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Post ID: 465163
#1
Posted Sat 11 Jun, 2022 11:01 AM
–
Last edited by Kiflin; Fri 09 Feb, 2024 8:41 PM.
UFP Roleplaying Mission Statement
2023 UFP ROLEPLAYING "GOING FORWARD"
RESPECT THE PAST
With respect to the past ARES has had plenty of writers and energy from UFP members being very comfortable in expressesing themselves creatively. It was a free writing environment that allowed you to be the hero and play as the villain in your story. Years passed and several CO's came and went as ARES RP forged on. Then covid arrived and truly brought a much more challenging time to UFP Roleplayers. Motivation to write is very challenging for any CO to maintain and this has been proven during 2020 - 2022. So how do you keep people interested during the apocalypse? Anyone would have been overwhelmed.
REFOCUS ARES
With much courage our last CO took on that great challenge. Success or failure can really be determined by motivation, and therein lies the dilemma for ARES RP. How can your players stay motivated when they play the hero and the villain? If you create the challenge of true tests and unknown antagonists that players do not control, then you allow them to face what they have watched the crews of the Enterprise, Voyager, and others faced... real challenge. But it is essential that the player characters should not know what the plot is. That way they truly have to use each other to come up with viable solutions in real time. This is the fundamental philosophy of the new A.R.E.S.
PROMOTE AND COMMISSION PLAYERS
Players should be rewarded for successfully completing missions. RP rewards given to fictional players in their bio's would be a way to display such awards with no conflict to the UFP Awards and Badges. The CO playing the Captain or Starfleet Command should grant rank promotions within the RP to player characters (not UFP members) as well for their actions of prowess during stories. This is a good incentive to keep players wanting to play and is key to creating the player character's experience growth over time. Commission to different Starships can also be possible from the initial Starship with promotions earned by completing missions, or orders.
MEETINGS ARE A MUST
Real time meetings on Teamspeak or (possibly discord) having command meetings with ARES Support Staff, as well as possible monthly meetings that are open to general player characters who roleplay in the ARES RP help everyone to be on the same page. This way feedback from officers, delegation of duties, and proper direction can be given out and fully understood by all. I do admit that you don't have to necessarily have real time meetings in every department in UFP. However, I do believe that ARES rp needs to have real time meetings at the least every two to 3 months to be effective in disseminating information that is fully grasped, and comprehended. You also give oppertunity to allow proper feedback.
BETTER IMMERSION
Promoting out of ARES to players that become captain's and also are given the choice of Bridge officers to go with them. This allows ARES to be the incubator for the future Starship Bridge Crews. Just giving everyone the exact ship they want in my opinion doesn't challenge players enough, and if you start with the starship you want what really motivates you to keep playing? In Starfleet, most Captains don't receive the ship they want during their first appointment. Captains are commissioned better ships over a period of time based on how successful they are in being victorious in missions. Players should work their way up and may even start in a ship that isn't the greatest. This will allow them to rely on their collective decision making skills, peers, and ingenuity. Player development is also essential to sustaining player involvement. I think players will respect this system more in the long run then the previous incarnation.
BRIDGE DRAMA
Players need to know what the overall arc of the story is, and the CO needs to make sure that players know the difference between Bridge Duty time and Off duty time. In the past players would go back in forth anytime they wanted from both. This was mainly because the CO wrote what his characters were doing but not include other player characters unless it was a joint post. That just makes it a discussion with 2 players not an entire bridge crew. This also creates a I need to get with the CO so I can do a joint post and be included paradox. Instead of just isolating two players in your joint posts, why not also create real time bridge problems that include everyone on the bridge and everyone on the ship! This encompasses all players in flashpoint/Red Alert scenarios that force the player characters into a time sensitive pressured situation ment to bring out of the player problem solving, and critical thinking skills.
Now all bridge player characters need to chime in one after the other because they are dealing with a major bridge problem that they all need to work together to solve. Having everyone separated in their posts made it much more difficult for chemistry being established as a crew, and that is what I want to see develop. There is so much bridge crew chemistry that we haven't even seen yet in ARES when it comes to bridge problem solving. It's time we made it happen. The better the player chemistry developed, the better the immersion experienced by all player characters involved.
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Post ID: 484635
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Posted Mon 30 Oct, 2023 1:32 PM
I have read and understood the Mission Statement.
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Posted Mon 30 Oct, 2023 1:42 PM
I have read and Understood this Mission Statement
Truth creates knowledge. Knowledge fosters understanding and in understanding there is peace
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Posted Mon 30 Oct, 2023 3:48 PM
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Posted Wed 08 Nov, 2023 8:18 AM
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Eeny, meeny, miny, moe...
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Posted Fri 10 Nov, 2023 11:18 PM
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