How to Fix a Boring Plot
Written by: Lt. Commander Justyn Morgan, USS StarWind
So, you think the plot you are currently in is boring and you don't know what to do. This is a common problem to most ships and there is little your captain or first officer can do about it. They can offer you things to do, but responding to those orders is up to you and where you go with them is left in your hands.
Boring plots, however, are more often than not the product of people not participating and a select few doing what they can to drag the plot along. These plots can, of course, be ended early, and you can be returned to your regular duty, but because large portions of the crew don't respond, the next plot, and the one after that, are likely to be the same boring flavour. When few people are contributing, ideas run low and those that are SIMming get just as frustrated as those who are not. Remember that SIMming is being part of a team, and it is just as much your responsibility to see that the team succeeds as it is your commanding officer's duty.
- Begin SIMming regularly. This does not mean you have to write brilliant SIMs or even do a lot for the plot immediately. But SIMming regularly will allow people to see you are available and work you into their own plans much easier.
- Come up with your own ideas for where the plot is going. While these ideas may not play out exactly as you first imagine them, it will give you a direction to send things when you write your own SIMs. Be prepared to change these plans as other people contribute their own ideas, however, and do not be disappointed when things slide off in another direction. Remember that no one on board has a clue where they are going any more than you do and the plans always change with each contribution. This is part of what makes SIMming fun.
- When in doubt, throw in a twist. If the plot seems to be slowing down, there are always new and drastic twists you can toss into the mix to help liven things up again. Blow something up. While you don't want to do too much damage, you can always blow up a console, or a minor system to get attention going. Have someone captured. Kill off your character unexpectedly. (While not something you want to do very often, it can stir things up, and you can always come back later, somehow or another.) Have people transported randomly off the ship. Discover some damage to the ship, or an intruder. Have a distress signal come in. Think of the TV series and pull some of the trouble that they run into our own plot. If you have an idea for a twist that exceeds your position or rank, be sure to run that idea across your CO or XO before actually doing it. But usually they won't have much problem with it, if any.
- If you are truly stumped with the main plot, start a subplot that you can work on to the side of the main plot. Develop a friendship, or start a romance, or just take time aside for your character's hobbies. Then when you are ready, you can jump back into the plot again.


