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USS Ark Angel

OOC - Ship Class/Name Change Idea - Everyone Leave A Thought Please!

Posted by Ensign Caelian Weir (Engineering Officer) in OOC - Ship Class/Name Change Idea - Everyone Leave A Thought Please!

Posted by Fleet Captain Drudoc Andone (Commanding Officer) in OOC - Ship Class/Name Change Idea - Everyone Leave A Thought Please!
[snip]

I don’t think we need a name change (like the others, I’m fond of this one) but perhaps a decision of WHAT and WHO we are would be helpful. A multi mission ship seems a bit vague and leaves folks wondering how to develop characters. I think as GM and CO you need to decide what you want the ship to be and then we can discuss classes or such. But just ‘change of class’ is like saying ‘pick a rug’… how big, what color, for what room, for what purpose… too many variables in this time of moment.

What do YOU want the ship to be doing (as CO and GM)? Then we can ( as a ship if you wish) help narrow down choices from there on ship etc....

My two cents.... Meli

When I say multi-mission ship I mean that we dont just commit to say a combat sim or diplomatic or whatever we mix it up sim to sim.

It is hard for me as CO/GM to say exactly WHAT I WANT as I dont wish exactly to dictate what and how the crew plays or experiences things. I’ve always believed to try to be more freeform in being the CO/GM on the ship. That said I HAVE been having a big itch to do something ‘different’ then the usual trek experience, something which would set us apart from the usual main fleet ship without exactly needing a say alt-rpg charter. I had alot of fun as GM a few years ago running a more grim and gritty series of sims for in xfleet on the Albert Einstein with that ship and it was over all well received by that crew. I am not saying doing the same thing on the Ark Angel is in order but something ‘different’ is more what I am seeking, so ideas for that put ‘difference’ put into the usual sim to sim scope would be welcome in suggestions.

Does that make more sense?

GM CockRoach

At the risk of dropping more than two cents into this here bucket—and let’s face it, I’m more a dollar-fifty guy when it comes to posting—I see a few different points on this topic that I think should be considered. Here we go:

A name is a first impression, not a long-term commitment. A name is a name, frankly, but it does (and should) give a bit of flavor to what you’re trying to build for it’s end goal. We have ship profiles for a reason, and maybe that’s where you should focus your energy. Want to run a gritty, serious sim series? Write it out so that you attract the writers you want to see. You can always change it between sims when you want to take a different tact, and you can use the ship board to remind people in the current sim what they need to know. Ma-a-aybe not call it the USS Fluffy Bunny, but even if you do your mission will eventually attract the same sort of energy you’re trying to put out.

History doesn’t have to determine future. This point is probably going to make waves, but don’t let what the ship used to be dictate what it’s going to be, otherwise you might as well give up now. Unless the current roster is 75%+ original crew, it’s not really the “old Ark Angel” anyway. If you’re really worried about doing the current name justice, find out if there’s a way to retire it or pass the name on (I don’t know, I’ve only been here a year) so you can start fresh. But right now, this is your ship.

You don’t need a gimmick to be different. Unless you’ve got your heart set on something specific, a flexible ship class is better for a wider variety of stories. The Star Trek universe is vast and varied, from dimensional rifts with alternate timelines to advanced alien technology that rearranges matter into medieval castles for the lolz. Even a civilian transport could have some wacky and gritty adventures in a universe we’ve still only scratched the surface of. Use the “fiction” in “science fiction” to your advantage. Most of us are too layman to know the difference anyway!

Use your unique position. You’re the GM and the captain! You have virtual boots on the ground in your own narrative, so use that to help nudge the story along if it starts to lose steam. Find the balance of being that relaxed GM that let’s the writers play in his sandbox without adult supervision and the GM that wants to control every aspect of the story and gets mad when you improvise. Most of us aren’t science officers or engineers, so we may not know the right questions to ask to jumpstart things when they start floundering. The captain should be the most experienced person on the ship, so they would have a longer career to draw on when things get dicey. You can be involved without being a dictator, laid-back without being absent.

The point that I’m trying to—and hopefully—make is that the USS Brick the Federation garbage scow can explore new worlds and boldly go where no trash has gone before. Will the name turn some people off? Sure. Will the class of ship make some people look elsewhere? Maybe. But if you are up front about what you’re running and who you’re looking for, you’ll attract the people you want to see for your sims. They’ll be happy, you can help them work together to write some great stories, and it will work out in the end. Look at your team, see how they work together (or not), and make adjustments as you need.

You’re not going to make everyone happy, but you can make your team successful with some work and hard thinking. You’re already doing a solid job, especially asking for feedback, so don’t fret! And remember, there are the rest of your writers that can help, too!
—Jas—

I firmly Say NO to any of that nonsense Rob hasn’t the Ark Angel been the Ark Angel since STF first got started and furthermore The Mythology Class is perfection This is a case of if its not broke don’t fix it

KG

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