Star Trek: U.F.S. Arcadia: Submission Criteria
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RULES ON SUBMISSION (POSTING)
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 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 limit on how many times you may post in one day.  However, you must post NO LESS than once a week.  Your posts should be substantial--This means more than one paragraph and key to what's going on.  A brief post which essentially amounts to nothing ("I went to my quarters, I had lunch, I was bored") shows that you ARE bored.  If you're bored, you have no business here.  Use your imagination.  What your character does should matter to the rest of us.
 
Avoid one- or two-paragraph posts in any case.  These are indications of lazy effort, and disappointing when others are waiting to be entertained.  The point of this sim is to tell 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 each other's work.  Again... Use your imagination.
 
Solo posting is okay once in a while, and good for character development.  However, avoid excessive use of this.  Posts should matter to the overall story arc, and if they don't, they're just fluff.  Keep in mind, that what may look like an unimportant solo post at first may contribute a key story point later on, so don't be too quick to dismiss an idea if you think it's a good one.  (If you're uncertain, query the webmaster, who can discuss with you whether it may fit.)
 
All posts are moderated before appearing on the group forum. They may be edited for continuity or proofreading purposes.
 
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 spot on the sim.  When you join, you agree to participate in ongoing story-lines, and others count on you to stay active.  This may require initiative on your part.  Be ready, and be responsible, before you commit.
 
This is an English-speaking sim written by English-speaking people for English-speaking readers.  It helps if you 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.  But with that comes an expectation of responsibility.  For instance, if you're allowed to portray a telepath, it doesn't mean your character gets to read anyone's thoughts whenever it's convenient.  Self-restraint is the key.  Restrain yourself, and it becomes more challenging, and ultimately more rewarding.
 
Whatever character you choose to portray, you will be expected to portray realistically, in detail, on a recurring basis.  Abide 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, will affect the makeup and circumstances of any character.  Make sure you know what they are before taking a bold direction.  (If you don't know, ask!)  For help, visit our page on Races & Major Powers.
 
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, there is a limit, a fine line not to be crossed among the crew.  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 (or behave like porn stars), but to cooperate towards a story line that is satisfying for all.  Ask yourself if any of 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 bottom line: The point of this sim is to continue perpetuating adventures in the Star Trek realm with a genuine "Star Trek" feel--and then to take it up a notch, to a more realistic level.  There is a certain style and mode of behavior that is uniquely "Star Trek".  The best way to see it is to watch the episodes and movies.  It also helps to read the books; however, screen material is considered "canon".  If it's been established there, then it's official here.
 
Please observe the following restrictions, stipulations and considerations regarding characters:
 
*  No "super-heroes".  (Characters with powers/abilities beyond those of mortal men or women, or which make it possible for them to solve virtually any problem, or violate what's scientifically plausible.)

*  No "uber" characters.  (Overachievers = Those who've graduated at the top of their class, never met any resistance in their lives/careers, always get their way, never get sick or injured, have been present at every event in Star Trek history, have medals for everything, have saved the universe countless times, etc.)

*  "Immortals" (long-lived species):  These are tricky to play realistically.  It usually requires someone who's actually lived a long time and gained insights into life and the ways of the world, to come across convincingly.  There is a noticeable trend among characters: Younger people will try to play older aliens (such as El-Aurians), and older people may try to play younger characters.  While the latter is acceptable, the former is NOT.  Write what you know--play whom you know how to play.  Young people who choose to play fanciful characters much older than themselves do not come across convincingly.  (Also remember, this is an "R"-rated sim.  You're expected to be an adult if you join.  If you're an adult... act like one.)

*  Races from outside of the Federation--Romulans, Talaxians, etc.--may have a harder time being accepted.  While they are not automatically denied, there are other criteria one must 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 Academy training.)  They will not act like one of our "typical" Federation races, and should not "act human".  (Nor are they likely to have Earth-human names.)  Think about this before you submit them.

*  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, etc., are not believable, and appear rather silly.  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 that we do.  Music, dress, food, modes of thinking and socially acceptable behavior, will all be at least somewhat different (probably very different).  (Ask yourself how many people 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.

*  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 is not supposed to be about espionage, war or combat.

*  Telepathy/telekinesis/other mental & "Force"-like powers:  These will be the hardest to get accepted.  There are obviously races with telepathic and telekinetic abilities in the Star Trek universe (Betazoids, Vulcans, etc.), but on a sim they must be played carefully and with reservation.  Should you choose someone with these attributes, 1) it had better make sense, and 2) it must be used sparingly.  Too many people use these options to bolster their self-image, conveniently know what another is thinking, achieve impossible feats (punching holes in walls, moving objects with their minds, etc.), or just generally "save the day".  It must be tastefully done, or not at all.  It's best to choose someone without such powers, if you're not sure.

*  While there is great room for fun 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" character 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.
 
These are "common sense" rules, hard-learned after years of experience.  None of these rules are meant to curb creativity or artistic freedom.  Rather, they are in place to stimulate those very qualities, to ensure enjoyment for all, and to enhance and elevate the experience of Star Trek simming.
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