Subject: For the most part, I...don't really care all that much :)
Author:
Posted on: 2017-03-09 01:06:00 UTC
One thing: is there any reason why the narrative has to be a mission? It would show off the PPC just as much--actually, probably even more so--to write an interlude. HQ is weird and exciting all on its own, and not everyone is in an action department. On the other hand, you haven't been with us too long yet, so odds are that that might take a lot more wiki/reading research than writing a practice mission would. However, HQ, with its large variety of species, weird laundry room, odd Cafeterias, Rudi's, Courtyards, and, reportedly, a Fountain of Bleepka (or was it the pool that's supposedly around and the fountain is findable?), not to mention the...unique ways of getting places that HQ residents have to develop...well, that's very far from boring and unrepresentative of the PPC, I'd say. And that's not even mentioning interesting places like DoSAT (good for showing off gadgets and grumpy techs) and FicPsych, and of course Upstairs...
On the other hand, re: a practice mission: I'm not really against that idea at all. It's also a good way to learn about your characters and figure out something about how writing missions goes. I just really wanted to point out that, unless you've absolutely promised your teacher a mission and there's no way to change the plan, an interlude where, say, some agents go about completing a bunch of errands that went undone while trying to avoid a new mission for as long as possible, would hardly be boring. You have options, unless you, well, don't.
~Zing
PS: Also, good luck with the seven written pieces! I think I had an assignment a little like that in Writer's Craft, though in my case the topic they shared was something along the lines of the theme of family (both biological and not). (So sue me, I was pretty into Supernatural at the time and the whole "Family don't end with blood, boy" theme really resonated with me for some reason.) Anyway, reminiscing aside, good luck!