STF

GMD and GM Interview with Lindsay Bayes!

Posted Oct. 30, 2019, 10:44 a.m. by Krystelle McLean (Assistant CMM) (Krystelle Knight)

Hey Linds!

Thx so much for sitting down with us this month to discuss the GM Department and being a GM with us! I have separated the two interviews below but feel free to discuss any point as much as you’d like!

GM Department Interview

1)What is the GM Department for?

The GMD is more or less there to manage the our pool of GMs and train new ones so that we hopefully always have enough to cover any vacancies in the club. We also host resources on a variety of GM topics.

2)What are the requirements to become a GM and how long does it take?

There are four(ish) steps you have to complete in order to be a GM: 1) Do the GM Course and pass the Exam (we have a new one!) 2) Have been in the club at least 6 months and reached the rank of full Lieutenant, 3) Obtain 3 recommendations from other GMs (with some caveats) and once those steps are satisfied 4) Successfully complete a Training Sim. Once you pass your training sim, congrats you are now a licensed GM!

As for how long, there is no waiting limit on taking the exam, so if it’s something that interests you, you can take the exam at any point! You might have to wait slightly to meet the time or rank limit, but most people who become DHs can hit the rank req fairly quickly. But at minimum, including the time limit and average sim length (~9 months, most often 1 year), it’s going to take 15-18 months to get your license.

If you have more questions about any of these things, do ask us. We’re happy to walk people through the process.

3)What is the Reference Manual?

The RM is a repository of Species and Powers (ie. think governments) in the ST Universe. While we have some of the canon standards, you’ll find quite a few custom creations by STF members. Many of these were used in sims and therefore useful for that person to have a record for people to reference. It is NOT mandatory to add your species/powers to the RM, but we fully encourage people to do so if they wish. The RM also has some handy reference guides on star and planet classifications. If there is something else you think we should include, let us know.

4)How accurate is the Star Chart to the registered Star Trek Universe?

Very? lol. It is based off of published maps in the Universe and expanded upon. We contacted the artist who did the base map on DeviantArt and they were very happy to let us use and edit the map to our hearts content. So we’ve added STF specific content in there, including starbases, planets and fleets. It’s a work-in-progress, so if you have suggestions, contact us.

5)What is the Archive Submission library for?

This is the place where our records for all GMs and sims are held. Each GM is required to file a submission at the beginning and end of each sim, as well as (hopefully) a fairly details summary at the end of what happened. Not only does this allow for accurate GM records (and correct ranks!), but this is a great place for people to learn about the history of a ship. Especially when starting as a GM on a new ship, it’s good to look at what sort of sims have been done before so you’re not duplicating things or doing the same theme over and over again.

6)How hard is it to submit a created species and/or planet submission?

It’s quite easy. We’ve got a template that you can use and all submissions go through a review process before they are added (much the same way we do for ship specs in the EDept). How long that takes depends on whether you need to go back and make some revisions and post it for review again. Even the most experienced member usually needs to revise something at least once.

GM Lindsay Bayes

1) How long have you been a GM?

Almost nine years now! I started my GMT sim back in Dec 2010.

2) What is your GM name and how did you choose it?

I go by Mischief Maker and honestly have no idea how exactly I decided upon it. It was most likely a comment in IRC (pre-Discord days folks!) about me causing mischief in my side sims (I liked to blow things up a lot), and it stuck.

3) What type of sims do you usually like to GM?

Mine are always very rooted in character development and deeper themes. I love a good bit of action, and while I am trying to get everyone through the plot points, I try to keep the plot in service to the characters, both GM and PCs. My sims tend to be more complex and layered, and therefore do take a bit longer to complete.

4) How do you come up with your sim ideas?

It varies, as I’m sure it does with any GM and writer. I’ve had random ideas come to me while watching TV shows or movies and jot down a line or two to come back to another time. Other times I’ve had a clearer idea of something and fleshed out a few details. Sometimes I have to sit down and brainstorm the next sim for the ship I’m GMing because nothing in my document of ideas fits or maybe the crew needs something with a specific feel at the moment.

5) How do you usually plan out your sims? Is it just in rough point form or is it written story form? How in depth do you get?

I start out with covering the 5 W’s (Who, What, When, Where and Why). I create a cast of characters and give them a few vital details and sometimes even a short bio. Most of the time I do the worldbuilding first before I worry too much about plot. When I start I have the worldbuilding and characters, the basic story concept and usually the first act mapped out.

6) Do you plan out your sims right to the end or does your story change with how the crew sims it?

I stop planning after the first act and jump into things, usually knowing the first plot point I want us to hit. This allows me to craft the story around what the characters are doing but also nudge things where I need them to go. While I could dramatically change the story if I needed to, I try to keep to the main premise of the sim: if I promised you a mystery, then solving the mystery is the goal. If your crew is being held hostage, then by golly you’re going to have to try and work yourselves out of that mess! How it ends I rarely know until we get to the final act where I will sometimes script those final bits to make sure things keep moving and so I know what I need people to do. A satisfying end to a sim usually means tying up loose ends and I want to make sure I’m not forgetting things.

7) GMing is a hard job and it can take a long time to get through a sim, what keeps you going?

I often have to stop and remember what it was that drew me to this story idea and why I was so excited to start it. I always start out enthusiastic and sometimes things can get derailed, or move so slowly you can’t maintain momentum. That can be really hard and frustrating. So, either on my own or talking to others, I work through the issues and purposefully try to generate something at that point that will get me excited to keep going. Other times I just need someone to give me a kick in the ass to keep me from mentally heading to the worst case scenario (ie. things usually aren’t going as badly as I might think they are).

8) Do you have any advice for someone thinking of GMing?

Practice! The best place to try out managing storylines is through a side sim that involves more than one department and multiple people. DO talk to your CO before you start anything like that, but this is one of the best ways to see if you can carry a plot from start to finish without the pressure of having to keep the majority of a crew busy.

Also, ask questions! The GMD is a great place to ask whatever comes to mind, both on the board and in Discord. There’s a masterclass of alternate GM styles happening in November everyone should poke their heads into (shameless plug). GMs are happy to be a sounding board when you’re stuck, or unsure about something. Message or email another GM whose style you admire or gravitate to and pick their brain. We tend to be a friendly bunch that way.


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