FOPS, though, in order to help maintain

consistency, and to avoid conflicts. FOPS is always eager to hear new

mission seed ideas, so feel free to send your to the Admiral at any time.

 

Most of our missions are relatively simple and involve only one ship,

others can get more complex and involve two or more ships. Sometimes a

ship will get into "trouble" and call on another ship for assistance. This

sort of scenario must always be approved ahead of time by all involved

COs and the Fleet Operations Admiral or Fleet Admiral.

 

A special web page listing all of the recorded missions, past and

present, for each of our ships, is in the process of being drawn up.

 

Section III: Characters

 

A career in Starfleet begins as you graduate from Starfleet Academy

in San Francisco and take the lunar shuttle to Camp Venture on Space

Station Earth One. The Commandant will assign new officers to a holodeck.

There, Ensigns spend about five days to two weeks getting acquainted with

WW and how we play. They then move on to their permanent assignments in

Starfleet.

 

Subsection A: Camp Venture

 

Camp Venture is the WW training facility. In the Starfleet framework,

it is located on Space Station Earth One, in geostationary orbit above

Starfleet's groundside HQ at San Francisco.

 

Initially, it is customary to report to the Camp Commandant's office,

often with a brief account of how your trip on the shuttle went, what

happened when you reported, what your hopes and expectations are (as a

newly commissioned Ensign) and anything else that will help to make the

whole experience real for you and us. Remember, when you enter Space

Station Earth One and Camp Venture, you are now in a new world; one that

exists in virtual reality, to be sure, but a world nonetheless. The more

real and vivid it becomes, the more exciting and enjoyable will be your

experience.

 

The purpose of being in CV for a few days is to get acquainted with

our style of RPing. Your instructor will help you get acclimatized, and

offers tips and hints on how to work well with the other writers you will

meet, as well as general information about format and style.

 

If you don't get a reply to one of your posts from your instructor

within a few days, please let both the Personnel office and the CV

Commandant know via e-mail. We'll try to find out why, and let you know.

 

We want to assign you to a ship ASAP but we know that some people

will only post once or twice and then stop. To keep this from disrupting

the routine of a ship, we use CV also as a screening tool. So as soon as

you show you can work with other crew and will keep posting, your

instructor will graduate you. We try not to keep you at CV more than a

week or so, if possible.

 

When your Camp Venture instructor graduates you, you'll be told to

which ship to report. You will be expected to write your travel and

arrival there, and then the CO, FO or someone else in the unit will

normally respond to your first post within about 72 hours. The CO or FO

will make sure that your address is added to the ship's mailing list, and

that you have all of the addresses for the other players. You may receive

a Roster and/or Bio file for the other charcters in that unit.

 

You will be assigned to a ship that needs more crew and has an

opening for the type of position you request, if such is available.

However, you may request a specific assignment if there is a particular

ship or station that you would like. While there is no guarantee the staff

will be able to immediately honor the request, we make every effort to do

so.

 

So, while you are in Camp Venture, you can be looking around at the

ships subjects and get a feel for what ship you might like to join. If you

have something special in mind for your character, please let us know.

There are a number of ships commissioned in Starfleet. Most are general

purpose, but a number are specialized for those who have a preference for

certain types of role-playing and missions. For example:

 

*USS CALVIN - lighter, more humorous RPGing (comedy)

 

*USS DAMOCLES, USS SABRE - warships with heavy battle action

 

*USS ODYSSEUS, USS CALYPSO - science and exploration ships

 

There also may be other specialized ships from time to time, on a

short-term or "one-shot" basis. Also, there are support organizations such

as the Judge Advocate General's office and Starfleet Engineering. Such

special positions are available to established members who have

demonstrated dependability and good interaction skills.

 

The general patrol ships get involved in all types of missions,

including, but not limited to, combat, diplomacy, exploration, first

contact, investigation, reconnaissance, infiltration, re-supply, support,

and protective escort.

 

All characters for new players, and nearly all for established

players, will join their crews as department heads. This is not entirely

realistic, as new Ensigns fresh out of Starfleet Academy are hardly the

best choice to become, say, a Chief of Security or a Chief Medical

Officer. The reason we do this is that the department heads are generally

much more "visible" than run-of-the-mill junior officers, and will be

present on the Bridge or in staff meetings, which is where a lot of the

action takes place.

 

It is certainly possible to create and run a character who is not a

department head, but for new players especially, we think it best to put

them in a position where information and opportunity will be readily

available to their characters.

 

 

Subsection B: Positions Available

 

Here is a brief listing of the normal positions we assign, and

their general duties aboard Starships. Positions on Stations may vary

somewhat; for information on that, contact the person in charge of the

Station in question.

 

1) Commanding Officer (CO)

 

The CO, usually called Captain, whether or not he has achieved that

actual rank, is in overall command of the ship. As a player, the CO is

the interface between the crew and the Starfleet administration

(Admirals and such). The work of the Captain is somewhat similar to

that of the other club administrators, in that his job is to ensure that

all members of his crew can enjoy themselves in RPing with the least

amount of restriction or interference. Of course, he is also responsible

for maintaining order, and seeing that things don't fall into complete

chaos.

 

Captains also have duties which include assigning personnel to

positions so that all ships in the fleet can be properly staffed and so

that there are ample opportunities for RPing for the members. To do this,

Captains may, on their own authority, create such positions and RP duties

as they may need and promote characters to the rank of Lieutenant

Commmander in Starfleet. Captains may also, with the advice and consent of

the Fleet Admiral or his designee, promote to the rank of Commander and

assign First Officers.

 

Transfers may not be done by the Captains without the consent of the

player being so transferred. In the event of a transfer, if the member

and both Captains agree, a courtesy request is expected to be made to the

Director of Personnel. If it is necessary to effect an involuntary

transfer, the matter is to be referred to the Fleet Admiral or his

designee, as well as the Director of Personnel.

 

Captains do not have authority to interfere with the development or

direction of the storylines of their ships or units. Captains have the

same authority to guide and shape the development of the scenario as any

other member. They do NOT have control of the story and they cannot

arbitrarily direct it, although they can exert considerable influence and

most players will follow the lead of the Captain. Captains UNDER NO

CIRCUMSTANCES may stop a story because of their own absence and may not

cancel the development of the mission on their return.

 

Captains are required to follow the guidelines and traditions of WW

and do not have authority to make new rules or requirements. They do have

broad latitude in setting up new positions (but not new ranks) and new

technology. The CO also is responsible for keeping the ship organized and

the crew motivated and trained. He is normally expected to post frequently

(unless special arrangements have been made or there is an emergency). He

is responsible for making sure crew rosters and status reports are posted

and mailed to the Roster Keepers and Fleet Operations, respectively, in a

timely manner. He or she has primary responsibility for setting up a good

RPG environment and cooperating with the administrators to achieve this.

 

This is considered a critical position, and therefore is only open to

established members. The most important thing to remember about the

position of CO is that it is one of responsibility, not authority. It is,

in all aspects of the word, a job. But as they say in the U.S. Navy ads,

it's not *just* a job...

 

On the Character RP side of things, the CO is responsible for

choosing from among the various options that are presented, the one which

best contributes to the successful completion of the mission. He is also

answerable to the Admiralty for the actions of his crew. The Captain

receives the mission orders from the Fleet Operations office, and calls

staff meetings to discuss options. He also is the chief negotiator on a

ship, responsible for dealing with aliens and civilians.

 

COs normally carry the rank of Captain, although Commanders and

Lieutenant Commanders may be given command of some ships unders special

circumstances. No one of lower rank may become a CO, except in an

emergency, and in that case, it is only as Acting CO.

 

All in all, there is quite a lot involved in being a Commanding

Officer. It is a demanding position, both for a player and a character.

 

2) First (Executive) Officer (FO or XO)

 

The FO is second in command of the ship, and assumes all duties of

the CO in the event the CO is unavailable for any reason. He does not,

however, assume the position permanently until and unless that is

confirmed by the Admiralty.

 

If the Captain fails to respond to posts or NRPG mail for more than

one week, he or she is considered "off the bridge" and the First Officer

becomes the Acting Commanding Officer (ACO) until the Captain's return.

Note that this crew member does not become "Captain". This person has the

position, duties and privileges of the CO, but not the rank.

 

Normally the FO is responsible for maintaining the crew roster and

also BIO file, if one exists, but these may be assigned to other players

on a voluntary basis.

 

In RP terms, his primary responsibilities include making sure that

the crew is ready at all times to carry out the mission, and seeing that

the CO's orders are obeyed. The FO is also responsible for making sure

that the Captain is aware of all of the various options that are available

for successfully completing the mission.

 

The FO has primary responsibility for the safety of the CO. The FO

will normally choose and command any away teams, although this will vary

from ship to ship. The FO is also responsible for the development of the

ship's officers' careers in Starfleet. The FO is the ship's personnel

officer and he, in consultation with the CO, should make position

assignments.

 

FOs are generally Commanders, but may be Lieutenant Commanders or

even Lieutenants, under some circumstances.

 

Much like CO, the position of FO is one of high responsibility, and

so new players are not permitted to hold this position, although they may

advance to such later, through good play and reliability.

 

*NOTE* We request that if players cannot post on a regular basis that they

not accept a position as a CO or FO. Infrequent players are certainly

welcome to hold another job even if they can only post occasionally.

 

3) Operations Manager (OPS)

 

This is a critical position on any ship. OPS's job is to allocate the

ship's resources in an efficient manner so as to meet the demands of the

mission. The OPS Manager runs the ship's sensors and communications,

functioning as the CO's eyes and ears.

 

He also has primary responsibility for the ship's computers and data.

As such, the officer can supply information from the computer on

essentially any subject including alien races, unusual phenomena, etc.

 

Because of his responsibility for the ship's smooth operation, OPS

is generally (but not always) the ship's Second Officer (2O), and thus

would assume temporary command should both the CO and FO be unavailable or

incapacitated. OPS may be any rank, but if 2O, should be at least a

Lieutenant.

 

4) Tactical/Security Officer (TAC/CSO)

 

This is actually a combination of two duties in one character. As

Tactical Officer he handles the ship's weapons and shields, via the

Tactical station on the Bridge.

 

As Chief Security Officer, he is primarily responsible for the

safety of the ship and its crew. This includes running the Brig, providing

guards for visiting VIPs, and generally running the Security department.

 

Also this officer shares responsibility for sub-space communications

with OPS. There are rarely Away Teams which do not include some Security,

so there is plenty of opportunity for action.

 

Traditionally, this character takes a hard-line, short-sighted, even

a touch paranoid, approach to problems. He presents this view to the

Captain who must decide to what degree to follow it. Of course, any

individual character may vary. TAC/CSO may be any rank.

 

5) Chief Engineering Officer (CEO)

 

The Chief Engineer is responsible for the repair, maintenance and

proper functioning of the ship's physical components, including engines,

shields, life-support, transporters, replicators, holodecks, and

peripheral equipment such as shuttlecraft and runabouts.

 

This position has secondary responsibility for energy and resource

allocation, which is normally handled by OPS. As such, OPS and CEO work

very closely much of the time, OPS submitting requests and CEO making the

necessary adjustments.

 

The CEO handles investigations of problems of a mechanical and

technical nature, including damage control. He is often looked upon as the

resident "miracle worker" aboard ship. He can be of any rank.

 

6) Chief Medical Officer (CMO)

 

The ship's Doctor handles all medical matters, whether they be

simple bruises or plagues and other medical emergencies. Exotic injuries

are common on Starships, so this position has a great deal of freedom for

creativity.

 

The CMO also handles investigation into biological matters and may

develop biological solutions to problems, usually in cooperation with the

Science Officer. A physician is almost always included on Away Teams, so

the CMO position can also be quite full of action.

 

The CMO is secondarily responsible for the same work as the Counselor

and one character may, if necessary, serve in both capacities. The CMO may

be of any rank.

 

7) Ship's Counselor (CNS)

 

The Counselor assists the CO with ambassadorial functions including

dealing with alien races and trying to make peace. Counselors are also

responsible for the mental health and well-being of the crew, in

cooperation with the CMO.

 

Other duties may include responsibility for internal communications,

morale, and scheduling and preparation for special events aboard ship.

This person should also assist in getting new recruits settled into the

routine of the play.

 

Dramatically, the traditional Counselor offers an optimistic,

starry-eyed approach to problems to contrast with the TAC/CSO. Counselors

may be any rank, or possibly even unranked civilians in some cases.

 

8) Chief Science Officer (SCI)

 

The Science Officer (SCI) is responsible for investigations into

all manner of scientific problems, both mechanical and biological. This

officer also can act as a back-up for both the CMO and the CEO, and either

of those positions may also act as SCI, if necessary.

 

The Science Officer will normally work closely with OPS in arranging

the use and adjustment of sensors and other detection devices. Sciences

covers a very broad range, from stellar cartography to geophysics to

anthropolgy to biology. As a result, this officer will usually have a

large staff of specialists for these areas. Chief Science Officers tend

to be well-rounded, but can certainly be specialists in various fields.

 

The Science Officer acts dramatically as an advisor to the Captain on

technical matters, and will present scientific proposals and evaluations

of mission situations. He may be of any rank.

 

9) Flight Control Officer (FCO)

 

The navigator, also sometimes referred to as NAV/HELM (navigator/

helmsman) is the character who actually "drives" the ship on the Captain's

orders. On many ships, NAV/HELM usually acts as the chief backup for most

other non-command bridge officers, especially OPS and TAC. The officer

is secondarily involved with both weapons and sensors. The FCO is also the

principal shuttlecraft pilot, and responsible for shuttle and support

craft maintenance, in conjunction with the CEO.

 

The position of FCO is among the most flexible of the regular

positions, and can be of any rank, although they usually don't stay in

that role after reaching Lt. Commander.

 

10) Other Positions

 

Some ships may have openings for other sorts of characters, such as

Communications Officers, Lounge Hosts/Hostesses, and Mission Specialists.

These types are usually made for special circumstances by established

players, but if you are interested in such a position, please check with

the CO of the ship or station you'd like to play on before developing

things too far. The CO will tell you what would be required of such a

character.

 

Other types of characters are also possible on Space Station Vulcan

One. You do not have to play a department head on this station, nor even

a Starfleet officer. Civilians of all sorts are welcome. Diplomats,

criminals, shopkeepers, scientists... all are possible. Enlisted personnel

and non-coms are also possible on this station.

 

Subsection C: Creating a BIO

 

Upon graduation from Camp Venture, if not before, the new player will

be required to put together a Biographical Information File, or BIO for

short. There are several reasons why such a file is required, not the

least of which is helping the new player sort things out in his own mind

about why the character is the way he is. Another important reason is to

provide the other writers you will be working with some basic background

information ahead of time, so they will be better able to write casual

interactions with your character right from the start.

 

BIOs will be updated every so often, as the characters grow and

change, and significant events occur. It's probably a good idea to keep

your BIO updated at least twice a year, and re-submit each update to your

CO or FO, and/or whoever maintains the ship's BIO file.

 

A complete character biography should always include all of

the following at a minimum (remember, all information is fictional):

 

* character name

* current rank (usually Ensign for new players)

* race

* age

* physical description

* height and weight

* hair and eye color, if applicable

* other distinguishing marks/characteristics

* home planet (residence)

 

Other things which are important, and should be included if possible,

are:

 

* place of birth

* education

* family information

* parents

* siblings

* spouse

* children

* service record

 

Then there are the things which help make your character unique. The

more of this you have, the better defined your character will be in the

minds of the other players:

 

* beliefs

* traditions

* quirks

* ambitions

* annoyances

* hobbies

 

There are several different ways to present this information.

Usually, the basic 'factual' information is listed in category format. The

more in-depth things can be discussed in sections, such as these:

 

* Medical history

* Psychological evaluation

* Personal information

* Significant events

 

Much of this will also come out during the writing, so don't worry

too much about going into exhaustive detail at first. There will be plenty

of opportunity to add to and update the basic information.

 

Finally, a section for Non-RP information should be included. The

earlier portion of the BIO should be assumed to be "in character", but

some important information, especially secrets, cannot be included in such

an "official" document. If there are things which you know about what

will happen to the character in the future, or how he might react to

certain specific situations, this is the place to include them. You can

also throw in a few tips and hints for other players on things which are a

bit more subtle than what was included above.

 

Characters are not required to come from any of the 'documented'

races in the world of Star Trek. Characters with completely unknown races

pop up in Starfleet occasionally and do just fine. One caution, though--

characters from the "Q Continuum" are strongly discouraged at this time

because of their tremendous capabilities. Q characters need to be very

maturely played or too many things can happen that could dramatically

impact a ship's story line without any control from the crew members.

 

Anyone wishing to create a Q character needs to talk directly to the

Admiralty. This applies to any other beings with extraordinary powers,

such as Organians, or unique beings like Nagilum. Approval of such

characters is very unlikely for beginning players, but later on, after the

player is well established, acceptance becomes more likely.

 

There are many sources of information that might help you create a

character.

 

* Star Trek TV series (Original, Next Generation, DS9, Voyager)

 

* WORLDS OF THE FEDERATION book, by Shane Johnson

 

* Star Trek novels and movies

 

* Other Science Fiction books, movies and games

 

* Your own imagination

 

Here are a couple of sample BIOs. The first is a relatively new

character, the second a long-running character with much history in the

club.

 

Link: Esn. Rolex BIO

 

Link: Cmdr. Torphek BIO

 

Subsection D: Making a Good Fit

 

Something which is very important to consider while creating a

character is how well that character will fit in with others. There are

certain standards of education, behavior, and such to which all Starfleet

officers are expected to conform, at least on the surface.

 

For example, all officers are expected to have attended Starfleet

Academy, or at the least, tested out of Academy requirements. SF Academy

is usually a four-year program similar to college, but accelerated

programs are available for persons who have prior college experience or

similar training background. This would include such things as Medical or

Law school. Even these characters must have some Academy training in

Starfleet procedures before being cleared for service.

 

Troublemaker characters are not impossible, though. Everyone has some

sort of flaw, and even the best of us isn't perfect. You will need to

consider, though, what you would think if you were in charge of personnel

for Starfleet. Would you want this person on your ship? There must be some

good reason to think he'll be successful in Starfleet.

 

Similarly, consider who your character will be working with. If you

are going to a ship full of Klingons, you probably don't want to play a

Romulan. Crews must be able to work together as a unit. It can be

difficult, but not impossible, for characters to get along. Don't create

someone who is likely to provoke hostile reactions from others, unless you

are prepared to deal with the consequences.

 

Starfleet is supposed to be the best and brightest of what the UFP

has to offer. It takes a lot just to be accepted into the Academy, and it

gets harder from there. Inappropriate behavior will be dealt with harshly

(in character, of course); the penalties for insubordination, behavior

unbecoming an officer, and similar infractions can be severe. And you

don't even want to know about treason...

 

Try to remember, though, that punishment of a character is no

reflection on the player. Player problems are dealt with outside of RP.

Many characters get into trouble now and then; it's just one of many ways

to create conflict, which is what drives all fiction.

 

Subsection E: Promotions

 

All new members start as Ensigns, but promotions come rapidly for

dedicated and good role-players. All new members are initially assigned to

a ship as an Ensign, then promoted to Lieutenant<jg>, Lieutenant, etc.,

based on the frequency and quality of their contributions.

 

With the guidance of the CO, players can also expand their roles or

positions in other ways. Often players believe that if they were a Captain

or Admiral they could do more. In fact, this is often the opposite of the

case. Here, one of our members describes what his character did as a

Lieutenant:

 

"Hunter Thorpe managed to get a Galaxy class starship to the rescue

of a badly damaged fellow vessel, fight off Ferengi attackers, tow the

damaged vessel back to Starbase Beta (now destroyed), participate in a

hellacious battle, fight a running battle with the fugitive Lt. Commander

JJ, get a nasty dose of Hydo-wacko medicine, went crazy as a result and

nearly destroyed his own starship, and finally threw a party in Traveler's

Rest after being decorated and promoted even though, by then, Hunter was

in a body cast."

 

Subsection F: Additional Characters

 

Many times our more active players, who are able to post frequently,

ask about playing more than one character. We allow an established member

to play as many major characters as they can handle. This must be

coordinated through the Personnel Director. Such additional characters are

handled just like new members except that they do not need to go through

Camp Venture before being assigned to a ship, and may start at advanced

rank. Except in special situations, however, a player may not start a

character of higher rank than his primary has achieved. Special situations

might include, for example, an offer of a command, which would require

creating a Captain-level character.

 

There are also other possibilities, too. First, you can add

additional non-player characters (NPCs) as desired. Second, you are free

to play a Villain (enemy character), if approved. This must be agreed to

by the Personnel Director and the CO of the ship involved. This is a good

way to get to write with people who are not currently in the units in

which you normally write. Bear in mind, though, that the bad guys always

lose in the end.

 

Each crew member can create as many additional NPCs as he or she

wishes on his or her ship. These crew can range from efficient assistants

to inept and/or hostile bunglers who can be used to add color and humor to

the story. Usually these are within the player's own department, but can

be in others if that department head consents. They are also expendable

and can be killed or otherwise mangled as convenient, by any player, not

just their creator. They are the "supporting cast."

 

Once established, members are welcome to field additional PCs on

different ships or on stations. No player may have more than one PC in any

given unit, however. Consult the Personnel Director and the CO of the unit

you wish to join for information on creating a secondary PC.

 

Any member who wishes to field a Villain may do so by checking with

the Personnel Director and coordinating efforts with the COs involved.

Villains may be any type, and pretty much do as they please as long as at

the end of the mission the Villains lose, and they do not involve ships

that are not approved for the scenario. The Villains do not have to be

destroyed or captured but they must be foiled in their nefarious schemes.

Once an agreement has been reached, Fleet Operations or the Fleet Admiral

should be notified for final approval. Be advised that, in most cases,

playing a Villain is time-dependant, coinciding with the beginning of a

new mission for the ship; you may have to wait a while to get started.

 

Special note re: STARFLEET INTELLIGENCE AGENCY characters

 

While we are very reluctant to interfere with or limit in any way our

member's abilities to play their characters as they see fit, we still have

a responsibility to maintain some degree of order to allow all players to

enjoy themselves here. Therefore, the following rules are in effect for

ALL characters who want to be affiliated with SFIA.

 

1) At the sole discretion of the CO, one PC on each ship is permitted to

be an SFIA affiliate or agent. Only one is allowed per ship.

 

2) SFIA affiliates must be regular PC line officers at the department head

level such as NAV/HELM or CSO. The CO and FO may NOT be SFIA agents. If

an SFIA affiliated character moves into one of those positions, the SFIA

affiliation must be immediately terminated. This applies to both temporary

and permanent assignments.

 

3) SFIA characters are not allowed to overrule a superior officer purely

by virtue of their affiliation with SFIA. They must always follow the

orders of the CO and FO, except as normal RP would dictate (for example,

if the CO is insane at the time), just like any other character.

 

 

Section IV: Technology, or, Treknobabble

 

Since this is a science fiction realm, there is a lot of science and

pseudoscience floating around. It's not necessary for you to really know

how a Warp Drive works, but you should have a basic general knowledge of

what exists in our imaginary future.

 

Subsection A: Technological Advances

 

Pretty much anything which has been mentioned in Star Trek will come

up at some point during play. There have also been several advances since

the time of the TV shows and movies. Here are some of the more important

ones. More detailed information can be found on the WW SF Sciences page

on the World Wide Web.

 

1) Dimensional Warp (D-Warp)

 

D-Warp is a newer method of ship propulsion which makes use of an

alternate dimension. Because the ship is entirely removed from this

universe while traveling in D-Warp, no time passes is the normal universe

between start and finish of the journey. In other words, D-Warp travel is

instantaneous, as far as any external observer is concerned. Because of

power requirements and health hazards, use of D-Warp is restricted to

emergency situations only.

 

2) Holo-link

 

Like D-Warp, Holo-link was created as a plot device, to make it

easier for characters on different ships and stations to interact with one

another. It has changed significantly since first introduced, but

basically, all play units are equipped with a dedicated Holodeck which is

linked into a network joining all of them together. This means that any

character may visit any other ship or station at any time, as long as the

CO of that unit agrees. All Holo-links also connect to the Traveler's

Rest, our lounge on SSE1.

 

3) Phaser Cannon

 

This is a very powerful variation of the ship's phasers, similar to

what was seen in the final Star Trek: The Next Generation episode "All

Good Things". It is powerful, but requires a lot of energy to fire.

 

4) Artificial Wormhole Generator

 

Still in the experimental stages, the AWG can create wormholes on

demand. Control is imprecise, however, and so there is no way to tell at

this point where the other end of the worlhole will be. As of now, the AWG

should be considered to be a last-ditch emergency escape means, and

nothing more. Only one type of ship currently has the AWG. (See the specs

for the ANDROMENDA Class on the WW SF Engineering pages)

 

5) Sullivan Cross-Transfer Matrix

 

The Matrix allows any one Bridge terminal to run all vital ship's

functions, in the event of damage to other stations. Although it is very

difficult, one person can run the entire ship using the Matrix. Also, any

department functions can quickly and easily be moved to another terminal.

The Matrix was developed by Admiral Jack Sullivan, after whom it is named.

 

6) Transporter Hard Buffer Backup

 

An additional failsafe has been added to all transporters, which

will store the information on a character in mid-transport in the event of

transporter failure. It has a completely independent power supply. This is

another of Sullivan's innovations.

 

7) Transporters in Replicators

 

Many shipboard replicators now are equipped with micro-transporters,

which will allow the items requested to be materialized anywhere in the

room. Failsafes prevent items from being replicated in the same space as

an existing object or being.

 

8) D-Cloak

 

This was discovered by accident, during one of Admiral Sullivan's

attempts to create an effective bio-shield against D-Warp radiation. The

shield works, but has the side effect of turning the ship completely

transparent to all standard forms of radiation (in other words,

undetectable). Originally abandoned due to a treaty with the Romulans

which forbade the Federation from research and development of cloaking

devices, the D-Cloak is now able to be used. Only one functioning model

exists, currently on the USS PEGASUS. If and when the current war with the

Romulans ends, its use may once again be forbidden, but that is

undetermined at this time. The D-Cloak is a secret!

 

9) D-Comm

 

Another offshoot of D-Warp technology, this is an experimental means

for instantaneous communications anywhere in the universe. Only a few

ships have been equipped for D-Comm so far.

 

10) Tsurani Missiles and Quantum Torpedos

 

Advanced weapons systems similar to, but more powerful than, photon

torpedos.

 

There are more such developments, but these are the most commonly

mentioned or used. Individual ships may also have special items or systems

aboard.

 

Subsection B: How to (and How Not to) Fake It

 

Some people are better than others at using techincal language. Don't

let this discourage you from creating a Science or Engineer character.

There are lots of ways to get around the use of Treknobabble.

 

First, you can read up on what you want to talk about. There are

plenty of resources for folks who want to know more about Trek science.

 

Second, you can avoid the issue entirely, by referring to things

obliquely, or not referring to them at all. For example, instead of

writing this:

 

As ordered by the Captain, David ordered his assistant to

re-calibrate the flux capacitors. "Be sure you don't polarize

the framistan, or we could end up with a discombobulated nexus,"

the CEO said, as he climbed into a Jeffries Tube.

 

You might try this:

 

David followed the Captain's orders and told his assistant

engineer to fix the problem. He warned him to be careful of possible

complications and their consequences, as he climbed into an access

tunnel.

 

Third, and sometimes most fun, you can make it up. You do have to be

a bit careful about this, but nobody can tell you you're wrong if it's

something that has never come up before. Watch out, though; you don't want

to end up like one of our old-timers who, with no technical knowledge,

wrote that her CEO character had "aligned the Jefffries Tubes." She made

the simple error of confusing tubes such as tunnels with tubes such as

those used in old-fashioned radios and computers.

 

We're not going to punish you for making a mistake, so don't worry

too much. Just be prepared for a little good-natured ribbing from the more

technically savvy players if you screw up. The above player is dearly

loved by most of us, but she'll never live that little episode down.

 

Subsection C: Ship's Books and Technical Specifications

 

For those who are interested in that sort of thing, complete

technical specs are available for most of our Starships and stations.

These can be found on the WW SF Engineering pages. Ship's Books vary in

amount of detail, but in general, you'll find at least this much

information:

 

*Ship's Book: [ship name] - [class] - NCC [registry number]

 

*General Specifications

*Standard Crew Complement: #

*Decks, Primary Hull: # (this MUST be consistent with the class)

*Decks, Secondary Hull: # ( " " " " " " " )

*Turbolifts: # discrete systems, # cars in each

*Holodecks: #

*Shuttle Bays: #

*Transporters: # Personnel, # Cargo

*Cargo Bays: #

 

*Notes: (A description of what the ship is like and how it fits in with

the other ships in the fleet. Included should be a general physical

description of what the overall design is and what it looks like, e.g.:

how many warp nacelles, etc. Some ships also include a section on history

of either the particular ship, or the name, or both.)

 

*Deck-by-deck plans: (Specific details of what is where on the ship, in

deck order.)

 

 

Section V: Writing Conventions

 

You will find, as you write with us, that certain standard forms are

used for expressing things. It is not required that you follow all of

these religiously, but bear in mind that they do make things easier for

everyone to understand if you follow the guidelines.

 

Subsection A: Stardates

 

Stardates are used to indicate when a post was submitted by the

author. We could use just normal dates like anyone else, but since

Stardating is an established Star Trek phenomenon, we adopted it for our

own use. Here's how it works.

 

Each Stardate is composed of nine (or ten) digits in the following

configuration: YMMDD.hhmm

 

Y = Play year (last digit, example 2409 would yield 9)

MM = Month (03 = March)

DD = Day of month

hh = hour (24-hour time, Eastern Time Zone)

mm = minute

 

Play year is always considered to be exactly 412 years advanced from

actual year, therefore 1998 = 2410. Use the play year when making

Stardates, rather than the actual year.

 

We request that you convert all times to Eastern for convenience.

During years which end in zero, such as 2410, an extra year digit is added

so that the Stardate does not begin with a zero. Here's an example, based

on the date and time this portion of this document is being composed.

 

Date: August 30th, 1998 at 4:30 AM Eastern Time

 

Stardate: 100830.0430

 

Subsection B: Non-RP (Out-of-Character) Notes

 

At times, it is necessary to communicate something to the other

players without character knowledge. For this purpose, we use NRPG notes.

You will find these most often at the beginning or end of a post, but on

rare occasions, may be inserted in the middle. They are prefaced by the

designations NRPG (non-role playing game) or OOC (out of character). For

example, at the end of a post where you wrote a character discovering

something wrong with the transporters, but do not want anyone to

interfere with that discovery until you write your next post, you might

add this sort of note:

 

NRPG: I have something specific in mind for the transporters, so please

don't change anything with them until I post next.

 

NRPG notes can also be used to make compliments or complaints to

other players, but this is usually better handled in a separate, private

message by E-mail. Sometimes, an NRPG section will be added by the CO or

another player for clarification of things such as sequence of events, or

to accomodate real life events which alter or interfere with play.

 

Experienced players have found that most discussion out-of-character,

such as discussing plot alternatives, asking everyone how they are doing,

congratulations for promotions, etc., are best done separately from the

RPG posts. This creates a better RPGing environment on the ship and a

story-line that is easier to follow, especially for people who only read,

and do not participate in the story (lurkers).

 

Subsection C: Signatures

 

This is more a general Internet standard than a World Weavers one,

but please keep your signatures to a reasonable size. Large graphics and

quotations are nice, but they also take up space which can be better used

for other things. You might want to consider making a separate signature

file strictly for WW posts.

 

When signing a World Weavers post, be sure to include both your

character's name and position, and your own name. You may also see such

commonly used phrases as "Respectfully Submitted," or variations thereof.

 

Subsection D: Point of View

 

Normally, posts are easiest to read and follow when written from a

third person perspective. Both the omniscient and the internalized modes

are common, but be careful not to put thoughts into the heads of

characters belonging to other writers.

 

Occasional use of the first person can be effective, especially when

used for such things as personal log entries. Another effective technique

can be a change of point of view during a post, such as moving to a

villain or other NPC as the focus.

 

Subsection E: Starfleet Ranks

 

Here is a listing of the ranks we use in our version of Starfleet

and the SF Marines.

 

Flag Ranks

----------

Abbrev Title Marine Equivalent Abbrev

 

FA Fleet Admiral None

 

SA Senior Admiral General Gen

 

Adm Admiral Major General MG

 

BA Branch Admiral Lieutenant General LG

 

RA Rear Admiral Brigadier General BG

 

Cdor Commodore Brigadier General BG

 

FCpt Fleet Captain None

 

Shipboard Ranks

---------------

 

Capt Captain Colonel Col

 

Cmdr Commander Major Maj

 

LtCdr Lieutenant Commander Lieutenant Major LM

 

Lt Lieutenant First Lieutenant 1L

 

Lt<jg> Lieutenant Junior Grade Second Lieutenant 2L

 

Esn Ensign None

 

Enlisted personnel/non-coms (NPCs only)

------------------------------

WA Warrant Officer Sergeant Major SgtM

 

CPO(m) Master Chief Petty Officer Master Sergeant MSgt

 

CPO(s) Senior Chief Petty Officer Sergeant Sgt

 

CPO Chief Petty Officer Corporal Cpl

 

PO Petty Officer Private First Class PFC

 

ST Star Trooper Private Pvt

 

These enlisted ranks are normally addressed informally as "Chief" or

"Trooper". When those do not apply, generally ether the full rank or just

their name is used.

 

In addition, there can be "Specialists" for each department. These are

designated Spec/1 though Spec/5, which are equivalent in rank to PO

through WA. Thus one could have an Engineer/3 or a Security Spec/4.

 

PLEASE NOTE: We are aware that these ranks do not correspond exactly to

current real world ranks. This is Starfleet, 400 years in the future, and

the ranks have changed somewhat.

 

Subsection F: Communications

 

Here's an example of the format used to send a communication between

two starships or to/from a starbase:

 

*<SUB-SPACE TRANSMISSION>

 

*From: USS Comet, Commanding Officer, Capt Doe

*To: USS Steed, Counselor, Lt. Frank

*Re: Strange Sensation

*SD: 50321.1833

 

*CLASSIFIED GRADE 3

 

<insert text of message here>

 

*<END OF TRANSMISSION>

 

Classification Grades are:

1 = TOP SECRET 2 = SECRET 3 = CONFIDENTIAL 4 = UNCLASSIFIED

 

There is no real purpose behind the classifications at this time.

They simply show the relative sensitivity of information in your

communication that might assist you and others in your RPing. Anything of

this nature that adds to the realism is helpful.

 

Subsection G: Titles of posts

 

Ship and mission subjects almost always begin with the ship's name

(although for multi-ship scenarios we occasionally use the mission name).

If you do not want to, or cannot think of a "title" for your post, you

should use a location, such as an area of the ship. For example, if you

are on the Starburst, your material can be posted under such subjects as

"USS STARBURST", "USS STARBURST Sickbay", "USS STARBURST Away Team", etc.

 

Otherwise, after the ship name and a colon (:), list the title. For

example, you might call a post "USS STARBURST: When It Hits the Fan".

 

Section VI: Administration

 

Like any other club or organization, World Weavers has a group of

administrators who help keep things running smoothly. Club administrators

and World/Unit administrators are kept separate, although one person might

hold more than one position. The overall Club administrators keep WW

running, approve new worlds, set broad policy, and settle disputes. You

can find more information on these people on the main WW Web Page. This

section is a listing of only those administrators who help run the

Starfleet realm.

 

Subsection A: Who Runs What

 

All ship and station CO's are considered "Unit Administrators", and

are responsible for running their play units. Beyond this point, Starfleet

is run by a group generally referred to as The Admiralty, even though some

of the members do not hold the rank of Admiral. This group includes the

various Department and Branch heads, as well as the policy makers and

overall commanders (Starfleet Command). The person in overall charge is

called the Fleet Admiral.

 

Most of these positions are combined RP and Non-RP roles. There are

characters who may appear in various places, but each of the players is

also responsible for some aspect of club operation relating to their

department. You will find that each of these officers has an "office" on

the WW Starfleet Web pages, where information about their departments can

be found.

 

Here is a listing of all of the Starfleet administrators and their

responsibilities:

 

Fleet Admiral Daniel Gregg

Played by Greg Armstrong, Admiral Gregg is in overall command of

Starfleet. He makes all of the big decisions, such as war plans, planetary

quarantines and general policy. Out of character, Greg is the man who

keeps Starfleet moving for us, appointing new COs and creating new ships

when needed. He also appoints new members of the Admiralty, and assists

with the other departments as needed.

(E-mail Greg at: roboman@andrew.cmu.edu)

 

Senior Admiral Jack Sullivan

Brian Davidson's Jack Sullivan is a long-running character who began as

a ship's CEO and progressed through a Captaincy to a Sector Command, then

Head of Engineering Branch. He is now Gregg's Fleet Exec, second in

command of Starfleet and head of the Fleet Operations department. Brian's

main job in Starfleet is to assign new missions to ships as needed, and

maintain as much consistency as possible. He also wrote most of the

Starfleet documentation, including this Guide.

(E-mail Brian at briand@indy.net)

 

Senior Admiral Susan Antares

Admiral Antares is the head of Starfleet Intelligence Division. She was

created originally by club founder Jack Gerber (now retired), but is

played when needed by several people. She is an RP-only character.

 

Branch Admiral Roberto Sanchez

Sanchez is head of Engineering Branch, responsible for design and

construction of new ships, development of weapons and defenses, and repair

and refit of older ships. He is played by Eric Rzeszut, who is responsible

for putting together the Ship's Books and Class Specifications.

(E-mail Eric at erzeszut@uab.edu)

 

Fleet Captain Remy Devereaux

Devereaux is Admiral Sanchez's assistant, the man responsible for most

of the paperwork in the Engineering offices. Rob Hines, Jr., is his

creator. Rob made and maintains the SFENG Web pages, and has been working

on assembling all of the Ship's Books into a standard format.

(E-mail Rob at rook@iquest.net)

 

Branch Admiral Walker Greye

A former Marine, Greye now heads Starfleet's Security Branch. He was

created by Jason Kee, and is mostly an RP character.

(E-mail Jason at eclipse@ionsys.com)

 

Commander Adam Crown

Commander Crown is the current head of Starfleet Medical. He also serves

as CMO of the flagship, USS OBERON. Matt Hydeman brought Adam to life, and

Adam is among our longest running active characters.

(E-mail Matt at voyage@cjnetworks.com)

 

Fleet Captain R'Morna Trost

R'Morna is a Betazoid, and heads up Starfleet's Counseling department.

She's a relative newcomer to the Admiralty, and was created by Brian

Davidson, mostly so there'd be a name to use when needed.

 

Lieutenant Nneka Achebe

Nneka is the Admiral's Counselor, with offices near theirs. She was

created by Lynette Cowper, and has served on ships in the past. She is

an RP-only character.

(E-mail Lynette at lcowper@indy.net)

 

Branch Admiral Reginald Foxx

Head of Starfleet's Judge Advocate Branch, Admiral Foxx deals with all

investigations of officers, up to and including courts martial if needed.

Adam Brown, an actual law student, created Foxx, who is mostly an RP

character.

(E-mail Adam at havoc@hudsonet.com)

 

Admiral Mia Sherman

The newest member of the Admiralty, Mia is our head of Personnel,

keeping track of ship rosters and arranging transfers when necessary. She

is self-named, as this position is almost exclusively an administrative

one.

(E-mail Mia at shatavari@erols.com)

 

Branch Admiral Matt Hydeman

He runs Camp Venture, our training facility, and is also a new

appointee. As a self-named character, Matt is taking his sanity in his

hands. He's responsible for assigning new recruits to a trainer, and then

finding them berths on our ships and stations. This is a combination

RP/admin role, with heavy RP involvement with all new applicants.

 

Each department head is also responsible for maintaining the info on

that department's web page, although Mia and Renee Lewis-Grothe, our

webmaster, will handle the actual design and updating of the pages, and

Brian is writing the basic starting text for them. This is a new project,

just barely underway.

(E-mail Renee with web page comments at grothes@amug.org)

 

Subsection B: Where to Go with Problems

 

Here are some of the types of problem you may encounter, and how to

handle them appropriately.

 

1) Expected absence

Absences are often necessary for various reasons. We request that if

you are going to be gone for more than three or four days, you notify your

CO. He or she will inform the rest of the crew.

 

2) Unexpected absense

If you are absent for a period of time, but unable to notify anyone,

we will try to hold your position open for a while. After a month or more,

however, you will probably be replaced if another character is available

to fill that position. In that event, we will try to either place you

elsewhere, or move you into another department on the same ship. This will

be handled by the ship's CO and the Personnel Admiral.

 

3) Request for transfer

Sometimes, players just don't mesh well with the style of a certain

unit. If you have a problem with your ship or station, you may wish to

transfer to a different unit. Transfers are allowed between ships if for

any reason the person is not satisfied with a current assignment. Any time

you are not satisfied with your ship or assignment, please let the

Personnel Admiral know, and we will make every effort to accommodate you.

 

4) Player conflicts

 

We don't want this to get around, but we have strong evidence to

support the belief that there really are no alien races playing Star Trek

on the Internet. That means that all the players, at least when they are

not in WW, are human beings, and human beings have an unfortunate

proclivity for conflict.

 

There are three kinds of conflict in WW. First, there is some good-

natured teasing, which is perfectly OK, and usually no one minds. Try to

be careful how you say things, though.

 

Second, there is legitimate criticism. Our role-playing often gets

quite complex and there may be legitimate disagreement or confusion over

the development of the plot or action. To discuss this, in WW we exchange

out-of-character NRPG messages via E-mail if possible. The newsgroup is

not the place for such discussions, as they are merely distractions to

those reading for pleasure. See the Non-RPG section above for more info.

 

Remember, if you criticize someone, make it as gentle and diplomatic

as possible. Anything you say will come out more harshly than you mean

when it appears in writing. There are no facial expressions, no tone of

voice or other mitigating factors. Expect your comments to be taken as

more negative than you had intended.

 

Occasionally you may have difficulty getting along with another crew

member. This is very difficult, especially if the crew member is your

Captain. We want you to have fun. However, to leave a ship because of

another crew member is usually regarded as a serious insult to that person

and can be very upsetting. Do you really want to hurt that person? We

would rather you tried to work out your differences. If you can't, then we

will consider your request for a transfer, or try to work things out with

you and the other party.

 

Subsection C: Becoming Part of It

 

Every now and then, an opening in the Admiralty will come along.

When such occurs, the FA will seek out an appropriate replacement. It's

a lot of work being an administrator, so we always look for dedication and

reliability first as requirements.

 

Players who have demonstrated these, and have been around for a while

(usually at least a year), will be considered for the position. A good way

to favorably impress the Admiralty is to volunteer to do some work for

them. We can use all the help we can get with all of this paperwork and

red tape.

 

If you are interested in administration, be sure to let us know, but

don't be a nag about it. We'll remember.

 

 

Section VII: Additional Information

 

There are LOTS of resources available to you for help in your writing

with World Weavers. Many WW SF players use various books and reference

materials to help them create role-playing material in their scenarios.

This section provides a basic bibliography of some of these materials.

Readers are encouraged to add books to this list and update each book's

synopsis by critiquing this section. "nfi" means "No Further Information."

 

Subsection A: Books

 

THE STAR TREK ENCYCLOPEDIA: A Reference Guide to the Future

Michael Okuda, Denise Okuda and Debbie Mirek

Pocket Books, 1994, $18.00.

About the most comprehensive and valuable reference to the entire ST

universe.

 

STAR TREK--THE NEXT GENERATION TECHNICAL MANUAL

R. Sternbach and M. Okuda

Pocket Books, 1991, $13.00.

Describes the Galaxy Class starship and much technical information, such

as phasers, shuttles, engines, etc.

 

STAR TREK--THE WORLDS OF THE FEDERATION

S. Johnson

Pocket Books, 1989, $14.00.

Describes the different races and home planets of the Federation,

neutral planets, and enemies.

 

STAR TREK--STAR FLEET TECHNICAL MANUAL

nfi

Similar to the ST-TNG Tech Manual shown above, but focuses on the

Original Series.

 

STAR FLEET TECHNICAL JOURNAL

Star Log Press, $5.95.

Star Log, a magazine company, publishes this book containing

blueprints/equipment on the Galaxy Class starship.

 

SHIPS OF THE STAR FLEET, VOL 1

Mastercom Data Center, 1988 and 1991.

Shows complete schematics on 17 different starships.

 

STAR FLEET PROTOTYPE

Star Fleet Academy Training Press, 2292.

Much like SHIPS OF THE STAR FLEET described above, but with more ships

and designs.

 

STAR FLEET DYNAMICS

Star Fleet Academy Training Press, 2291.

Complete officer's guide for equipment and information.

 

STAR FLEET OFFICER'S MANUAL

FASA, nfi.

A book for the Star Trek Role-Playing Game by FASA.

 

BLUEPRINTS: - USS Enterprise NCC-1701A Deck Plans

Strategic Design, 1992.

 

USS ENTERPRISE EVOLUTION BLUEPRINTS

SF Department of Graphic Design.

Describes how Constitution Class evolved starting from the Horizon

Class.

 

USS ENTERPRISE BRIDGE BLUEPRINTS

nfi

Describes every button on the Original Series bridge.

 

Subsection B: Websites

 

This is not a listing of Star Trek websites. There are WAAAAAYYYYYY too

many of those. Instead, what we offer here is a list of related sites

which you may find helpful or entertaining, and also the official World

Weavers sites for Starfleet and its ships.

 

WW Home page

http://www.amug.org/~grothes/weavers.html

 

WW Starfleet Command page

http://

 

WW Master Roster page

http://www.andrew.cmu.edu/~roboman/rosters

 

<more to be added>

 

IX. Conclusion

 

Are you still with us? Great! Then you're all set to get started on

your new career in Starfleet. If, after all of this, you still have

questions, please feel free to drop an E-mail to Greg, Brian, Mia or

any of the department heads for specific info on their areas. Their

addresses can be found in the "Who Runs What" section above.

 

World Weavers, under several different names and incarnations, has

been in existence for many years. We hope that you will join us and find

out why it has been so popular. The stars await!

 

 

 

Last update: 11 September 1998