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Bravo Fleet TF72 Command Application
In order to become a the game master of a simulation  ("simm") in Bravo Fleet, you must become the in character commanding officer of the ship/base represented in the simm. Bravo Fleet has developed a number of guidelines for play within our community to create a fair and equitable environment.
Before applying to become a CO in Bravo Fleet, you should read through these rules which can be found in two parts: The Bravo Fleet Constitution and the accompanying by-laws.
From within these rules, you should note the following specifics:
  • No player shall command more than one ship in any part of Bravo Fleet (with Bravo Fleet main and each affiliate being defined as a "part") and no player shall command more than two ships Bravo Fleet wide (with Bravo Fleet wide meaning Bravo Fleet main and all of its affiliates as one unit). Constitution - Article III, Section 2.9
  • In order to receive command, all Simm COs shall agree to obey the Bravo Fleet Constitution. COs are also responsible for ensuring that all players on their simm are aware of the Constitution, the rights they enjoy therein and the responsibilities of the Simm CO. Constitution - Article III, Section 2.10
  • You cannot become a CO in Bravo Fleet unless you have either "six months verifiable experience on an active Bravo Fleet Simm" By-law #9
  • You accept that, if you become a CO, Bravo Fleet retains ownership of the name and registry number of your ship and may reuse it and reserves the right to contact your crew should you go missing or resign from the fleet to offer them other opporunties to play in Bravo Fleet. By-law #9   
  • You will be required to complete and pass command academy, develop a website for you simm and obtain a crew of 5, in addition to the CO, making a total of 6, before the simm can be declared 'active'. Constitution - Article III, Section 2.1
Before applying to join a simulation in Bravo Fleet, please  read Article III, Section 1 of the Bravo Fleet  Constitution which outlines the rights and responsiblities for our players.
If you have read and understood this section please complete the following application and someone will get back to you about a position in  one of our games.
By submitting this form, you acknowledge you have read and agreed with the above.
 
YOUR NAME: Jordan

E MAIL ADDRESS: elianatamerin@gmail.com

YOUR AGE: 19 (birthdate 01/29/1989)

Please list your RPG experience:
I have been Trek simming for seven years now in various RPGs. My characters' achievements have ranged to a LCdr Chief Tactical Officer after three years in Federation Space, to short-lived captaincies of my own. Most of my Star Trek experience has not been as a CO, but as a lower player, but I have been an XO several times, as well as part of fleet staff for a few short lived (six months) ventures. A list of Trek RPGs is below, but these are only those whose names I can remember:
Federation Space
Echo Fleet
Seventh Fleet
Omega Fleet (was a CO)
Tactical Command (three instances of it)
Tango Fleet
Megiddo Project
Bravo Fleet: NEO

Outside of Trek, I have roleplayed in several other genres. The list is below: (* means I was a member of the staff)
Harry Potter:
Ultimate Hogwarts
Starlight Village*
Olympus Academy
Of Ages Past*

Serenity:
Finding Serenity

Star Wars:
The Moons of Iego
Sithspit/Sithspawn
Star Wars: A New Age
Star Wars: Echoes of the Force
Star Wars: Trinity*
Dark Times*

I have also led my own Narnia-themed RPG, called Into Narnia. Currently it is suffering due to activity, but hopefully it will come back full force.

Please take a moment to explain why you have chosen to join us: I have chosen to join you, Bravo Fleet, TF72, because having simmed in NEO already, I like the kind of simming experience that Bravo Fleet provides. I'm certain I would find that in TF72 as well, and in any TF in Bravo Fleet.

CHARACTER INFORMATION:
Full Name: Mackarios "Mac" Volakou

Race: Miran (See: Miran Species Proposal for BF Canon)

Gender: Male

Age: 428 (born c. 1958)

Place of Birth: Miri's Planet

Brief description of character's appearance and general attitude:
Appearance
Mackarios is only four feet eight inches tall, standard for his apparent age, but shorter than most officers in Starfleet. His features are a marriage of browns, his eyes, hair and skin tone all display a shade of brown. He has a medium build, not stocky but also not too thin.

When off duty, he dresses in the typical clothes of his years, garments fashionable for young males in the galaxy. He tends to favor earth-tone colors, browns, darker greens, etc. in his clothing, and to a lesser extent the color blue. His attire on duty rarely wavers from the standard uniform, though sometimes he allows his uniform to look more casual.

Personality
Pride is central to Mackarios' work, he does what he does with passion, and his pride shows through. He is somewhat of a braggart, and perhaps a little arrogant, for when Mackarios does a good job he likes others to recognize that it was his doing. His pride can turn on the defensive, though, if someone criticizes his work. Mackarios tends to lash out aggressively, through words, fists or some other form of retribution.

Mackarios is, much like any Miran, still a child at heart. And while he has learned professionalism, his childish tendencies still surface occasionally at times when he should be working, despite his efforts to keep it in check. Off duty, he generally allows it to run rampant, from playing pranks on other crewmembers (with varied reactions) to games with other children or even other officers on the holodecks.

Humor is Mackarios' coping mechanism. When he feels negative emotions, or senses that others around him are, he tries to lift spirits by way of jokes, pranks or acting in a humorous manner.

Character's biography, history and other relevant factors:
Early Life
On another Earth, in the mid-20th century, a boy was born to Elias and Callista Volakou, whom they named Mackarios. They were a quiet family, living on another North American continent, attending school and jobs, for many years.
 
Unfortunately, their son Mackarios, was a bit of a hothead. He got into arguments in school, and fights after school. In their neighborhood, though he would play somewhat well with the other kids, if a dispute arose, Mackarios would use his fists before his mouth, or feet. This worried his parents to the point of seeing a doctor, who told them that it was normal for boys his age.
 
In one instance, when Mackarios was eight, he got into an argument with his father, and tried to hit him. His father dragged him into a closet and locked Mackarios in until he was calmed down. The closet had a light, which was lit immediately so he wouldn't sit in the dark. There inside the closet, was an old radio and some tools, apparently thrown away while in the process of an attempted repair. Since there was nothing else to do, Mackarios began to work on the device to pass the time.
 
His parents had all but forgotten about their son when they heard music wafting through the house from the closet. When they opened the closet, they found Mackarios, beaming from ear to ear, proud that he had fixed the radio of his own doing. When his parents realized his constructive abilities, they immediately set about teaching him how to use tools around the house and do a bit of woodworking in the meantime. Most of all, however, Mackarios loved to take electronic devices apart and see if he could put them back together. A few early attempts failed miserably, which resulted in his mother always having to wake his father for work from then on, but his skills improved over time.
 
Post-Virus Life
And then, one day, the whole world came crashing down. Mackarios was eleven when the outbreak of a dangerous virus occurred. The teenagers at school began to get sick, his teachers got sick, even his parents. The madness that struck the adolescent and adult inhabitants of that other Earth was terrible to watch, and worse to consider what was next. Mackarios and the rest of the neighborhood children soon learned that death quickly followed, leaving them orphaned and stranded. They banded together with several other neighborhoods, children of all ages, though most were at least aged five or so. The couple of three and four year olds were younger siblings of older children, most others, they figured, probably didn't know enough to get out of their houses and join them.
 
Mackarios later learned the origin of the virus, though not for many centuries. He and the other children banded together, becoming the Onlies, one of many such groups scattered throughout the planet. They played foolies --games and pranks, for "fooling around"-- and scavenged the many abandoned areas of their city for food and other groups. Once in a while, they would meet another group, which would prompt an ongoing series of foolies between the two, until one group moved on to allow the other to scavenge there. Over time, the children's memories began to fade, forgetting their parents, their deceased siblings, and their lives before the virus. All that remained was play, and for the Onlies, play was life.
 
During this time, like many other children, Mackarios took the nickname "Mac." Partially because the younger children had problems pronouncing his name, and partly to put aside his past, Mac became his primary name, while Mackarios faded into disuse, and eventually from memory altogether.
 
Unlike his name and his memories, Mac's love of tinkering did not cease. Every time their group would happen upon some electronic piece, he would collect it for later practice. When working batteries began to get scarce after the first century, Mac expanded to mechanical devices, making odd contraptions, much like his combination of kitchen utensils and a crank phonograph which would deliver a punch to the face of whoever cranked it.
 
After their encounter with a group of Onlies in 2266, the Federation began sending medical teams and personnel to help the children recuperate. Many resisted at first, having no desire for their world of endless play to be over. Mac was one of those children, and he continued to play with his much-diminished group of Onlies. The Federation tolerated their behavior at first, but after an incident in the 2290s, most of the remaining pockets of Onlies were brought to the Federation Institute of their planet, designated by the Federation to be Miri's Planet.
 
Miran Institute
The Federation Institute on Miri, also called the Miran Institute, instructed the Miran children with a standard education that Federation citizens received. By the time Mackarios attended, the curriculum had been mostly set with many successful results, but it still took the instructors several years to overcome the conditioning of the children, set in place by centuries alone without the presence of adults. Adjusting to a new way of thinking, new knowledge, and most of all, a new era, was difficult for Mackarios. His lessons proceeded slowly, and often he required private tutoring to stay at the pace of his classmates.

In his free time, Mackarios began to tinker with some of the modern gadgets that the Institute provided him. Sometimes he would check the refuse bins to fish out equipment that had been thrown away, then to tinker and toy with it. Sometimes he would take them apart and try to put them back together, but after learning how Federation equipment worked (and the parts were generally standardized, making it simple to construct a toaster or a clock from similar parts) the excitement of that method began to fade. Sometimes he would salvage equipment for parts or just try to repair it.

His instructors began to take notice of his hobby, and they soon developed an angle to better teach Mackarios. He was given a curriculum optimized for his learning style, which greatly increased his success in school. Within a few years, he had passed his classmates in his studies, finally completing his schooling at the institute in three years less time than the average.

Like most of the Mirans, Mackarios worked with a counselor during his time at the Institute. The counselor helped him with behavior and similar issues at first, but as he progressed, the counselor began to focus more on helping Mackarios with interactions on a more adult level. By the end of his schooling, as he and his instructors, counselor and the Institute's commandant, met to determine what would happen to him next. A suggestion was made to become an engineer, due to his hobby, and his counselor encouraged Mackarios to apply to Starfleet, recommending that he would pass the required assessment of Miran children with ease, because of the success he'd had with the counselor.

Starfleet Academy and Early Assignments
Mackarios was finally accepted into Starfleet academy in 2307. There he worked hard, but the classes were not tailored for him, and he soon fell behind. It took all of his determination and working with a counselor and several tutors to keep him from failing. He didn't graduate near the top of the class, or with his original classmates, but finally became a Starfleet Officer in 2312.

His first assignment was to the USS Paraguay, a training vessel. He stayed there for two years, learning all he could and growing in maturity. His commanding officer, by the time he finally transferred to a permanent assignment, still put down on his record, "Likes to play minor pranks and frolic if not attended carefully. Recommend bunking with seasoned officer or regular visits with the counselor."

The USS Los Angeles became his next home in 2314. On the Los Angeles, Mackarios received his first promotion, a full four years after graduating from the Academy. By 2320, he had transferred once again to the USS Pioneer, still as a regular Engineering Officer. He stayed aboard the Pioneer for five years, earning a promotion to full Lieutenant after two.

His next assignment was his first in any sort of higher position. Mackarios was recruited to the USS Corus as the Assistant Chief Engineer, which he would serve in for six years. While he was slowly advancing, the greatest obstacle to promotions was his immaturity and childish behaviors, including pranks. Several of his Department Heads and Executive Officers remarked that an officer like Mackarios would likely never make it past the rank of Lieutenant or serve in any great position of authority. His behavior, they reported, was simply too unpredictable, and Mackarios was faced with threats of demotion or reprimands for disorderly conduct.

USS Princeton
Mackarios defied those odds in 2331, transferring to the USS Princeton as its Chief Engineer. There, he met a then-Lieutenant Commander Alexander Morin, the Chief Helm Officer and the ship's Second Officer as well. The two quickly formed a friendship and spent a great deal of time together, their friendship becoming a true bond. This bond tested itself when the Commanding Officer accepted a promotion to the Admiralty, promoting his Executive Officer in his place. The new Commanding Officer, an Andorian shen, took an immediate dislike to the friendship between Morin, whom she'd promoted to Commander and her Executive Officer, and Mackarios.

After several years, Morin convinced his superior officer that Mackarios was worthy of a higher post, and she promoted him to Lieutenant Commander, and to Second Officer of the ship. His new position didn't last very long, as two years later, in 2338, Morin took an offer to be the Commanding Officer of a ship, on the one condition that he could choose anybody to be his executive officer. To no surprise, he chose Mackarios, and both of them transferred to his new ship.

USS Edgar Allen Poe
Morin's ship was an aging Miranda-class vessel. Even though the class had been refit once already, the Edgar Allen Poe was still ancient in terms of modern technology and equipment. Their missions were generally to backwater Federation worlds, resolving issues that didn't need fancy flying or a dazzling show of phasers and torpedoes. Still, Mackarios enjoyed his time aboard the Edgar Allen Poe, until 2346, when Starfleet decided to mothball the ship to allow for new ships to combat the Cardassian threat.

USS Agincourt and Demotion
For nearly twelve years, Mackarios served under newly-promoted Captain Morin on his new ship, the Cheyenne-classed USS Agincourt as his executive officer, as he had on the Edgar Allen Poe. Those long years, the two formed a very workable bond. Morin understood Mackarios' personality, his quirks, and did his best to tolerate some of them. And Mackarios knew Morin's seriousness, and tried to balance that out with his erratic behavior. If he had wanted to, Mackarios could have landed a captaincy anywhere with Morin's recommendation, and it was his goal to eventually do so. However, Mackarios couldn't bear to leave Captain Morin, not with the kind of team the two made.
 
On a mission to help resolve a dispute on a Federation world, Captain Morin was fatally wounded on an away mission. Instead of commanding the ship and trying to resolve the conflict, Mackarios stayed by Morin's side until he passed. The bond they had, the years and experiences they had shared, were too great to allow himself to follow his duty. After Morin died, Mackarios did his best to finish the mission, but ultimately Starfleet sent a member of the Admiralty to do what he could not accomplish. Commodore Stephen Baker was sent to resolve the dispute, after which he assumed command of the Agincourt.
 
Baker and Mackarios were immediately at odds. Baker's first action was to reprimand the Miran for not completing his mission properly, putting too much time into staying next to Morin's deathbed. Mackarios was shocked at the senior officer's demeanor, and their relationship only deteriorated from there. When, several weeks later, Mackarios pulled one of his pranks on the crew, programming the mess hall replicator to turn anyone's dish into a plate of dead tagh, Baker demanded to know who was responsible. One of the crew, knowing Mackarios' fondness for the pranks, implied that it might be him, and Baker immediately summoned the Miran.
 
Mackarios admitted playing the prank, reasoning that the crew needed a laugh after their Captain's death. The Commodore would hear none of it, warning that another prank would result in severe consequences. Mackarios ignored Baker, thinking that it would only be a short time before another Captain was assigned to take over the Agincourt. It wasn't for a few more days until another prank occurred, and again Baker summoned Mackarios. Instead, this time it was not his doing, but another crewmember's, one who shared the First Officer's notion for light-hearted pranks. Baker immediately demoted Mackarios to Lieutenant Commander. When he tried to protest, Baker demoted him again, to Lieutenant Junior Grade, and informed him that he would be reassigned.
 
Crushed by both his former Captain's passing, and his demotion and reassignment, Mackarios spent a few months on the USS Bermuda before giving up. He resigned his commission and retired from Starfleet, leaving behind the life he had known for over fifty years.

Retirement
Mackarios found an apartment on Risa and relocated there following his retirement. Risa had most every form of entertainment, which kept him busy and interested often enough. The entire planet was essentially a giant amusement park, and the child in him was let out full-force. For years, nothing drove him but the daily games with other children, exploring a new part of the planet, and even growing comfortable enough to play pranks on other inhabitants, even those in his own building. Although engineering was still a hobby of his, Mackarios had been out of the field for over twenty years. Even his few months on the Bermuda couldn't do enough to update his knowledge, so much had become outdated. The games occupied most of his time anyway, so even as a hobby, engineering would have been slow going.

After five years, Mackarios grew bored of life on Risa. He journeyed to Miri's Planet on vacation, to see what his homeworld was like a half-century after his departure, and found a very different world. Most of the Mirans had been educated through the Miran Institute now, and it stood mostly defunct. Some Mirans had left, but most stayed, resuming the normal course of life for them as in the past few centuries. Of course, now the Mirans had new technology, and instead of foolies in the streets, they played foolies in state-of-the-art holodecks. They raced atmospheric shuttles and pranked each other with random transportations to far-off cities. Mackarios became enthralled in the life of a Miran again, and absorbed himself into the world once more.

The years passed again, and Mackarios grew bored with endless play. He had experienced work, a life in Starfleet, and accomplishments. Play, although enjoyable and something to be passionate about, didn't quite give him the satisfaction that Starfleet had. Miri's Planet was governed by a legislative body, the Council of Youngers. Though the elections were generally just popularity contests between best friends, Mackarios ran. And surprisingly, he won his first time.

The Council of Youngers was really nothing more than a playhouse with little work actually being done. Mac's first session determined that ice cream would be served daily at 3:00 PM instead of 4:00 PM and that any remaining bedtimes would be completely eliminated. Future sessions ensured that the children were never involuntarily served any vegetable that was green, yellow, red or purple, and absolutely forbade the import of Lima Beans and Cod Liver Oil. Still, amidst the play, some work was being done. Mackarios still didn't feel completely satisfied, but his terms in the Council felt more comfortable than endless vacation on Risa or outside the Council on Miri's Planet.

Starfleet, Part II
After years of a growing urge to return to Starfleet, Mackarios finally did in 2376. He returned to the Academy as a graduate student and studied Operations, both in an attempt to familiarize himself with modern systems, as well to give him more opportunities with a different career. He graduated, on time, in 2378 from his two-year Masters degree program. The graduation also came with a promotion, to Lieutenant, and the choice of any ship in the fleet.

Mackarios chose the USS Prominence, a Norway-classed vessel. The ship was commanded by a Bolian named Tixt, a former member of the Agamemnon crew, who at the time had been just a normal Science officer. Although the two never developed quite the same bond that Mac once had with his friend Alex Morin, their relationship was strong enough to ensure that Mackarios became the new Chief of Operations when the original officer transferred to another ship. His relationship with Captain Tixt improved and grew stronger, and they became good friends. The Miran learned that Tixt had opposed Commodore Baker's demotion of Mackarios, and left the ship soon after. Tixt thought Mackarios was a worthy officer, certainly one worthy of being an Executive Officer. So when the current Executive Officer accepted a promotion and ship, Tixt asked Mackarios to step into the role.

The USS Prominence was Mackarios' home for eight years, until he was offered a Command in Fourth Fleet. Parting with his good friend, Mackarios accepted the command.

COMMANDING OFFICER QUESTIONNAIRE
Please describe what you see as the out-of-character duties of a Ship's Commanding Officer:
I see the OOC duties of a ship's commanding officer to be the leader of the simm, much like a small-scale version of the BFCO or TFCO. They oversee all the operations, logistics, etc. They are the final decision-makers and the master implementers of new changes.

Specifically, I see them having the following duties (although I don't think this is an exhaustive list):
  • Recruitment
  • Personnel Management (Promotions, awards, changing positions/ranks)
  • NPC Management
  • Mission development
  • Website Management
  • Dispute Mediation/Problem Solving
  • Liaison between crewmembers and TF/BF
Describe what you see as the in-character duties of a ship's commanding officer:
In-Character, the CO takes on many of the same duties, such as personnel management, liaison, dispute mediation/problem solving, and, to a minor extent, recruitment. These duties are modified within the IC environment, of course.

In addition, the CO is the head of the starship. COs are an official representative of the Federation and Starfleet in First Contacts, they are the final decision-makers and master implementers of new changes, they also must make sure that their ship is operating smoothly.
 
Describe how you see the relationship between a CO and XO in running a ship:
I place a large importance on the relationship between the CO and XO, both IC and OOC. While the IC relationships can be varied, and indeed it can be enjoyable to write conflicting viewpoints and personalities, in an OOC manner, the CO and XO need to be able to work cohesively. Together, they run the simm, and without each other, the simm can literally fall apart.

I feel the CO is duty bound to consult the XO on changes and decisions. It's both a check on power, as well as an adviser position. At times, an XO's opinion, whether in line with the CO's thoughts or not, can help to point out potential errors or better rectify a problematic situation. This kind of relationship can exist ICly as well, and ideally it should, but it is most important to occur OOCly.

What will you do to recruit quality writers to your simm:
I would try to approach worthy candidates that I found individually, however that method would likely not produce a stable crew. In the end, I would have to rely on ads and networking to do most of the recruitment.

However, for each new player, I may attempt to contact them before accepting. I would require a writing sample, and from this as well as my conversation with them, I would attempt to judge their level of quality. And then I would also let them try it out, if they weren't able to produce quality writing, then I would encourage them to find a simm with players closer to their writing level.

How would you go about motivating a player that has lost interest:
I would try to talk with the player, to see what has caused the lack of interest. Hopefully, the player and I can come to an understanding, perhaps the lack of interest was over a confusion or misinterpretation. If there is a specific problem, I can attempt to deal with that. If they have nothing to do in the mission, then I can also introduce an element to the mission to give them a task or some participation opportunities.

Ultimately, however, it's up to the individual player. If they have lost interest permanently, there's little I can do. Hopefully what I can do is enough to garner their interest once more.

How would you deal with a crew that has lost interest or where morale is low:
It really depends on the situation. Most often a crew loses interest when a mission stagnates or when a mission is uninteresting. In those cases, speeding up the mission can be a solution. Or, if the situation warrants it, changing or dropping the mission altogether.

Other times, the players don't feel comfortable, an increase in OOC interaction can help alleviate that and foster community. This may occur especially with an influx of new players, or during the period of recruitment.

Scenario 1: An IC character has taking a dislike to another player's character. The second player feels that he or she is being singled out personally and reacts poorly or becomes upset. What do you do?
I would speak with the player and remind them that this is a game, and that part of the enjoyment derives from abstracting oneself from their character's direct reactions. Players need to realize that the same emotion they feel can be turned into inspiration for a post, if done carefully. Eventually, I would hope that the player would mature in realization enough to avoid any future issues.

Scenario 2: Two players in the simm have an OCC  disagreement that spills into the sim's list and turns from a friendly disagreement into an ugly fight. What do you do?
I would immediately approach both players and reprimand them for letting their disagreement become public and upset the entire ship. I would remove, relocate or edit the posts if possible, and then try to have the two players resolve their differences. Even if they cannot, I would warn them that a second outburst will have in-game consequences, and possibly removal from my ship.

Scenario 3: A player come to your with a complaint that their character is never included in the storyline. How do you determine if this is their fault for not writing themselves in or the nature of the storyline? Explain how you would deal with the situation.
I would ask for the player's input on how they thought the storyline was excluding the character. Then I would look at my mission outline, and the posts already made, and see if what the player said made sense. If it was an outright mistake on my or the player's part (I forgot to mention something, or the player didn't pick up on a line) I would point it out and take steps to include the player's character more directly in the mission.

If the mission is written weakly for that player's character, I would also suggest that they devise some kind of subplot or character development angle that they could occupy themselves with. In the next mission, the player's character would be strongly considered as a main supporter, if not having the mission based around that character.

Scenario 4: A player does not get along with you or the XO personally. How do you deal with this situation?
If a player isn't getting along with my XO, then I would probably have him report to me instead. And vice versa, if the player isn't getting along with me, I may ask my XO to handle any direct encounters with the player in the future.

Scenario 5: You have a civilian character who is unsure how to become involved in your current plot because of the nature.  What do you tell them and how do you help them?
I would do pretty much the same for scenario 3. I would take a look at the mission and see if there was a way I could involve them, and if not I would suggest (and even help) the player form a subplot or character development angle. Then I would try to include them in the next mission at a higher priority.

Scenario 6: A player posts an overly aggressive, sexual or foul post. What will you do?
I would remind the player that the simm's rating is 13+ (or whatever it actually is) and to consider that there may be players as young as the minimum age. If the software allows, I would ask the player to tone down their post, either glaze over details, fade to black or replace the real world profanity with something in-universe. And I would ask the player not to write posts of a similar nature in the future.

Scenario 7: A player requests a transfer to another simm. What will you do?
First, I would ask the player why they had requested the transfer. If it was a problem that had not been identified before, I would inquire as to why, and attempt to resolve the issue. If it was a problem that had been brought up before, and a solution already given, I would ask how the solution was not working and what the player would suggest as a solution, instead of transferring. I would try to get my XO's input on this, unless they are the one asking for the transfer, and then I would likely get my TGCO's input on it.

If there is no problem, or the player desires only to transfer to resolve the issue, then I would attempt to make arrangements for it. I would ask that the player at least finishes out the mission before transferring, so that there are no disappearances in the middle of a mission. Missions can always be steered in one direction or another, and I might try to involve a player's character's transfer ICly reasoning into the mission, perhaps allowing a subplot's climax to culminate into the character's resolution to transfer. I would always attempt to help the player leave with a positive attitude towards the simm, even if their leave was over a problem.

Scenario 8: You have an issue with a member of the Task Force staff, what do you do?
I would first try to approach this member, to see if I could resolve the issue without involving outside parties. If the staff member and I cannot reach a resolution, I would involve the superior staff member, even going up to the Division CO.

I would attempt to handle the situation by PM/email/IM versus forum posting or public rants. I do not believe a situation like that could *ever* be handled via those last two forms.

Situation 1: Your ship has lost staff. What is your solution to maintaining your sim and staff?
I would first speak with the members who have left, if possible. If they could provide reasons why they left, it would help me to better the situation for future members.

Then I would confer with my XO on a new recruitment campaign, targeting whatever areas that we both agree to. I would probably aggressively campaign for a few weeks, and then try to find a steady medium for recruitment in order to keep my new staff if recruitment proved successful.

Situation 2: You've become bored with the RPG for whatever reason. What do you do?
I would speak with my TGCO and XO to see if I could find ways to increase my motivation. Maybe add a new mission twist, start a subplot or character development angle, or explore a new OOC activity.

Situation 3: How do you determine a player deserves a promotion? What if you don't like the person?
Ideally, I would like to read over every player's post and assign it a score. I would keep the score tallied personally, it wouldn't be something that others would see. Posts would be scored on quality, quantity (whether a post was too short, or excessively long, not necessarily more points because it was longer), creativity, development (character and mission/subplot), and miscellaneous. That post score would be weighed against OOC interaction and the actual IC aspects of the character.

Players would not be eligible for promotion based on their post score alone, in fact it would have no actual bearing on promotion. The scoring is simply a tool to provide a neutral outlook on a player's posts, without attaching the specific elements of their posts. Players who help to advance the missions, develop their characters and behave well in an OOC manner on a regular basis would be eligible for promotion. Both myself and my XO would be involved in selecting candidates for promotion.

For me, both IC and OOC participation weigh heavily. A player's IC participation is only part of their participation in the simm. If someone is only participating ICly, then they may not be promoted as fast as someone who participates well in both IC and OOC areas.

The post score would help to offset my personal feelings towards a person. If I didn't like a person, if their behaviors in an OOC manner annoyed or irritated me, etc., the post score would help balance that. If I was irked by someone always, for example, making jokes OOCly and seemingly was never serious, I could look at their posts. If their posts showed me they were eligible for promotion, then my personal irritation would have to take a backseat. My XO would also help offset this, as both of us would be involved in the promotion process.

Situation 4: You are approached by another sim group to ask you to leave Bravo Fleet with your ship and join them. What do you do?  What do you tell them?
I don't think that a fleet that needs to ask other ships to join them is a worthy fleet in the first place. I would probably report them to my TGCO/TFCO and politely decline their offer.

What Ship Class do you prefer:
1st choice: Intrepid
2nd choice: Nova Refit (or Nova)
3rd Choice: Ambassador

Sample Post: Post on this situation:
It's 0330 hours and you're asleep in your quarters. You're in the middle of a nice dream when the ship's red alert klaxon blares you awake and your XO is on the bridge saying "Captain to the bridge! Red alert!"


"Captain to the bridge! Red alert!"

'Mmm, no thanks,' the boy thought to himself, still well entrenched in his dream. Why should there be a red alert during tag? That didn't happen. He looked down the street, there were no cars coming. Some part of his brain told him that cars had been obsolete for centuries, but he didn't listen. After all, he would expect someone to yell "CAR!" instead of "Red alert." 'What do you mean, bridge? There's no river near the city.'

"Red alert! Captain, please come to the bridge. Captain, respond."

'Bridge, oh, isn't that the command center of a starship? That's silly, I'm not on a starship, I'm on--' the boy bolted upright, his dream completely faded. He was still groggy but one thing was firm in his mind: Red Alert! He had to get to the bridge. NOW! Gripping the covers, he threw them back and planted his feet on the floor. The leggings of his pajama bottoms fell to his ankles, reminding the Miran boy of his attire. Should he change or not? Change or not? 'Better question, should the ship not get blown up or should it?' The sarcastic thought forced the decision, and he set his feet to motion. Heading for the door, he ruffled his hair slightly, as if that act alone would cure his bedhead.

The corridors were, of course, empty. 'What time is it anyway?' the boy thought. He spoke the question, addressed to the computer this time, "Computer, time." It answered back promptly that the time was 0332 hours. 'Is that even a real time? That is, unless you're staying up all night, or it's Christmas morning.' Another voice added, 'Or your birthday.' The painful reminder came at once, he never had a birthday anymore. Not only did he not remember his birthday, nor could the Federation scientists find the information in the mountain of data they had poured through in the first few decades after their discovery of Miri's Planet, but what purpose would it have served. Birthdays were for people who grew older by the year, and this boy most certainly did not. He aged just one month per century, what purpose would a birthday serve, but for a reminder of that which he could not attain? At least, not for millenia.

His thoughts had carried him all the way inside the turbolift. The Miran boy realized he was standing inside, but the lift hadn't moved. He called out, "Bridge," and the chamber hummed as the lights on the walls indicated the direction of movement. Up. Towards the bridge, towards whatever this red alert was. Thoughts and questions raced through his mind, the only one he didn't consider was, 'Why would my XO be on the bridge at 0332 hours anyways?'

The double doors of the turbolift split to reveal the ship's bridge. The boy half-stumbled out, still slightly groggy from being woken just minutes before. His right-hand officer, the Executive Officer, stood at his arrival. The Miran said nothing but simply nodded, and the Executive Officer began to report. The words only half-registered on the Miran's brain, it was occupied by only one real thought: 'Oh boy, this is gonna be a long day.'

Marketing Data: How did you hear about Bravo Fleet and why did you want to join?
I can't recall how I heard of Bravo Fleet. I joined the USS Agamemnon originally because I had written a Miran character specifically for the TMP era. I wanted to try her out, and I had never really simmed in that era before.
  • Last Edit: October 21, 2008, 08:24:58 pm by The Insane Admin