Difference between pages "Markonian Outpost" and "Introduction to Bravo Fleet Writing"

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While Bravo Fleet offers many activities, our history as a role-play group means we retain a strong creative spirit. Members’ writing in various forms is at the forefront of driving the group’s canon as [[Starfleet|Starfleet’s]] [[Fourth Fleet]] in {{year}}. Broadly, Bravo Fleet writing falls into two formats: [[Roleplaying Game Policy|roleplaying games]] (historically referred to as ‘sims’) and [[Canon Policy#Section 4 - Fiction|fictions]].
{{Starbase
| name = Markonian Outpost
| image = [[File:Markonianoutpost1.png]]
| registry =
| class =
| affiliation = Independent
| status =
| commissioned =
| decommissioned =
| destroyed =
| system =
| sector =
| region = [[Gradin Belt]]
| quadrant = [[:Delta Quadrant]]
| role = Commercial and Diplomatic Hub
| taskforce =
| co = Station Manager Fictieff
| xo =
| crew = All who obey the rules
| dedication =
}}


The '''Markonian Outpost''' is a trade outpost located in the [[Gradin Belt]]. A hub of commerce and diplomacy for a myriad of peoples, governments, and organisations, it has maintained independence across its centuries-long history through ensuring its destabilisation would be unprofitable. It is owned by the Markonian Corporation, who oversee the station's management, and who in 2400 reached a formal agreement with [[Starfleet]] to house offices and a limited staff from the [[Delta Exploration Initiative]] aboard.
== Roleplaying Games ==
RPGs. Group Writing. Sims. This form of collaborative writing is part of Bravo Fleet’s history, taking part most often on Starfleet ships in {{year}} - though games exist for different eras, factions, and even genres.


== Business Aboard ==
It tends to take the language and form of a role-playing game, with members as ‘players’ writing (usually) one character, and a Game Master writing the ship’s captain and dictating the main story beats. There can be all sorts of variations within this - the GM isn’t always the captain, players may write for many characters, or plots may be improvised by players rather than developed by the GM. Even writing in a less role-playing form, where members may share writing of characters and the planning of the story, counts as an RPG.
All of the Gradin Belt, from heads of state to independent traders, are not only welcome at the Markonian Outpost but usually find it essential to secure a diplomatic or commercial foothold aboard. This varies from permanent offices and consulates of corporations and governments to simple visits, and the outpost is favoured as neutral ground for even the most fraught diplomatic negotiations. The bars and conference rooms of the Markonian Outpost have seen it all, from the humble beginnings of what are now the most powerful corporations to the signing of treaties between powerful and bitter enemies.


This renders the outpost's independence essential. The management carefully curate contracts, investments, and personal relationships so no power of the Gradin Belt would think of trying to seize control, lest they make a myriad of enemies who stand to lose. The outpost is too far from the territory of more aggressive and uncaring governments like the [[Devore Imperium]] to be a tempting target for such an isolationist power, and too well-defended to become hunting grounds for Hirogen parties.
The management of these games is overseen by the Bravo Fleet Operations Officer, who ensures they meet expected standards of quality and activity, usually agreed upon by both the Ops Officer and a prospective GM. These expectations exist because BF members can usually apply to join these games, so a GM is taking on a commitment to run an activity for the fleet.


As such, order is carefully maintained aboard. While station security is far from draconian, the owners know the outpost must be seen as safe and secure, and that external feuds cannot be brought aboard. Troublemakers, especially the violent, are quickly apprehended and arrested. Wherever possible, station security will liaise with a visitor's ship captain or superior and allow them to enact discipline to maintain positive relations, but if necessary they will extract any due fines to cover damages or firmly instruct a ship to leave. Unpaid fines, repeated trouble, or a refusal to curb troublemakers will see the management taking their most extreme measure: permanent banishment from the Markonian Outpost.
Some of these games take place on websites provided by Bravo Fleet using the Nova system. While supported by BF, these are stand-alone sites that members have to register to use, and grant a GM more flexibility in customising appearance and content. On these sites, character biographies and crew rosters are stored, and the Nova system supports collaborative writing of mission posts, and their distribution to the game’s players.


=== Leadership ===
Most games are run on the main Bravo Fleet website, using the Bravo Fleet Management System (BFMS). The BFMS also stores character biographies and crew rosters and supports the collaborative writing of members, which is easily seen and shared with the whole fleet. In Character, the 2400 Starfleet ships are the Fourth Fleet’s Forward Operation Forces. They operate independently of [[Task Forces]], pursuing a wide range of missions under the command of the Fleet Operations Officer.
The Markonian Corporation owns the outpost, and it is their only business holding. By now the board of directors is hugely diverse, which helps maintain their political independence - no species or political alignment is over-represented, and it would be bad business for the governments of the board to be set against each other. Peace is far more profitable, and the Markonian Corporation makes a tidy sum from fees to berth ships and hire facilities, rent from owners of on-board businesses. Even contracts and trade agreements made aboard owe a cut to their hosts, so long as they meet a certain threshold - the management cannily does not concern itself with the business of single ships, to encourage such low-level trade to flourish and grow.


Most of the board of directors do not concern themselves with the outpost's management, and those who do tend to focus only on high-profile visitors where there is great profit to be made. The day-to-day of the Markonian Outpost is thus overseen by the station manager, who holds the board's trust and speaks with their voice, making his judgements law. The current station manager is [[ma:Shivolian|Shivolian]] named '''Fictieff''', whose jovial and easy manner belies a canny sense for business and a keen nose for trouble. It was Fictieff who led the Markonian negotiation to establish Starfleet's foothold, and they remain positive and supportive of further business arrangements. They are an ally to Starfleet, so long as it remains profitable.
== Fiction Writing ==
''See also: [[BFMS Fiction Guide]] for how to write on the website''


== Starfleet Operations ==
Fiction writing could be called ‘all other writing.’ Members can write BF fiction anywhere so long as it is linked to from the BFMS, but most BF fiction is on the main site. Here, writing in the Bravo Fleet canon of all flavours can be found, from official Intelligence Office releases to the narratives driving Task Force story-arcs, to the stories of individual members. This is the core of Bravo Fleet canon, lore development, and IC fleet activities.
[[File:Marknoianoutpost2.png|thumb|''Voyager's'' positive first visit paved the way for future relations between Starfleet and the outpost's management]]
Relations between the Markonian Outpost and Starfleet were positive since the USS ''Voyager'' visited in 2376, where they welcomed visitors aboard and enjoyed the station's sights and opportunities. Starfleet was thus warmly received when they re-established contact in the 2390s, and starships have consistently docked and traded for shore leave, resupply, and making contacts. Vast swathes of Starfleet's knowledge of the present political makeup of the Gradin Belt comes from contacts - or even simply conversations - aboard the Markonian Outpost.


In early 2400 an agreement was finally reached to establish offices of the Delta Exploration Initiative aboard, though with the irregularity of contact with the [[Alpha Quadrant]] it was some months before this came to pass. Now the DEI has taken possession of a suite of offices aboard with twenty permanent staff. This permanent base of operations is mostly a point of contact for starships in the Delta Quadrant, though science and diplomatic officers pursue Starfleet's interest in learning more of and building bridges in the Gradin Belt. The team has at their disposal a single ''New Atlantic''-class runabout, the ''Charles Bukowski,'' should they need to leave or travel. A Bolian, Commander Drezt, leads the team; she is a seasoned diplomat and logistician, and her priority is ensuring the Markonian mission is able to negotiate support and facilitate communication for starships in the region.
Most fiction on BFMS, and this section of the guide, focuses on stories about the Starfleet officers and starships of the Fourth Fleet in 2400 - the [[Writing Primary Characters|Primary Characters]] of members, and their primary commands. Stories about other eras or factions require submitting a fiction proposal to the Intel Office once a member reaches the rank of Commander.


== In Play ==
Once you reach the rank of Ensign, you can request your own Primary Command. For Ensigns, Lieutenant JGs, and Lieutenants, this is a smaller auxiliary craft permanently assigned to your Primary Character, suitable to small and regional activities. It might be based out of the Headquarters of your Task Force, going off into missions in that area of the galaxy, but your TF doesn't force you into any one region, base, or place. If you want some guidance on what might make a good story at that level, talk to your Task Force staff for help.


* The Markonian Outpost is visited by a hundred species every day, and all are welcome so long as they keep the peace. This makes the station hugely diverse in both visitors and permanent residents, and even people who might somewhere else be enemies put that aside to do business aboard. It is somewhere anything from a hundred light-years away can be acquired - for the right price.
Once you reach the rank of Lieutenant Commander, it's time to become a real starship captain. IC, your Primary Command is now the starship assigned to your Task Force, commanded by your Primary Character. From there, you have the liberty to write your starship’s adventures anywhere in Bravo Fleet canon, with your Task Force’s specific mission for inspiration and direction.
* Threats to the outpost are dealt with in an uncompromising manner by station security, and those who test the outpost's hospitality will find themselves ejected. But it is a big station, and some places are better patrolled than others. The Markonian Outpost isn't a hive of scum and villainy, but it's nowhere near as secure as a Federation starbase.
 
* The Starfleet presence aboard is small. They'll give Starfleet crews the latest news, help them find their way around and make connections if they need something aboard, and act as a communications hub. They are guests who hold offices and use the facilities to build more relations with the locals - it is not an enclave and the Markonian Outpost is not a Starfleet base or ally.
From the rank of Commander, you are eligible to request another fiction. These are usually about historical Trek eras or are set somewhere other than a Starfleet ship or starbase in 2400. At the least, [[Fiction Proposal Guide|proposals for such]] should explain why you aren't just writing on your primary command!
 
=== Fleet Canon and Member Canon ===
Bravo Fleet canon is laid out by the [[Canon Policy]]. In brief, all members are required to abide by Star Trek canon and Bravo Fleet canon. But you are, as individual writers, encouraged to pay attention to Section 1.3 of the Canon Policy, titled 'Member Canon.'
 
This consists of small details that are not specified by official or fleet canon, relevant to and developed by individual members. At its most obvious, it’s things like the creation of a strange nebula your starship surveyed somewhere in the Alpha Quadrant, or the lone Klingon captain who helped a ship. These are details that affect only your stories and your characters, and while you are welcome to discuss them, write about them, or even [[Submission Guide|add them to the Bravo Fleet wiki]], unless or until they are ratified by the Intel Office, no other members are obligated to follow that canon or acknowledge its existence.
 
But those are easy examples. The Intel Office does not aspire to flesh out every single detail about the Trek universe, and nor does Star Trek canon itself provide all of the details. Some facts slip through the cracks: what’s the state of Tokyo in the 25th century? Who taught Basic Warp Design at Starfleet Academy in 2387? What is the current status of a very minor one-off alien race from TOS, almost a century and a half later?
 
Some of these are questions which the Intel Office may answer as they arise. Others - like the Academy teacher - will most certainly not be defined by Bravo Fleet canon. Members are welcome to specify these details in their own stories, but with the understanding that nobody else is bound by them. Strong and interesting ideas that flesh out relevant parts of the universe may be adopted by the Intel Office into Fleet canon, but until then, they are Member Canon.
 
Might this lead to contradictions? Very possibly. Is this a problem? Not usually. Often such details can be reconciled; it is possible, or even likely, that multiple officers taught Basic Warp Design at the Academy in 2387. It’s worth remembering that even Star Trek canon occasionally contradicts itself on these minor details, and Star Trek has survived it. If two entirely separate stories have different, minor details, it’s very easy to live and let live. If necessary, consult the Intel Office for guidance.
 
Remember that member canon doesn't mean "do what you want, and other people don't have to adhere to it." The point is that member canon should be details other people ''can'' ignore because it's a big galaxy. Don't contradict fleet canon, or Trek canon. Avoid, if possible, defining things that can't be worked around - do you really ''need'' to name the current head of Starfleet Tactical, even if fleet canon hasn't specified it? Our goal is to build a cohesive universe where everyone's playing in the same large sandpit, leaving room for one's own flair and stories - rather than to dictate every detail, ''or'' to have chaos wherever we go.
 
== Common Issues ==
As ever, the [[Canon Policy]] explains the do's and don't and ins and outs of Bravo Fleet storytelling and content creation. But there are a few mistakes/misunderstandings/knowledge gaps which come up fairly often:
 
* You shouldn’t be writing about or including characters or ships from Star Trek canon! You can refer to them ''existing'', but for eg, we don’t know what the state of Sisko or DS9 are in the 25th century, so don’t make it a key part of your writing; don’t be an old friend, protégé, relative, etc, of ''any'' canon Trek character'','' that sort of thing.
* The Command Registry is a list of all ships available in Bravo Fleet. It is meant to be a rarely-changed archive so that ships can build up a history, to help maintain a unified canon, instead of ships appearing and disappearing. This repository is not the play-thing for you to create your own task group. ''Do Not'' use ships in the registry for your writing if it’s not your own Command - there are many other names out there.
** Non-registry Starfleet ships can feature in your stories - there's always a ship that needs rescuing, or delivers a guest, or maybe does even join your Command in an adventure. But there's a difference between a story where your characters work with a friendly or rival crew, and giving your captain command of their own task group of NPC ships, and the latter is ''heavily'' discouraged.
* The brass of Fourth Fleet Command are identified and established as characters – it’s [https://bravofleet.com/staff these fine folks]. If you need a staff-level character to appear in your writing (for briefings etc), either reach out to your Task Force Staff, or the Intel Office has established an NPC: Commodore [[Uzoma Ekwueme]]. He’ll show up, tell you what’s what, dress you down or pin a medal on you. Don’t kill him or make him evil.
* This links to another rule: Your characters can hold ''up to'' the rank of captain ''or'' your OOC fleet rank, whichever one is higher. This means you shouldn't be writing flag officers. Like access to certain ship classes, starbases, or fiction concepts, writing flag officers is gated to OOC rank. With the TF staff characters, commanders of TFHQs, and Commodore Ekwueme, PCs and NPCs exist to facilitate your storytelling. Otherwise, allowing members to create and write flag officers, even as minor characters, usually results in one of the following:
** Creating a new random Fourth Fleet admiral (see above!).
** A member trying to bypass rank restrictions, in the same way that writing a lot about a non-registry ''Sovereign''-class starship that joins your avatar command on adventures would be.
* Please pay ''close attention to our [https://wiki.bravofleet.com/index.php/Canon_Policy#Section_6_-_Content_and_Ratings Content Rules]''. In short: check if your Command needs to list its rating. And, to just directly quote this part from our policy:
** Sexual violence should be addressed, if at all, with particular care. It should never be depicted directly in a scene, or be discussed by characters in any detail. Reference to sexual violence of any sort should never happen without the explicit OOC permission of every member involved in the story and, in RPGs, the GM. Stories may be removed at the Intelligence Officer's discretion, as per the above on appropriate content.
 
* One final note that’s less about the rules and more about tone: Bravo Fleet has a frankly shameful history of failing to engage with the themes and tone of Star Trek. Starfleet is not a military (having weapons doesn’t make you military), Starfleet Marines have never, ''ever'' been canon, Section 31 (and equivalent depictions of Intelligence) is almost always written in a way which makes the reader want to die of embarrassment, and Star Trek is not a universe about the power of might making right. The Federation may be flawed but it is fundamentally a government founded on principles of respect, liberty, and the search for peace and knowledge. The Intel Office has worked hard to move away from depictions of Starfleet that would be more at-home in an unironic interpretation of the movie ''Starship Troopers.'' Work with us to tell stories that may be set against challenges in a difficult universe, in places which are dark and where doing the right thing is hard – but are at their core about a hopeful view of the future and humanity, even if it’s working ''towards'' that view.

Revision as of 21:41, 10 October 2022

While Bravo Fleet offers many activities, our history as a role-play group means we retain a strong creative spirit. Members’ writing in various forms is at the forefront of driving the group’s canon as Starfleet’s Fourth Fleet in 2401. Broadly, Bravo Fleet writing falls into two formats: roleplaying games (historically referred to as ‘sims’) and fictions.

Roleplaying Games

RPGs. Group Writing. Sims. This form of collaborative writing is part of Bravo Fleet’s history, taking part most often on Starfleet ships in 2401 - though games exist for different eras, factions, and even genres.

It tends to take the language and form of a role-playing game, with members as ‘players’ writing (usually) one character, and a Game Master writing the ship’s captain and dictating the main story beats. There can be all sorts of variations within this - the GM isn’t always the captain, players may write for many characters, or plots may be improvised by players rather than developed by the GM. Even writing in a less role-playing form, where members may share writing of characters and the planning of the story, counts as an RPG.

The management of these games is overseen by the Bravo Fleet Operations Officer, who ensures they meet expected standards of quality and activity, usually agreed upon by both the Ops Officer and a prospective GM. These expectations exist because BF members can usually apply to join these games, so a GM is taking on a commitment to run an activity for the fleet.

Some of these games take place on websites provided by Bravo Fleet using the Nova system. While supported by BF, these are stand-alone sites that members have to register to use, and grant a GM more flexibility in customising appearance and content. On these sites, character biographies and crew rosters are stored, and the Nova system supports collaborative writing of mission posts, and their distribution to the game’s players.

Most games are run on the main Bravo Fleet website, using the Bravo Fleet Management System (BFMS). The BFMS also stores character biographies and crew rosters and supports the collaborative writing of members, which is easily seen and shared with the whole fleet. In Character, the 2400 Starfleet ships are the Fourth Fleet’s Forward Operation Forces. They operate independently of Task Forces, pursuing a wide range of missions under the command of the Fleet Operations Officer.

Fiction Writing

See also: BFMS Fiction Guide for how to write on the website

Fiction writing could be called ‘all other writing.’ Members can write BF fiction anywhere so long as it is linked to from the BFMS, but most BF fiction is on the main site. Here, writing in the Bravo Fleet canon of all flavours can be found, from official Intelligence Office releases to the narratives driving Task Force story-arcs, to the stories of individual members. This is the core of Bravo Fleet canon, lore development, and IC fleet activities.

Most fiction on BFMS, and this section of the guide, focuses on stories about the Starfleet officers and starships of the Fourth Fleet in 2400 - the Primary Characters of members, and their primary commands. Stories about other eras or factions require submitting a fiction proposal to the Intel Office once a member reaches the rank of Commander.

Once you reach the rank of Ensign, you can request your own Primary Command. For Ensigns, Lieutenant JGs, and Lieutenants, this is a smaller auxiliary craft permanently assigned to your Primary Character, suitable to small and regional activities. It might be based out of the Headquarters of your Task Force, going off into missions in that area of the galaxy, but your TF doesn't force you into any one region, base, or place. If you want some guidance on what might make a good story at that level, talk to your Task Force staff for help.

Once you reach the rank of Lieutenant Commander, it's time to become a real starship captain. IC, your Primary Command is now the starship assigned to your Task Force, commanded by your Primary Character. From there, you have the liberty to write your starship’s adventures anywhere in Bravo Fleet canon, with your Task Force’s specific mission for inspiration and direction.

From the rank of Commander, you are eligible to request another fiction. These are usually about historical Trek eras or are set somewhere other than a Starfleet ship or starbase in 2400. At the least, proposals for such should explain why you aren't just writing on your primary command!

Fleet Canon and Member Canon

Bravo Fleet canon is laid out by the Canon Policy. In brief, all members are required to abide by Star Trek canon and Bravo Fleet canon. But you are, as individual writers, encouraged to pay attention to Section 1.3 of the Canon Policy, titled 'Member Canon.'

This consists of small details that are not specified by official or fleet canon, relevant to and developed by individual members. At its most obvious, it’s things like the creation of a strange nebula your starship surveyed somewhere in the Alpha Quadrant, or the lone Klingon captain who helped a ship. These are details that affect only your stories and your characters, and while you are welcome to discuss them, write about them, or even add them to the Bravo Fleet wiki, unless or until they are ratified by the Intel Office, no other members are obligated to follow that canon or acknowledge its existence.

But those are easy examples. The Intel Office does not aspire to flesh out every single detail about the Trek universe, and nor does Star Trek canon itself provide all of the details. Some facts slip through the cracks: what’s the state of Tokyo in the 25th century? Who taught Basic Warp Design at Starfleet Academy in 2387? What is the current status of a very minor one-off alien race from TOS, almost a century and a half later?

Some of these are questions which the Intel Office may answer as they arise. Others - like the Academy teacher - will most certainly not be defined by Bravo Fleet canon. Members are welcome to specify these details in their own stories, but with the understanding that nobody else is bound by them. Strong and interesting ideas that flesh out relevant parts of the universe may be adopted by the Intel Office into Fleet canon, but until then, they are Member Canon.

Might this lead to contradictions? Very possibly. Is this a problem? Not usually. Often such details can be reconciled; it is possible, or even likely, that multiple officers taught Basic Warp Design at the Academy in 2387. It’s worth remembering that even Star Trek canon occasionally contradicts itself on these minor details, and Star Trek has survived it. If two entirely separate stories have different, minor details, it’s very easy to live and let live. If necessary, consult the Intel Office for guidance.

Remember that member canon doesn't mean "do what you want, and other people don't have to adhere to it." The point is that member canon should be details other people can ignore because it's a big galaxy. Don't contradict fleet canon, or Trek canon. Avoid, if possible, defining things that can't be worked around - do you really need to name the current head of Starfleet Tactical, even if fleet canon hasn't specified it? Our goal is to build a cohesive universe where everyone's playing in the same large sandpit, leaving room for one's own flair and stories - rather than to dictate every detail, or to have chaos wherever we go.

Common Issues

As ever, the Canon Policy explains the do's and don't and ins and outs of Bravo Fleet storytelling and content creation. But there are a few mistakes/misunderstandings/knowledge gaps which come up fairly often:

  • You shouldn’t be writing about or including characters or ships from Star Trek canon! You can refer to them existing, but for eg, we don’t know what the state of Sisko or DS9 are in the 25th century, so don’t make it a key part of your writing; don’t be an old friend, protégé, relative, etc, of any canon Trek character, that sort of thing.
  • The Command Registry is a list of all ships available in Bravo Fleet. It is meant to be a rarely-changed archive so that ships can build up a history, to help maintain a unified canon, instead of ships appearing and disappearing. This repository is not the play-thing for you to create your own task group. Do Not use ships in the registry for your writing if it’s not your own Command - there are many other names out there.
    • Non-registry Starfleet ships can feature in your stories - there's always a ship that needs rescuing, or delivers a guest, or maybe does even join your Command in an adventure. But there's a difference between a story where your characters work with a friendly or rival crew, and giving your captain command of their own task group of NPC ships, and the latter is heavily discouraged.
  • The brass of Fourth Fleet Command are identified and established as characters – it’s these fine folks. If you need a staff-level character to appear in your writing (for briefings etc), either reach out to your Task Force Staff, or the Intel Office has established an NPC: Commodore Uzoma Ekwueme. He’ll show up, tell you what’s what, dress you down or pin a medal on you. Don’t kill him or make him evil.
  • This links to another rule: Your characters can hold up to the rank of captain or your OOC fleet rank, whichever one is higher. This means you shouldn't be writing flag officers. Like access to certain ship classes, starbases, or fiction concepts, writing flag officers is gated to OOC rank. With the TF staff characters, commanders of TFHQs, and Commodore Ekwueme, PCs and NPCs exist to facilitate your storytelling. Otherwise, allowing members to create and write flag officers, even as minor characters, usually results in one of the following:
    • Creating a new random Fourth Fleet admiral (see above!).
    • A member trying to bypass rank restrictions, in the same way that writing a lot about a non-registry Sovereign-class starship that joins your avatar command on adventures would be.
  • Please pay close attention to our Content Rules. In short: check if your Command needs to list its rating. And, to just directly quote this part from our policy:
    • Sexual violence should be addressed, if at all, with particular care. It should never be depicted directly in a scene, or be discussed by characters in any detail. Reference to sexual violence of any sort should never happen without the explicit OOC permission of every member involved in the story and, in RPGs, the GM. Stories may be removed at the Intelligence Officer's discretion, as per the above on appropriate content.
  • One final note that’s less about the rules and more about tone: Bravo Fleet has a frankly shameful history of failing to engage with the themes and tone of Star Trek. Starfleet is not a military (having weapons doesn’t make you military), Starfleet Marines have never, ever been canon, Section 31 (and equivalent depictions of Intelligence) is almost always written in a way which makes the reader want to die of embarrassment, and Star Trek is not a universe about the power of might making right. The Federation may be flawed but it is fundamentally a government founded on principles of respect, liberty, and the search for peace and knowledge. The Intel Office has worked hard to move away from depictions of Starfleet that would be more at-home in an unironic interpretation of the movie Starship Troopers. Work with us to tell stories that may be set against challenges in a difficult universe, in places which are dark and where doing the right thing is hard – but are at their core about a hopeful view of the future and humanity, even if it’s working towards that view.