|
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
|