Ships are the local chapters of KAG. Ships come in all
sizes. They often start small and grow bigger, or they might stay
small, it all depends on what feels right for the individual ships.
The traditional number of people it takes to start a ship is five, but
some ships have started with more, or less, than this number.
How do you get started, and what do you do to keep it going?
Find a few friends who will agree to be your crew, and you're on your way.
Ship formation can be that informal, although there is a more formal procedure
available as a pattern for those who prefer formality (see following section
titled 'Formal Ship Construction').
SHIP'S COMMANDING OFFICER
Most likely, the person who starts a ship will be that ship's
Commanding Officer (also sometimes referred to as its 'captain').
A ship's Commanding Officer provides vision and sets the tone
and direction of the chapter. Naval CO's are responsible for
keeping in touch with their Quadrant Commander. Sound easy?
A friendly warning: Being a ship captain is a challenge.
It demands lots of effort and patience. You will find yourself being
a coordinator, manager, diplomat, arbitrator, salesman and most important
a leader. You may find yourself doing things you never thought you
could!
The best leaders are those who work with their crew and listen
to their ideas. To make the ship work, it takes the entire crew cooperating
together and everyone getting credit when credit is due. Communication
and cooperation can make or break a ship. The more people keep in touch
and participate the more the ship will grow and gain recognition.
THE EXECUTIVE OFFICER
The ship's 'Second in Command'..also called 'First Officer',
or 'XO'.... serves as advisor to the CO, stands in for him when needed,
helps to organize events and helps the CO keep track of ship's business.
That's the tip of the iceberg. A good XO, one whose strengths and
talents complement those of the captain, is worth his weight in latinum.
SHIP DEPARTMENTS
A ship may have departments which perform designated support
functions for the ship. Each ship is unique. The departments
your ship chooses to establish depends on the number of members on your
ship and the kinds of activities it engages in.
The following is a list of some of the kinds of departments
a ship might have, and suggestions for the kinds of duties they might perform.
Your ship might have some, all, or none of these ship positions... go with
what works for you.
Communications Department- Handles the communications needed
to notify members of upcoming meetings and events. Puts together a ship's
newsletter, produces written materials to be used at events and for recruitment,
assists Commanding Officer with official correspondence between ships.
(If the CO doesn't have email, it helps to have a Communications Officer
who does).
Engineering Department- To handle construction, set up, break
down and transport of items for displays and other ship building projects.
Quartermaster- Assist new members in their quest to become uniformed.
Assemble and make available to the crew updated information on costuming
and makeup techniques and sources.
Weapons- Aquire information on the weapons policies at particular
events the crew will be attending. Advise and assist crew in
compliance.
Helm/Navigation- Arrange or provide transportation to and from
events and meetings for crew who have need of it, provide maps or directions
to event destinations when needed.
Medical- Keep a medical record for each ship member which includes
such information as allergies and emergency contact information.
The Med Officer should be CPR Certified.
Tactical- Assist wherever needed, for instance in locating materials
for ship projects, event set-up and take-down, etc.
Security- Help with security at conventions, provide security
at ship's events, or for guests.
Once again, the list above is only an example. The decision
to have departments, and what to call them, is a matter internal to each
ship, and depends on its specific needs. Departments can be a fun
way to role-play, and they can be helpful in assigning the work necessary
to making ship events and projects happen.
The creation of Departments shouldn't be used to restrict
a member's involvement. If someone wants to be involved in
more than one department, they should be encouraged to do so. That
way, the Empire gets the maximum amount of work out of them before they
die gloriously in
battle!
On a large ship, Departments might be made up of several people
and headed up by a Chief Departmental Officer. Giving a talented
and hardworking crewmember the title and position of Departmental Chief
is a good way to reward their outstanding contributions.
MEETINGS
They can be occasions for socializing and fun, and a good opportunity
to talk together about plans and activities. Many ships hold meetings
once a month, either in members' homes, in a restaurant, or
in a public meeting place such as a library, university, or church.
Frequency of meetings, and whether or not they are uniformed or casual occasions,
varies from ship to ship.
Designating a consistent day of the month for meetings allows the
membership to be able to plan for these meetings in advance.
Where should meetings be held? A ship member's home sometimes
provides a good atmosphere but may have the drawback of inadequate seating
or parking space.
Many libraries and schools have meeting rooms that can be utilized,
giving the benefit of more seating and parking, but it might be necessary
to pay for their use. Holding a meeting in a restaurant is an option,
but it has the drawback of lacking privacy and quiet.
Holding a meeting outdoors in fair weather provides excellent opportunity
to combine ship's business with a picnic or other recreational activity.
It's very Important to involve the membership in discussion and participation.
Try not to make all meetings strictly about business.
Remember, you joined to have fun, and meetings can be turned into fun events.
Specifying a meeting place every month or two months allows you to advertise
it on flyers and have the possibility of some new potential members just
showing up.
UNIFORMING
The acquisition of a uniform is a Klingon's first challenge.
Completion of a first uniform is the event that traditionally sets the new
member on the path to achieving the recognition of rank within KAG.
Getting a new member suited up in a borrowed uniform and taking them out
in public is a good way to inspire them to get their own outfit together.
Providing new members with tips on construction, or contact info for people
who sell uniforms, is an important way of being helpful to them.
It isn't necessary to spend a lot of money on a uniform. A
'Classic Klingon' outfit is perfectly acceptable. It is the prerogative
of each Ship's CO to approve their own crewmember's uniform.
And don't forget, there is room in KAG for aliens other than Klingon.
The Imperial Xeno Legion can provide tips on costuming for other alien species,
so if you have members on your ship who want to explore the possibilities,
put them in touch with the IXL.
NEWSLETTERS
Many ships produce newsletters to keep members informed about activities
and to proclaim their glories. A newsletter can be anything
from a simple ship's calendar to a multi-page production with pictures,
stories, reports, poems and recipes. Producing an interesting ship's
newsletter, and sending complimentary copies to the far-flung corners of
the empire, is one of the best things a ship can do to make itself known.
SHIP FUNDS- KAG is a not-for-profit club. KAG
HAS NO DUES. KAG DOES NOT
RAISE FUNDS. However some individual ships choose to have ship funds
to cover operating expenses. Ship funds can be raised in a variety
of ways, such as subscriptions to a newsletter, or benefit events.
Dealing with ship funds is a serious matter and should be handled very
carefully.
DISCOMMENDATION- Although this is a part of
the Klingon culture in the media, it is not performed in KAG, even as a
joke.
'POLITICS'- They are a part of human nature,
and they do exist in any large grouping of people.. The Klingon traits
of determination, ambition and competitive spirit lend themselves all too
well to what one wit called "the grand pageantry of Klingon fan politics".
If you conduct
yourself according to those other important Klingon traits, honor, integrity
and forthrightness, you should have no trouble steering clear of
any problems related to 'politics'.