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The purpose of this guide is to walk you through the RPG proposal process, with explanations of why the process is the way it is, what the Operations Office is looking for, and things to consider as you create this document. Most basically, your proposal should demonstrate very clearly why your concept will be successful and what your preparation level is for running it.

General Evaluation of Proposals

The Operations Office considers factors both related to the proposal itself and to your history as a member in Bravo Fleet, as an RPG is more than just checking a registry item out, it's an exercise in leadership, interpersonal relationships, and good citizenship. Game managers provide a service to the fleet by organizing their games, and so we vet proposals very thoroughly to ensure a positive experience for everyone.

A successful prospective GM has:

  • reached the rank of Commander and has already requested a primary command;
  • demonstrated familiarity with the command system (i.e. fiction writing) through contributions to their primary command; and,
  • created a potential CO character that is realistic, appropriate, and effective as a model for potential applicants.

A successful RPG proposal demonstrates clearly:

  • how the concept will have broad appeal for Bravo Fleet's members and be able to successfully recruit;
  • why the particular ship or base was selected, especially in terms of how its class will support the premise outlined;
  • how the missions the RPG will write are connected to the premise, with major story beats and explanations of how members will engage in each mission;
  • why the concept is suited to an RPG rather than a fiction;
  • how the platform selected (Nova or BFMS) supports the concept; and,
  • why the potential GM wants to run an RPG.

Concept

"Explain the premise, theme and focus of your game that will make it stand out as unique and interesting within the Bravo Fleet universe. Describe in several paragraphs how your game will add new storytelling opportunities for players, how it might overlap with existing games, and why you are proposing to use the class of ship or base you've selected."

Picking a Ship or Station

It is important to pick an appropriate class of ship or station to match the premise you are going to describe. If you're intending to do exploratory and first contact missions, a tactically-oriented ship would be a poor choice, just like a science vessel would be a poor choice for tactical missions. That's not to say that games can't be set around ships ending up doing things they aren't designed for, but the ship's stated mission (i.e. what it's been ordered to do in-character by Starfleet) should match the class you select.

When selecting a class, it's good to spend some time in the specifications area of the wiki, as each modern class has a detailed write-up with substantial information on what a class is intended for and what its strengths and weaknesses are. In particular, pay close attention to the "In Play" section on each class, for some quick and easy tips on what to do with a particular ship.

Here are some concept types and which ships are suited to them (sorted by age):

  • Long-Range Exploration: Elysion, Vesta, Century, Luna, Rhode Island, Intrepid, Galaxy
  • Exploration closer to Fed. space: Inquiry, Resolute, Odyssey, Norway, Nebula, Ambassador, Sovereign, Excelsior
  • Science: Grissom, Nova, Norway, Olympic, Springfield
  • Tactical: Inquiry, Manticore, Argonaut, Diligent, Rhode Island, Akira, Defiant, Prometheus, Saber, Sovereign, Typhon, New Orleans
  • Generalist: Inquiry, Reliant, Resolute, Steamrunner, Nebula, Ambassador, Excelsior
  • Scout: Rhode Island, Saber, Challenger, Cheyenne, Centaur
  • Utility: Parliament, California
  • Humanitarian: Resolute, Atlantia, Odyssey, Parliament, California, Olympic

This isn't all-inclusive or restrictive, but could help guide your thinking.