Arcadia:Criteria

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These guidelines may be amended from time to time. Please review them regularly.  Also see: Joining Arcadia.

Contents

submission/posting

frequency

The frequency of posting (story chapters showing up in your inbox) fluctuates, and may be high at times.  Other times you might see a new post only every few days.  Whichever is the case, be sure you can keep up.  While every post may not concern your character directly, each contributes to the "big picture" and might affect your character's direction, plot-wise.  In short, you might have to read a lot... and if you don't, you'll fall behind what's going on.  At the same time, in a slump you may find yourself waiting on a response from others and have to find something else to do until then.  You should post every day, if possible.  There is no maximum limit to how many times you may post in a given period.  However, you should post no less than once a week.

length

avoid single-sentence, one- or two-paragraph posts. Posts should be substantial and key to what's going on.  Brief posts which amount to nothing ("I went to my quarters, I had lunch, I was bored") are indications of lazy effort, and disappointing to others hoping to be entertained.  Our goal is to tell interesting, quality stories, revolving around the characters we create and their interactions, all interwoven into a rich tapestry: the ongoing saga of the Star Trek universe... and to have fun doing it.  Part of the "fun" is reading others' work.  Use your imagination.  What your character does should matter to the rest of us.

solo posting

solo posting may occur during "slow" periods of little participation or interaction, and can be good for character development.  However, during periods of widespread activity, try to avoid excessive use of this.  Posts should matter to the overall story arc.  Keep in mind, we're an interactive group.  What may seem an unimportant solo post might contribute a key story point later, so don't be too quick to dismiss an idea you like.  If you're uncertain, query the webmaster to discuss it.

other

  • posts may be moderated/edited before appearing on the group forum, for continuity or proofreading purposes. Generally, if you properly format your posts with line-breaks ("enter" or "return" on your keyboard) and use spell-check, you're golden.
  • LOA (leave of absence):  Temporary leaves will be granted for an agreed-upon, reasonable length of time.  However, indefinite absence may result in suspension of membership.  If you don't post for a week or longer, you may be placed under restricted posting or lose your position.  When you join, you agree to participate in ongoing storylines, and others count on you to stay active.  This may require initiative on your part.  Be ready, and be responsible, before you commit.
  • We're an english-speaking group, writing for English-speaking readers.  It helps to have a good grasp of the English language.

characters/behavior

  • There is a great deal of freedom and flexibility in character concepts on Arcadia.  We'll allow almost anything you can imagine.  With that comes an expectation of responsibility.  For instance, if you portray a telepath, it doesn't mean your character can read others' thoughts whenever it's convenient.  Self-restraint is the key.  Restrain yourself and it becomes more challenging, and ultimately more rewarding.
  • You are expected to portray the character you choose realistically, in detail, on a recurring basis.  Abide (but don't feel constrained) by what's been established as "canon" (in series, movies and other "official" source material).  Advances and changes in the Star Trek continuum, as well as in Arcadia continuity, affect the makeup and circumstances of any character.  Make sure you know what they are before taking a bold direction.  Explore this website, and if you need help, ask!
Recommended source material:
The Star Trek Encyclopedia
The Star Trek Chronology
  • This is not an outlet for egos/attitudes that elevate characters at others' expense.  Nor is it a playground for sexual escapades.  While conflict (drama) is good[1], there is a limit, a fine line not to be crossed among our people.  This can only be achieved with modesty and maturity – you have it or you don't.  It will come across in your writing.  Our characters aren't here to fight, argue, outdo each other, or compete for attention (nor behave like porn stars), but to cooperate towards a storyline that is satisfying for all.  Ask yourself if this applies to you before you apply.
  • Always remember: When you join, you become part of a group.  Don't expect the group to bend to your whims.  Be a team player, and play a character who is a team player, rather than a "lone star" or "rebel" or "superhero".  Observe the "golden rule": Treat others the way you want to be treated.  Be mature.  Respect others and play by the rules.  (The same goes for "out-of-character" discussions.)
  • The point of our group is to continue perpetuating adventures in the Star Trek realm with a genuine "Star Trek" feel – and then take it up a notch, to a (preferably) realistic level.  There is a certain style and mode of behavior, uniquely "Star Trek".  The best way to see it is to watch the episodes and movies.  Reading the books may also help; however, the books are not part of our continuity.  Screen material is considered canon.  If it's been established there, it's official here.

stipulations

Please observe the following character conditions:

  • No "super-heroes" = Characters with powers beyond normal men or women, or abilities enabling them to solve every problem, or which violate what's scientifically plausible.  This is called "superhero syndrome", and it will make you unpopular.
  • No "uber" characters (overachievers) = Those who graduate "top of their class", always get their way, are never sick or injured, have been present at every (or nearly every) event in Star Trek history, have umpteen medals, singlehandedly saved the Federation/the world/the universe, and so on.  This is also superhero syndrome.
  • "Immortals" (long-lived species) and older characters can be tricky to write.  They require experience, maturity, insights into life and the ways of the world, to seem convincing.  There is a noticeable trend: Younger people play older characters, and older people may play younger characters.  While the latter is acceptable, the former is NOT.  Young people who try to portray such characters do not come across realistically.  Write what you know – play who you know how to play.  (Also remember, our group is for mature adults.  You're expected to be both, if you join.  If you're an adult... act like one.)
  • If you play an alien, BE that alien.  Characters from other worlds who have human views, observe current-day human customs, listen to modern music, use human slang terminology, and the like, are not believable, and appear rather silly.  Aliens are not humans.  Nor are they likely to have Earth-human names.  Think about this before you submit them.  If your alien character talks, sounds and acts human without cause – then just be human.  For more about aliens, click here.
  • The same applies to human characters: It's doubtful that people of the 24th century (or any future era) will observe all of the same customs, habits and speech as we do.  Music, dress, food, modes of thinking and socially acceptable behavior, will all be at least somewhat different (probably very different).  How many people today talk like they did 400 years ago, or dress the same way, or do the same things?  A different time + a different world = A different culture.  Consider the details when creating and writing any character for this future world, including humans.
  • Federation citizens, growing up in an enlightened, responsible society, are supposed to be better people, representing the best humanity has to offer.  They shouldn't be mean-spirited, trigger-happy, obnoxious, destructive or any of the negative qualities plaguing modern humans.  It's unlikely that such types would be accepted into Starfleet, much less assigned to a starship.  (Picture modern-day astronauts.)  Keep this in mind.  Characters who display negative qualities aren't believable (or tolerated).  The same applies to any Federation race, who had to meet "qualifications" in order to join the Federation.
  • Races from beyond the Federation, while not automatically denied, may be harder to accept.  There are other criteria to follow in establishing such characters.  Know what they are.  (To wit: It's unlikely to find Jem'Hadar or Ocampa in Starfleet – half of their life-spans would be spent in Starfleet Academy training.)  They will also have views different from those of Federation races.  Visit our page on alien races.
  • Hybrids (half-alien/half-human, half-one species/half-another): These have been done often for no apparent good reason.  Take for example, a half-human/half-Vulcan who shows emotions.  If your half-Vulcan is emotional, what good is the Vulcan half?  If you make a hybrid character, have a good reason for it.  Be convincing.
  • No Section 31, Starfleet/secret intelligence agents or characters with SI contacts, and no "Starfleet Marines".  Star Trek's true theme is not espionage, war or combat (regardless of how often they battle it out in movies & TV shows).
  • Telepathy/telekinesis/other mental & "Force" powers:  These are the hardest to accept.  Races with telepathic and telekinetic abilities exist in Star Trek (Betazoids, Vulcans, etc.), but they must be played with care and reservation.  Should you choose someone with these attributes, 1) it had better make sense, and 2) use such attributes sparingly.  Too many people use these options to bolster their self-image, conveniently know what others are thinking, achieve impossible feats (punching holes in walls, moving objects with their minds), etc.  Do it tastefully, or not at all.  It's best to choose someone without such powers, if you're not sure.
  • While there is great room for character interaction and development, we expect members to play their character's position.  If you're playing an engineer, then play an engineer.  Have your science officer doing scientific things.  Show aptitude for the role you choose.  Don't think position titles are excuses to pump out material that has nothing to do with your character's job.  If you can't write your character doing that job, then don't choose it.

None of these rules are meant to stifle creativity or artistic freedom.  These are "common sense" rules, hard-learned after years of experience, in place to stimulate those very qualities, to ensure enjoyment for all, and to enhance and elevate the experience of Star Trek simming.

14th Fleet has a guide which may be helpful in further understanding fine points of character creation on a sim.
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