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Why Do We Need to Recruit?


I’m glad you asked that! In my Treatise on Trek Simming, I outlined several reasons why this kind of Star Trek Simm is important. I mentioned the reasons that I choose to devote a large part of my free time to creating an environment in which we can all grow and learn together. Part of keeping the environment intact, part of keeping the perpetual story moving along, is having enough players.

Obviously, having six or seven writers constantly contributing to a storyline not only makes it flow seamlessly, but also gives it a depth that cannot be achieved with a smaller number of players. It’s important for us to understand the need for recruitment both because people who aren’t familiar with Star Trek Interactive Writing don’t tend to go looking for simms and because there are a large number of player-hungry simms out there.

You know as well as I that not all players that join us are able to stay with us. Generally it’s not because they don’t want to, but because life gets in the way. Nonetheless, we loose players sometimes and recruiting is the only way to keep the number of players you have at the right level.

The bottom line is, the more people you have on your ship, the more successful it will be simply because there are more ideas, more people to write when other can’t, and more ways to look at a situation. And again, because people aren’t out there looking for us, we need to go looking for them.

Is There Such Thing as Too Many Players?

It really depends on the ship and the Captain. I feel that too many players may get cumbersome and could become confusing. That said, remember that if your ship has too many people, it makes it possible for some of your players to spin off and begin their own Far Point Fleet ship, thus growing the fleet as a whole. It’s a win-win situation.


By Russ


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