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                        Command Guide

 

                    UCIP-Internet Academy's

  Command Officer's Guide

"Commanding Quality, Excellence, and Fun"

 

Version 4, August, 2002

 

Prof. Kahlia Scott (Capt)

 

Credits

Various people have given their help and suggestions during this guide’s

development and revision. We learn from the past so to those in the

past, we thank you. Some content was also adapted or taken from these

sources:

  UCIP SimGuide v5 by Evelyn Knight, which itself bases a lot of its

     content on earlier versions and other documents.

  Executive Officers Training Guide v1.0 by Tom Magdiarz, the

     immediate functional predecessor to this document; also, the first

     and second XO Exams by Tom Magdiarz.

  Command Officers Guide v2.0 by Commodore Daniel Brown and Commander

     Suzanna  Blokpoel

  Command Guide V2.5 by: Commodore Christopher Lennox and Captain

     Suzanna Blokpoel

    Command Guide v 3.1.2 by Prof. Suzanna Blokpoel (Commo.)

 

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List of Contents:

 

Preface

Section 1: General Overview

1.1      Overview of Command Positions

1.1.1                Executive/First Officer

1.1.2                Captain

1.1.3                Notes on other Positions

1.1.4                Structure of Command

1.2                        C.A.R.T

1.3                        Basics of Leadership

1.3.1                Leadership Begins with a Question

1.3.2                Communication

1.3.3                The First Thing You Do is Agree

1.4                        Spreading/Delegating Your Leadership

1.4.1                How to Delegate/Share

1.4.2                Listen Closely

1.5                        Being a Leader: Dealing with Others

1.5.1                Chain of Command

1.5.2                Setting the Example

1.5.3                Edification and Respect

1.5.4                Earning Respect

1.5.5                Saying “No” is Never Easy

1.5.6                Here Comes Real Trouble

1.5.7                Problem or Opportunity?

Section 2: In Sim Duties (IC Duties)

2.1                        CO and XO responsibilities during a Sim

2.2                        Starting and Stopping a Sim

2.2.1                IRC Sims

2.2.2                E-Mail Sims

2.3                        Absentees/Guest Positions

2.3.1                In IRC

2.3.2                In E-Mail

2.4                        Plot Starters/Mission Briefings

2.5                        Away Teams

2.6                        Directing the Plot

2.7                        Position Identification Tags

2.8                        Potential Problems

2.8.1                Slow Sims

2.8.2                Loss of Control

2.8.3                Time Line Issues

 

Section 3: Administrative (OOC Duties)

3.1      Personnel Duties

3.1.1                Rosters

3.1.1.1  Rosters and Transfers

3.1.2    Accepting New Crew

3.1.3                Accepting Transfers

3.1.4                Sample Welcome Letter

3.2      Promotions

3.2.1    Promotion of Position

3.2.2    Rank Promotions

3.2.3    Senior Promotion Form

3.3                        Reports

3.3.1                Sample IRC Sim Report

3.3.2                Sample Email Sim Report

3.3.3                Hybrid Sims and Reports

3.4      Resigning/Taking a Permanent CO Position

3.4.1                Assigning/Taking an Acting-Command Position as a Captain

3.4.2                First Officer as ACO

3.5      Mission Briefings/Plot Starters: Creating

 

Preface:

 

Congratulations on becoming or aspiring to be a Command Officer in the

Confederation. If you have made it to this point, your current

simulation abilities must be of high quality, that fact alone makes us

even more proud of you. Soon you will be in a position to direct

simulations; having the unique ability to enhance the fun for your

crewmates whom will be under your command.

Many years of Command Experience go into this document, however this one document will not teach you everything about command. It takes years of experience to master the art of a simulation, everyone is in constant learning.

You need to know how to recruit, talk to your crew, create missions and keep everyone happy at the same time. Being a Command grade officer is a lot of responsibility. We as an organisation entrust you with a group of 8

to 20 role-players to mold them to follow in your footsteps along the

path of command. You are their guiding light in the organisation, you

are their link to the fun and exciting world of Star Trek. You are the

master of your domain, your simulation.

This Guide acts merely as a mini-encyclopedia; within you will find procedures used by existing COs, hints, advice and examples pertaining to both administrative ("paper work") and simulation aspects of Command that otherwise come from experience (or not at all). One thing that is key to remember - Is that every command officer will have their own unique approach and methods.  What works for one doesn’t always work for another.. 

 

This guide is formatted in sections, so that it can be referred to again when you need it, and we recommend that you keep this and other materials in the Command Course handy. Even if you are an old hand at being CO or XO, you should find new information, be reminded of ideas or find slight alternatives within these pages. Thus, regardless of your qualifications, take the time to read the entire Guide and see the ideas presented here.

 

Experience: If you've got this guide, do you really need it? Absolutely.

These pages can only hold words; it will be up to you to gain the

experience needed to guide a plot, solve people-problems, and still

enjoy being an XO/CO. After taking the knowledge-portion of the Command

Course, we recommend you apply yourself "in the wild" to further your

abilities. And, you get extra credit for it, too (by passing Proficiency

Test).

 

Lastly, history is also a good teacher. The following links are to the

previous "XO guide" and the exams that followed it, done by Vice Admiral

Magdiarz, a former Academy Commandant and an excellent command officer

for his time. After you read through this Command Guide, it is highly

recommend that you come back here and read them as well in order to

glean extra information.

 

  XO Guide - http://www.ucip.org/sf/Info/xo_guide.txt

  1st XO Exam - http://www.ucip.org/sf/Info/xo_exam1.txt

  2nd XO Exam - http://www.ucip.org/sf/Info/xo_exam2.txt

 

To the Command Student......good luck.

 

Section 1: General Overview

Overview of the Command Positions, and Command:

It is expected that you are already familiar with the SimGuide's

description of the Captain and First Officer. Here we explore the

command roles a bit deeper than the simulation Guide touches upon the

subject.

 

1.1 Command Positions

1.1.1        Executive/First Officer

 

As a character in the simulation, the First Officer is the Captain's

hypothetical third arm and second mind. Thus, the job covers a complex

set of in-simulation responsibilities. When on the bridge with the CO,

the XO should offer courses of action and advice by asking for

information from the bridge officers, and making expected command orders

(eg. going red-alert when encountering hostile threat) which the Captain

needn't worry about (but see Section 1.4 direct orders). Unless ordered

or expected otherwise, the First Officer's place is on the bridge with

the Captain.

 

Another duty is commanding the ship in place of the CO (unless the

Captain is incapacitated or unavailable, this should be an explicit

order). In this situation the XO takes on most responsibilities,

notifying the CO if his attention is required. Notification should be

given to the Commanding Officer about incoming communication, security

alerts, and other important issues; minor problems need not be reported

to the CO if the XO can handle the problem. If the CO is incapacitated

or unavailable, then the XO takes all responsibilities until the CO is

available and fit to resume command.

 

There are some Non-bridge duties which are common or expected of the

First Officer. These include, but are not limited to, advising the

Captain during diplomacy, leading away teams, ensuring the Captain's

safety when he must leave the ship, and keeping tabs on how the crew

feel about the Captain. It is also common for a CO to have the XO

personally oversee important tasks elsewhere on the ship, eg. moving

critical supplies into storage.

 

Out of character duties include the XO brings the crew to attention

before and after the simulation. The XO usually plays the characters on

the view-screen (preferably changes nicknames before doing so) that the

ship encounters. Simulations are different in the respect of what OOC

duties are assigned to the XO and what duties are not. (see OOC Section)

As the Executive officer, it is key to talk to your Commanding Officer and find out exactly what is expected of you, before you step onto the bridge for the first time.

 

1.1.2 Commanding Officer / Captain

 

The Commanding Officer is the central control person of the simulation.

All bridge stations report to him/her when new Information regarding the

mission at hand comes up; new discoveries (eg "new ships decloaking") or

finished commands (eg "arrived in- system" or "shields are up").

Impulsively, or in response to new information, the Captain asks

questions (to stimulate more input) and gives orders. This system forms

a structure that both controls (so it doesn't get out of hand) and

guides the simulation. If you are just learning to CO a simulation, have

this "input/output" system in mind.

 

1.1.3 Note on Other Positions

 

As a command-level officer, you should be well-versed in the

responsibilities of all other simulation positions. It's not necessary

to be a jack-of-all-trades to be a command officer, but a broad

knowledge is required in order to know what to ask them and what to

expect from them in return. If there are certain positions you are not

familiar with, see the SimGuide and read over the advanced Academy

guides to become familiar with them. If in doubt, read the SimGuide and

the Academy Course guides; they are a good read, and will keep you in

the know. Remember, if you are not sure of something technical, do not

be afraid to find out the information ICly or message a crew member on

your ship; we said a CO is not a jack of all trades and should not be

expected to be.

 

1.1.4 Structure of Command

 

One bit of knowledge that some new First Officers do not have is the

fact that only the person that has control of the bridge gives direct

orders to the bridge crew and senior officers. Meaning, if the Captain

is on the bridge, the First Officer cannot order the Helm officer to lay

in a new course or the Ops officer to transfer power (and certainly

cannot tell the Tactical officer to fire weapons!) unless expected (or

has permission) from the Captain. Your relationship with the Commanding

Officer has an effect on the extent of your control on the bridge. The

First Officer, while he does not have control of the bridge, can only

make suggestions to the Captain, and ask for additional information from

the bridge and senior officers. The same "control" applies to away

missions; a First Officer, when leading an away team, gives direct

orders to the others. Another member of the team cannot be giving orders

to the other, unless it is the usual cooperativeness needed to get the

job done. This same one-person-in-command also applies to chief/

assistant department structures, eg. the Chief Medical Officer gives

orders to the two assistants, but one assistant doesn't give an order to

the other unless the CMO is absent (then, of course, the first-

assistant becomes the acting-Chief).

 

The major reason of this is because command requires that one person

have a plan of action, and the ability to have their immediate

subordinates fulfill that plan. If someone else is giving orders without

the person-in-command's permission (eg. the First Officer is giving

bridge orders while the Captain is on the bridge), this interrupts the

commander's plan of what needs to happen when.

 

Thus, remember, unless you're the one in command, don't become over-

enthusiastic to help and start giving orders. Your idea of what needs to

happen can easily be different from your superior's. Acting

independently will easily bring disorder to the simulation. Suggestion

and communication is key, if you have a suggestion you are allowed to

voice your opinion through the chain of command.

 

1.2  C.A.R.T

 

Characteristics and traits that applies to both Captain and First

Officer:

 

                   "CART"

 

Communication:

In character communication is key to the quality of a simulation. An

Executive Officer is a key element to the simulation. As an executive

officer, they receive information that may not seem important to inform

the CO of at the time it was received, but it may prove to be important

as the simulation develops. The XO and CO need to communicate so that

the important and non-important information comes together to see if

there is a congruence.

 

Adaptablility:

If the plot is not going the way you planned it, try to adapt your grand

plan to go with the flow of what everyone else is moving toward. It is

better to let your crew take a plot somewhere then it is to have you

direct it where they do not want the plot to go.

 

Respect:

Onboard a simulation, the executive officer must support the decisions

of the Commanding Officer unless the decision endangers the lives of the

crew or the Commanding Officer. It is important for the crew to see you

support the actions of the CO especially in times of difficulty.

 

Teamwork:

The CO and XO that work well together will complement each other in the

responsibilities of commanding a simulation, and result in a good

simulation environment for the rest of the crew. Team work is one of the

main key things.

 

 

1.3 Basics of Leadership

 

Leadership is one of those challenges that can be defined in countless

ways. For our purpose here, think of it this way:- A leader is expected

to get others to work together to have fun. A real leader uses teamwork

and respect for others to get the job done. If others think of you as

just the "boss", you are probably not leading. If they think of you as

one of the guys and everything you set out to do is getting done, you

can bet you're doing a pretty good job leading.

 

Other Command officers currently use these skills and don't even know

they are doing it. Observe a successful simulation and watch how the

commanding staff acts. Watch them closely. They ask a lot of suggestions

and make many suggestions, don't they? They also know when they need to

make orders. (Note that orders are given in the simulation, but when

dealing with the crew it is better to ask for suggestions and opinions

before making a final decision out of character.) Use the other Command

Officers as resources. When you face a new challenge, chances are

they've faced the same or a similar challenge. They can help you meet

the challenges that you are faced.

 

Finally, it's important to see, right from the start, that everyone in

command has been down the trail you're just beginning to travel. You can

take advantage of their experiences. One of the easiest ways to do this

is by in the field work with your own simulation and asking for advice.

Experience in the field is a must. It will help you discover what's

expected of a leader in your position. When you know how to be right,

it's a lot easier to be right. The more often you can do the right

things, the more the other crew-- and people in

general-- will respect your leadership.

 

1.3.1 Leadership Begins with a Question

 

Are you good at keeping a secret? Let's hope not, at least in this case,

because one important key to good leadership is a good question.

Unfortunately, that's probably one of the best kept secrets in the

World. So let's see to it that every Command Officer is in on the

secret.

 

How did that last paragraph begin? With a question, right? What did the

question do? It led you into the next statement. "Now, wait a minute,"

you say, "You can't trick me that way. I didn't have to read the next

statement." Well, that's true. You didn't have to. But you did read it,

didn't you? Now it's not a leader's job to get people to do things they

don't want to do. Not at all. A good leader gets things done by

respecting others and helping them learn to grow through their own

Simulation experience. He provides direct hands-on leadership when he

has to, but always with respect toward others as a guiding force.

 

Let's take a quick look at how this will work every time. Say you need

some help with a problem as an away team leader on a planet. Ensign

Jackson, one of your crewmembers is anxious for a chance to prove

himself. If you are on top of things you will know this. Because you

know he wants to prove himself; you can give him the opportunity to help

solve the perplexing problem you face on the planet. You know Jackson

will be anxious to help because he wants to prove himself to the crew.

So when you ask him to assist the ships Webmaster with the webpage, if

he has the experience he will jump at the chance.

 

As important as a good question is, it's certainly not all you need to

know to be a good leader. Leadership is about relationships, problem

solving, and achieving goals. One skill is not going to make you a good

leader. Each time you add a new leadership skill though, you become a

better leader. On a scale of 1 to 5, you need all the skills to be a

five. Any skill you lack makes you that much of a leader. So if all you

can do is ask questions, you probably have some work to do.

 

 

1.3.2 Communication

 

Communication has to be one of the more important. You might think of

this as the ability to get and give information. If you communicate in

such a way that people understand what you need and why you need it,

they respond the way you want them to. There are many skills to

communicating. We've all seen how the "magic words" work. A "please" or

a "thanks" is always a good idea. Using "we" or "ours" will do much more

toward your leadership success than "I" or "me" A smile, is also a

great thing to give. It's interesting-- no matter how many smiles you

give away, you never run out. Maybe it's because every time you give

someone a smile, they give you a smile right back. And, did you ever

notice how hard it is to stay mad at someone when you're smiling? It's

nearly impossible.

 

How about a good laugh? That works every time, too, especially if you're

laughing at yourself. We all make mistakes, and if the crew of your ship

see that you recognize your mistakes with a laugh, they will be quicker

to forget them. Laugh at your own mistakes, and not the mistakes of

others or feelings will get hurt.

 

1.3.3 The First Thing You Do Is Agree

 

When someone says he doesn't want to work on an IC project with you

because it's a lot of work, don't argue. Agree with him. Try responding

this way: "You're right, Jackson. It is a lot of work. That's what the

fellas on the alpha shift thought last month when they were assigned

this diagnostic. But once they got into the project, they found that

time went by quickly and the work was soon completed"

 

This method is called the "feel, felt, found" method of leadership. I

understand how you feel. Others have felt the same way. But they have

tried it, they found that...

 

There are several important things happening here. First, by agreeing

with Jackson, you've stopped the argument. You agreed with him, so

there's no one for him to argue with. Then, you further tell him that

others felt the same way when they first started their work. This tells

him that he's not some kind of dummy for thinking the way he does. Now

Jackson is listening to you rather than arguing with you. You're

speaking his language. So it's time to let him in on what other crew

members discovered when they gave it a try. You'll win him over when he

sees how he might have misunderstood the difficulty of the work ahead.

This method is most used when ordering is not crucial to the operation

of a ship. On a ship we use orders to get things done, but ensuring a

fellow officer about their feelings can never hurt.

 

1.4 Spreading your Leadership

 

1.4.1 How to Share Leadership

 

Often a new leader gets frustrated because he tried to make all the

decisions himself. Once he recognizes that others can help, his job

becomes much easier. This is because he shares leadership. The

Commanding officer shares leadership to the crew by assigning different

responsibilities to them. By discussing things with the members of the

Crew, the command staff share their leadership. Each crewmember OOCly

gets to voice their opinion about matters. This way the plan that comes

out of the crew meetings will incorporate the thoughts and ideas of the

rest of the crew, not just senior leaders.

 

There is an old saying that, "You have to inspect what you expect." This

means you need to let people know that once they've accepted an

assignment they're not going to be able to slide by without completing

it. It's up to you to help other crew on your ship become successful.

Besides of that... you are only as good as your back up system ;-). It

is imperative that you as CO ensure the continuity of your SIM by

training your XO and 2XO to be able to take over from you if you have to

take an unexpected long term LOA.

 

1.4.2 Listen Closely

 

Taking the time to listen closely to what people say is one way to share

your leadership. The other crew will like it when you listen to their

ideas. It tells them you care. It shows them you think their ideas are

important. When a leader isn't listening to those he's trying to lead,

he really doesn't know if they're following. Pretty soon he's trying to

understand why everyone is always grumbling behind his back. Why is the

crew unhappy? Why did someone drop out? Often the answer is that they

didn't feel they were part of the action. Nobody cared about his or her

thoughts or feelings. As a Commanding officer the nobody would be you.

 

1.5 Being a Leader: Dealing with others

 

1.5.1 Chain of Command

 

In any organisation, especially one that is based on a military

structure like the various fleets are, there is a Chain of Command to

the top level CinC.

 

Dept. Head -> XO -> CO -> Subflt Cmdr (if in Starfleet) -> Flt Cmdr ->

DCinC -> CinC

 

Those Sims that have either Marine Detachments or Civilians or both have to account for those sub-chains. While the Marine Cmdr or Civilian Governor can run separate plots for their respective people, they ultimately report to the CO/XO of the Sim they are a part of and should provide the courtesy of informing the CO/XO of their plot plans so the Command Team knows what’s going on and whether anything might clash. Ie. Marine Cmdr may want to run ‘war games’ off ship/planet but CO/XO wants to use the Marines in the main colony plot…they need to keep each other informed.

 

Marine -> Marine Cmdr   -> XO -> CO -> SubfltCmdr -> FltCmdr -> DcinC/CinC

Civilian -> Civ. Governor -> XO -> CO -> SubfltCmdr -> FltCmdr -> DCinC/CinC

 

That means that an assistant with a problem should first go to the Dept.

Head, if it can't be resolved, it goes to the XO. From there if

unresolved it will go to the CO, Subfleet Commander (if in Starfleet),

Fleet Commander etc. In the case where for instance, the Subfleet

Commander is also the CO, the matter will be automatically deferred to

the Deputy.

 

The chain of command will be enforced and not bypassed. There have been

instances that a CO, for instance, has bypassed a Subfleet Commander and

gone straight to the Fleet Commander. The opposite has also happened and

people up the chain have gone straight to COs rather than work through

the Chain of Command.

 

If you do jump the chain of command, don't be surprised if you are told to

follow the chain, and to take it to the right person. Anybody found

jumping the chain of command will referred back to the right person in

the chain. There is a major effort going on in the UCIP to improve our

communications, and we need your help in doing so. Jumping the Chain of

Command does not help our attempt to improve communications, it also

shows a lack of respect to the officer being left out in the chain.

 

1.5.2 Setting the Example

 

As you can see, there are a lot of things for a leader to do. Each

leader is going to do these things a little but different from another

leader. And that is all right. Still, there is one thing that every

leader of a simulation wants to do and that is set the example!

 

Setting the example is the most crucial part to your job descriptions.

Often the crew you lead will learn most of what they know about

Simulations and Command from your example. You are their model of what a Commanding Officer is. Your ideals will become their ideals, your skills you will pass along to them. If it looks like you think you can do things in a

sloppy fashion, the crew will soon think they can too. If you're always

talking about how a plan you have won't work, that's what your crew will

think as well. However, if you are enthusiastic, they will be

enthusiastic as well!

 

1.5.3 Edification and Respect

 

Linked closely with setting the example is that Command Officers are

expected to have a professional and respectful attitude when dealing

with our peers in UCIP. Yes, this is a game, but we still need to bear

professionalism in what we do in mind, regardless of personal feelings,

especially when you get to the level of CO and higher.

 

It's a simple concept, treat people the way you want to be treated

yourself. Your Fleet Commanders expect you as Command Officers to set an

example and to lead by this example. We can not ask people to do what we

are not prepared to do ourselves.

 

This also has to do with edification, talk positive about people. The

dictionary definition of 'to edify' states: To instruct, especially for

moral and personal improvement. What does it mean in practice... Talk

positive about those on your level and your superiors to those under

your command and treat everyone, regardless of status or who they are

with respect. Think about it.. if you were to talk negative about your

superiors to your crew. It not only makes the superior look bad, but

also the UCIP and you, yourself will look bad... But what is there to

stop your crew from talking equally negative about you to their peers

and those under their command? They will do as you do, not as you say.

 

We all need to blow of steam at times and are unhappy about things

happening. That is understandable, but don't complain down the chain of

command, to your crew. If you feel the need to blow off steam, talk and

complain UP the chain of command.

 

An issue that has cropped up on the odd occasion that I wish to touch

upon here too, is something that is considered a very serious issue of

unacceptable behaviour. A few COs have been bashing/dissing other COs to

crew members of that CO. Sometimes even in the middle of the CO's SIM.

 

But let me make it VERY clear: That sort of behaviour is TOTALLY

unacceptable. You don't have to like someone, but you DON'T talk

negative about a CO to that CO's crew. To give an indication of how

unacceptable it is, Starfleet Command has stated that if a CO is found

to have been doing this, to expect punishment along the lines of

resetting the time frame for next promotion consideration and/or

restrictions on awards for the CO.

 

Like I said above, if you as Command Officer feel the need to complain

or blow of steam.. do so UP the chain of command, NOT down to your

crew.. and NEVER to someone else's crew. It is extremely bad form.

 

1.5.4 Earning Respect

 

When you first become a commanding officer, there are certain things

that are likely to happen. After everyone has congratulated you, someone

is likely to try to see if she can get some special attention from the

new leader. Perhaps she is a good friend and all she wants is to be

promoted sooner then the minimums, "just this one time." You know the

promotion minimums are in place for a reason but she is a really good

friend: you enjoy your friendship, and you want to keep it that way.

 

Look what happens if you give in to this request. First, you're going to

feel bad. You knew it wasn't the right thing to do, but you did it

anyway. Then you're going to possibly answer to someone above you as to

why the promotion took place. The other crew might find out and become

unhappy about how you played favorites. This individual is not

respecting you as a leader, or as a friend, and is using you selfishly.

On your simulation you must take into account the best interests of the

crew. If you do a favor for one person, a favor will often be expected

from the others. Set you policies and stick by them.

 

1.5.5 Saying No is Never Easy

 

Even though it isn't easy to say no, this does not excuse you from doing

so when necessary. No one likes to say no, especially to a friend.

Still. If that's the correct response, it's what a good leader will say.

It is your responsibility to gauge when a situation is right or wrong

and make the call. In a battle, if an engineering officer asks to run a

Level one diagnostic on the systems, this would result in a no response.

You as the Command officer on the ship must make the final call and be

firm in your decision.

 

1.5.6 Here Comes Real Trouble

 

Occasionally a crew will discover that it has a real "wise

guy" that is always causing trouble. This isn't the guy who likes to

toss in a joke once in a while. It isn't the crewmember who moans and

groans when they have to do an assignment. The troublemaker is the

crewmember who constantly pushes the newer crewmembers around. Maybe he

thinks it's okay to always argue with the Department Head or to make fun

of everyone else's opinions. Chances are that this is also the guy who

always says, or wants to say, "No," and doesn't want to do much of

anything.

 

It won't be easy to take action. Other crew may laugh at his antics. If

you read their laughs to mean they like having every simulation

interrupted, you are wrong. It won't be easy, but in the interest of

your ship and your crew, you will have to take action. If you want the

others to follow your leadership, they're going to need to see that you

can take care of the tough jobs as well as the easy ones.

 

Fortunately, we don't run into much "real trouble" in UCIP. The people

who join the group know up front what the group is all about and what is

expected of them, they want to be here to have fun. Most are not joining

because they are looking for trouble. Still, it can happen that you get

faced with someone accused of doing something wrong to someone else. You

can not let it pass. You must take a stand. If you don't you'll always

know you should have, and it will bother you a lot. Even more important,

what will happen to your ability to lead? The other guys are going to

see that you walked away from a serious problem, rather than facing it

the way a leader should. Whatever respect you've earned up to that point

will quickly disappear. They will see that you don't have the courage to

do what you know is right.

 

What do you do? The answer to this question is tough. The actions to

take won't always be the same. Still, there are certain things you will

want to do just about every time. Begin by taking a good, hard look at

the facts. Be as certain as you can that you know what really has

happened. Be certain that the problem is real. Does he admit it? If not,

who's making the charges? Do you really believe the charges are true?

What is the proof? Try to give the accused crewmember the benefit of the

doubt. Did he know what he did was wrong? If not, explain why the action

can't take place again. Get a commitment from him not to do it again.

Make sure that he knows what actions you'll take if it does happen

again.

 

Maybe she says she doesn't like a certain rule. Let them explain while

you listen carefully. Try to understand what they're saying and why they

feel this way. Then explain why the rule exists and why it's important

that everyone in the crew do his or her best to obey the rule. Maybe you'll

convince him. Remember to use the "feel, felt, found" method, which has

been proven to work. If he won't agree to follow the rule, or if he

breaks the rule again, consult the person who is next on your Chain of

Command. It may be necessary to bring the Subfleet Commander (if in

Starfleet), Starfleet Commander or the DCinC or CinC into the situation

if it becomes difficult.

 

Hopefully the crewmember that is causing the problem will do what is

right when you face up to him. But be careful not to spill all the

details to everyone you see. It's no one else's business. If the problem

is really serious, though, everything changes. Remember that you are not

all alone. If you have a problem that's too hot for you to handle, use

your resources, and go up the Chain of Command. Maybe the other crew on

the ship can help. Again, you may want to confide in those officers who

you report to, including the DCinC and CinC. Use the chain of Command,

it is there to help you.

 

1.5.7 Problem or Opportunity?

 

If you can learn to view problems as opportunities, you will be well on

your way to success as a leader. Don't look at every simulation or

activity as being littered with problems. View them as activities filled

with opportunities. You can not demonstrate your leadership skills if

you never get the opportunity. Does that mean you want people to argue?

No, of course not. But when it happens, and it happens in the best of

organizations and ships, you have the opportunity to be a leader.

 

Every leader will get his share of criticism. You might want to think of

it as the spice of leadership. After all, the right spice can turn a

humdrum meal into something special. So, if you're getting honest and

accurate criticism, you will want to be thankful. Criticism should help

make you a better leader.

 

If you're getting heavily peppered with criticism, there may be a

problem. You need to ask yourself why. Maybe you need to ask another

Command officer or your superiors for help and advice. But you don't

want to object to useful criticism. Without it you might never know that

something needs changing. If criticism is unfair, you have another kind

of opportunity. Most likely your critic thinks he is being very fair.

You're going to have to find out why. This is where the questions we

talked about earlier can come into play again. Ask many questions. Find

out why he feels this way. Let him talk while you listen closely. If you

discover, while listening, that there is some truth to the criticism,

address it positively. You'll be a better leader because of it.

 

Perhaps you can enlist the crews' assistance in solving problems; the

crew is a resource you have to use. In solving a problem, both of the

people involved will grow as a result.

Section 2: In Sim Duties

 (IC Tasks of the Command Team)

 

2.1 CO and XO Responsibilities During a simulation

 

The Captain of a simulation has these responsibilities:

 

  Controlling the beginning and ending of the simulation, or in

     Email the plot.

  Giving in-character direct orders to bridge crew and senior

     officers

  Speeding along the plot during slow times (with the use of ACTION,

     and in Email with logs).

  Communicating with crew members in private for behind-the-scene

     orders (e.g.asking the Science Officer to find tetreon

     emissions).

  Keeping all officers involved in the current plot, if someone is

     not involved find something for them to do.

  Evaluate information that is received to find possible effects on

     the simulation.

 

The First Officer's responsibilities are:

 

  Assisting the Captain during the beginning / ending phase of the

     Simulation. In Email helping to steer the plot.

  Requesting in-character input from bridge crew and senior officers

    and evaluating if the CO needs to be informed about the

    information or if the XO can handle the information.

  Making in-character suggestions to the Captain.

  Taking in-private requests from the crew, taking care of what s/he

    can and presenting what they cannot to the Captain.

  Taking command of Away Teams.

 

2.2 Beginning and Ending a Simulation