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Bravo Fleet Task Force 93 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: 21 (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
Darkened Dawn

Bravo Fleet Experience:
Bravo Fleet: NEO (USS Agamemnon)
Task Force 9, USS Hale CO

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*
Threads of the Force*

Narnia:
The Hardest Story
Into Narnia*

CHARACTER INFORMATION:
Full Name:

Race:

Gender:

Age:

Place of Birth:

Brief description of character's appearance and general attitude:
Appearance


Personality


Character's biography, history and other relevant factors:


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 (Shared with XO (and department heads, depending on the size of the simm))
  • Mission development (Shared with crew, I don't think ONLY the CO can write missions, there are other qualified writers on simms)
  • Website Management
  • Dispute Mediation/Problem Solving (Shared with XO, following CoC)
  • 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. I would attempt to take as much advantage of participation in Bravo Fleet's own recruiting mechanisms as possible.

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. Writing skills aren't my primary interest, but rather the amount of effort someone puts into their posts. Are their posts well thought-out? Do their posts develop the character(s)? Can their posts advance the plot, be it personal or mission?

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. I would encourage the two to contact each other via PM, email or IM and talk to one another, get to know each other. Many misconceptions can arise simply because of a lack of communication, so understanding that the first player wasn't acting out of malice would be crucial for the second player to realize the true situation: just writing conflict into the story. 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?
Personally, I prefer to rate simms at 17+ or 18+ to avoid some of the ambiguousness. While it does exclude some perfectly decent (and sometimes excellent!) writers, I'm aware of from my own experience, it also allows those who are writing on the simm to write without fear of offending someone or crossing a line as far as PG-13 or such goes.

If a player is constantly writing posts like this, which are detracting from the overall quality of the simm, I would sit down and talk with the player. I would remind them that this is a community game and a collective story, and some of the content of their posts may be going a bit overboard. I would encourage the writer to seek out appropriate situation constructs to write an aggressive post, a sexual post or include foul language, but to be mindful that not every post is appropriate for these kinds of content. The writer's character may also have to face in game consequences for their actions, which the writer needs to be aware of.

And at the most extreme, if a player cannot manage the content of their posts more appropriately, I might ask the player to tone down their posts, either glaze over details, fade to black or replace the real world profanity with something in-universe.

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: December 22, 2010, 12:49:23 pm by The Insane Admin