Timeline of simming

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Please help us expand this timeline by adding *significant* events from your sim club/group.

Contents

The Roots of Simming

Simming evolved from offline role playing games, fanzines and electronic bulletin board systems that were prevalent during the 1970s and 1980s.

1970s

  • Star Trek fans begin to organize fanzines - the predecessor of E-mail sims. Individuals would play a ship or character, write their bit of the story and snail mail it to a central person who would than combine the stories, write the conclusion, and snail mail the completed document to all the members of the fanzines.
  • Off-line role-playing games, such as [ttp://en.wikipedia.org/wiki/Dungeons_%26_Dragons Dungeons and Dragons] (D&D), take shape and grow in popularity. Many concepts from D&D are later incorporated into simming.

1980s

  • As early e-mail and electronic bulletin board servers take shape, fanzines and off-line role players begin to experiment with these new mediums. Electronic gatherings resembling Star Trek sims begin to occur on several college campuses.
  • As national online services grew in popularity, they began to offer content resembling simming. CompuServe provided an area where offline RPGs such as AD&D and RuneQuest could be played online. On America Online, Tracy Reed wrote the QuantumLink Serial, which was a hybrid online fanzine and primordial sim. AOL also ran Quantum Space, a play by email sim.

1990 and 1991

  • By late 1991, there existed several primordial sims - some officially sanctioned by online services, others private collections of online friends, and several occurring as random pick up sims - but no documented clubs. However, as online services began to grow in popularity, Star Trek sims especially are swamped by dozens of new members and upstarts. To meet the demand, Star Trek simmers begin to organize clubs, offering multiple sims and crews under one umbrella.

The Online Service Era

During the 1990s, the bulk of simming occurred on online services based in the United States - most notably CompuServe, Prodigy, and America Online. As the decade progressed, CompuServe and Prodigy were shut down, and many AOL sims moved to the Internet. The era was marked by massive turmoil as simming's popularity skyrocketed and clubs struggled to respond to the demand.

The early 1990s saw the creation of the first sim clubs. These tended to be focused on canon and organized around a military chain of command. The distinction between in-character and out of character was often blurred, as leaders frequently played their in-character persona at all times while online. One club came to dominate each of the online services of the era, Starfleet Online (later renamed Spacefleet Online) on America Online, Starfleet Online on Prodigy, and Fleet 74 on CompuServe.

In 1994, Starfleet Online on AOL broke apart. This created a unique dynamic on AOL. Fleet 74 on CompuServe and Starfleet Online on Prodigy remained dominate, controlling a majority share of the simming market on their respective online services until the demise of both services in the late 1990s. On AOL, the breakup of Starfleet Online allowed new clubs to take root, witnessing a flowering of simming concepts and management styles. The new clubs tended to emphasize creativity, with a diminished focus on canon. Non-Star Trek sims became popular, giving rise to sim groups, which housed multiple genres under one roof.

In December of 1996, America Online introduced unlimited usage - previously members were limited to 5 or 20 hours of online time a month before incurring steep charges. This fundamental change in economics rocked simming to its core. With unlimited online time, pent up demand for simming was unleashed. Many clubs found it difficult to adopt. Fights and wars broke out. Clubs shattered. But it was also a time of tremendous opportunity, experimentation, and creativity. Those who rose to the occasion had, by the end of the 1990s, built diverse simming communities with hundreds of members.

1992

  • Prodigy lifts its ban against online role-playing games. In April, the first documented sim club on Prodigy, the Starfleet Sim Club (STF), was organized by Admiral Kowalewski out of a collection of Star Trek fans who enjoyed role-playing and defending the Star Trek discussion board against attackers from the 90210 discussion board.
  • Starfleet Online is founded on Prodigy, and Spacefleet Online is founded on America Online. Several creation stories exist, including that the two SFOL's started as one club and broke into two, that members from the one club migrated to the other online service to found a mirror club there, or that the shared names are simply a coincidence. Regardless, both versions of SFOL became the largest sim club on their respective online services.
  • Fleet 74 begins on CompuServe. It quickly grows into the largest club on that service and ultimately becomes so successful that, on multiple occasions, it was the only Star Trek sim club on CompuServe.
  • Star Trek Sims (STS) is formed during the fall of 1992 on AOL. It starts as a small collection of simming friends, but later evolves into a full fledged club. One of its early members - TrekGuru - is credited with being the first person to apply the Game Master concept of Dungeons and Dragons to simming as the Sim Master. The Sim Master concept is later adopted by numerous groups and replaced the system of rolling online dice to determine the outcome of events, which was a common practice in early sims.

1993

1994

  • By 1994, Starfleet Online (SFOL) on AOL has become the largest sim club of its day, dominating simming and controlling a majority of the simming market on AOL. Sometime during the spring of 1994, AOL management approaches the leader of SFOL, asking if he would be interested in making the club the official Star Trek sim club of AOL. The leader agrees, apparently without consulting anyone in the club. Some in SFOL see the merger as a good thing, as it gives the club its own chat rooms, message boards, file libraries, and forum. Others see it as a hostile take over. SFOL soon breaks apart, with many leading officers and regular simmers who disagreed with the merger leaving to form their own clubs.
  • In May, AOL moves quickly to secure SFOL and terminates the accounts of several hosts, including Stanley Parker. Mr. Parker sues AOL and wins a judgment against the company in court.
  • On Prodigy, Starfleet Online continues to grow, unaffected by the events and lawsuits on AOL. By this point in time the SFOL on Prodigy is no longer connected to SFOL on AOL (if they were ever connected in the first place), and has become the largest club on Prodigy, dominating a majority of the Star Trek simming market there. In addition, to confuse matters, a third Star Fleet On-Line is formed in irc chat rooms by disgruntled members of SFOL on AOL. This third SFOL, created by Admiral Ryan and John Sisko, will go on to outlive the AOL and Prodigy versions of the club.
  • The Federation and Klingon Alliance (FKA) is offered to be an official club in the RPG Forum (Keyword RPG) on AOL after a meeting with Yvonne (Admiral TPau) and Admiral Andy B. Clements. Negotiations ultimately fail because AOL is unwilling grant key FKA members full Host Status. Nevertheless, Admiral Clements is able to secure message boards and usage of the RPG Conference Chat Rooms for simming purposes. This later prompts The Online Gaming Forum (OGF) to form the Non Affiliated Gaming Forum (NAGF) in late 1995.
  • In late 1994, Admiral Clements leaves the FKA with a single ship, the USS Excelsior, to form a new group, the United Space Federation (USF). Several key leaders, including Vice Admiral Phantom, Kyushu, and Rear Admiral Robby follow to assist with the creation of the USF. Admiral Clements skillfully exploits the problems of SFOL and recruits heavily. Soon, the USF launches the USS Stealth (under the command of Captain Connery) and later the USS Potemkin.
  • UNIFED expands beyond its IRC base and launches its first America Online sim - the USS Harold - in April of 1994. Over the years, UNIFED slowly builds its base.
  • The Federation Sim Group (FSG) is formed by a AdmGMad. He steps aside after only a few weeks, the first in a long line of sudden resignations, splits, and political turmoil for the group. Remarkably, the group survives, and thrives. Its unstable political climate gives rise to some of the most profound simming thinkers, including Dennis Busse.

1995

  • Admiral TPau is promoted from SFOL to the head of Online Gaming Forum on AOL, but remains active in SFOL.
  • In response to the problems at Starfleet Online (SFOL), and as a way to organize the rapidly expanding private simming community, AOL creates the Non Affiliated Gaming Forum (NAGF), providing private sims on AOL a dedicated area, complete with message boards, file libraries, and chat rooms. The NAGF quickly becomes the hang out and principle recruiting tool for the majority of sim clubs on AOL. Vice Admiral Data is placed in the position of Supervisor by Admiral TPau.
  • In early 1995, the highest ranking departure from Starfleet Online on AOL occurs. The Tigress, the publisher of SFOLs newsletter "CommLink," starts her own club, the Continuum Online (COL).
  • Despite the breakup of Starfleet Online, the club gained a commanding position in the simming world by becoming AOLs official sim club. It is able to rebuild and remains a key player in the AOL simming community until it moves to the Internet in the early 21st century.
  • The Alliance Simulation Group (ASG) is founded on the Internet and later expands to AOL, becoming a very large and successful club, noted for its diversity of sims, including separate fleets offering Star Trek, Star Wars, Babylon 5, and SeaQuest sims.

1996

  • Paramount Pictures enters into a contract with MSN to operate the official Star Trek website, titled Star Trek: The Continuum. A simming organization called Star Trek: A Call To Duty (ACTD) is established to provide role-playing activities on the site. Paramount than sues AOL for using the name Starfleet (as in having the official AOL sim called Starfleet Online). AOL is forced to rename the club Spacefleet Online. Starfleet Online on Prodigy is unaffected.
  • During August of 1996, Trek Online (TOL) is formed on Prodigy by Chas Hammer. At the same time, the UFP/SF is founded on AOL by Chip Rollins. The UFP/SF merges into TOL in January of 1997. Taking advantage of unlimited billing, TOL works to forges a club wide community, ultimately offering a dozen sims, as well as an assortment of trivias, games, chats, newsletters, and message boards. Trek Online becomes famous for its experiments with the fundamental nature of simming - including employing a rotating command structure, sims open to the public, sims without a set ship or crew, and the election of club leaders. The creativity of Trek Online gives rise to numerous award winning sims, as well as a club culture that expands beyond simming.
  • The Federation Sim Group (FSG) suffers a major split, out of which a group called the Warpspeed Sim Group (WSG) is formed.
  • The Alliance Simulation Group (ASG) absorbs the UFA, a group with talented members who become dedicated ASGers. Another small group, Science Fiction Association (SFA) breaks from the AOL branch of the ASG and establishes a small but successful group. Many members sim in both groups. A second small group, called the Allied Sim Association (ASA), is started by a former ASG member. Much like the ASG, the ASA runs sims of multiple genres and offers both AOL and IRC Sims.
  • United Federation (UNIFED) splits into three separate groups around December of 1996. The only group of sims to survive the split, under the command of Jon Shuni, is used to launch a reformed club in January called the Federation Sim Fleet (FSF). Over the next few years, the FSF, through a major recruiting campaign and a series of skillful mergers and acquisitions, grows into one of the largest and most successful clubs of all time.

1997

  • The split between the Federation Sim Group (FSG) and Warpspeed Sim Group (WSG) comes to an end when a tentative merger agreement is drafted by the two clubs on January 1, 1997. The draft is approved later that year.
  • Star Trek Sims (STS) suffers a major split in March when TrekGuru, frustrated by the direction of the club and its leadership, leaves STS. She is followed by many of the clubs captains and simmers. Together they form a new club, Final Frontier Sims (FFS). STS manages to stumble on until 1999 before evaporating, although, two sims survive the demise of STS and continue to sim until 2001.
  • The Allied Electronic Sims (AES) is formed on August 20, 1997, by splitting from the Federation Sim Group (FSG). The group eventually grows into one of the larger and more successful E-mail sim groups on the Internet.
  • The Celestial Prime Alliance (CPA) is formed on August 31, 1997, by splitting from the Continuum Online (COL). The group's formation is spearheaded by Gem Rhee, Joi'Ahn Kethry and Fred Shedian.
  • Tango Fleet is founded and goes on to become one of the major influences on the simming community through their openness and charity. In particular, graphics created by club members come to adorn websites across the simming community.
  • Bravo Fleet is launched by Mike Bremer and Pat Weber following what BF history calls "a very serious dispute" with the then CO of Tango Fleet. Bremer left with his sim, the USS Pegasus, and joined with Weber's young USS Miranda sim to form the new group. Unlike most other clubs of the day, Bravo Fleet holds its sims on exclusively on the internet and rapidly becomes one of the largest sim clubs. However disagreements over the way the group is being run leads to Weber leave to form Alpha Fleet.
  • Shaken by the turmoil unleashed by unlimited billing, the leaders of most of the major sim clubs on AOL begin to meet on a regular basis to discuss the status of their club and the problems facing simming. This soon gives rise to the Simming League, lead by Chas Hammer. On Prodigy, a similar grouping of leaders called the Association of Club Leaders comes together to deal with the problems faced by clubs on that online service, but the association fails to form a larger framework and soon evaporates.
  • Thanks to its stable, decentralized government, the Alliance Simulation Group (ASG) continues with success on both IRC and AOL. On AOL some of its sims overflow their chat rooms, causing COs to run their sims out of two chat rooms at once with resounding success. With the hiatus of a few (ASG) founding members, the AOL and IRC branches become more autonomous. This is widely considered the "Golden Age" of ASG simming.
  • The Science Fiction Association (SFA) closes it's doors after a year of general success. The leadership simply moved on, and realize that most of their members will sim elsewhere. Most members revive their participation in the ASG while others join the small but upstart Allied Sim Association (ASA).
  • Allied Sim Association (ASA) gains a surge of new membership as well as an ambitious pool of leaders from the dismantled Science Fiction Association (SFA). The Babylon 5 sims are particularly successful early on while the Star Trek sims build quickly. The (ASA)'s young membership quickly develop a strong friendship and regularly spend time together in the chat room "ASA Lounge." A culture of "Pick Up Sims" forms.

1998

  • The Non Affiliated Gaming Forum (NAGF) begins to provide private clubs the same resources AOL offers Spacefleet Online (SFOL), including enhanced message boards, Rainman generated forums, additional conference rooms, and recruiting tools. Admiral Andy B. Clements (OGF Andy) is placed in charge of building these forums and later that year is assigned to be the NAGF Supervisor.
  • The Starfleet Elite Forces (SFEF) is launched by Lemax, and the United Federation of Populated Planets (UFPP) is created by O'Bhoy. Both clubs grow to become large and respected members of the simming community on AOL and, influenced by Trek Online, build a club wide community.
  • By the summer of 1998, Prodigy and CompuServe are in their death throws, having lost hundreds of thousands of members to AOL. Fleet74 on CompuServe dies. Starfleet Online (SFOL) on Prodigy attempts moves to the Internet, but also fizzles.
  • Trek Online (TOL) and Member Focused Simulations (MFS) become the first simming republics.
  • Three midsize clubs on AOL merge to form the Online Simulations Association (OSA). While it's early success and dynamism inspires many other clubs to merge, the subsequent collapse of the OSA warns clubs about the dangers of large mergers.
  • The Allied Sim Association (ASA) faces difficulties such as harassment by AOL members with "over head accounts" and attempted takeovers by larger groups. The young group loses it's lone Star Trek sim in the fray. The Babylon 5 sims continue with great success. However, in the summer a brief and verbally hostile dispute takes place and one of the ASA's crucial leaders resigns.
  • The United Space Federation (USF) takes over SFOL as the largest simming organization on AOL.

1999

  • The Simming League organizes the SciWorld Online Convention - the first ever online convention devoted to simming. For a week in March, clubs opened their sims to outsiders as the simming world on AOL was united by a series of chats, workshops, games, and special events. The NAGF attempts to run its own version of SciWorld over the summer, but fails. In July, the Simming League follows with the first Tournament of Simulations, where clubs compete to determine who has the best sim.
  • Non Trek sims grow in popularity. An active fantasy simming community appears on AOL, as do Star Wars sims, lead by clubs such as the Republic of the Young, Star Wars Unlimited Fan Club (SWU), and Ashes of the Rebellion (AotR).
  • Due to policy disagreements, William Calhoun (OSA Calhoun) leads a split from the Online Simulations Association (OSA) to form the Interstellar Simulation Continuum (ISC). After Pete Anders (OSA Anders) retires, Ender Maki (OSA Maki) takes over what is left of the OSA. Maki later resigns the post to Matt Wood (OSA Matt), only to return to lead the group again and merge it into the Federation Sim Fleet (FSF).
  • The United Federation of Nations (UFN) is absorbed by the Federation Sim Fleet (FSF) on May 17, 1999.
  • Trek Online experiences its "Golden Era." As the head of the Simming League it becomes a major leader of the simming community on AOL. It's republican system and sim style is copied by several clubs. The members of TOL generate a dynamicculture.
  • Alliance Simulation Group (ASG) experiences a decrease in participation throughout both its IRC and AOL branches. While the decrease is by no means crippling, both branches begin to look to new and original genres to revitalize the group. Near the end of the year both branches see an increase in participation and begin to experience a second "Golden Age" of simming in the ASG.
  • With the core Babylon 5 membership holding strong, the Allied Sim Association launches an original fantasy sim and puts together a loose relationship with several independent sims and RPG groups. Unfortunately, despite claims that the membership rises to nearly a thousand through this merger method, the true (ASA) appears to fall apart some time in January due to a disagreement.

2000

  • The Evercrack Epidemic hits simming hard, causing hosts, simmers, and potential recruits to become addicted and disappear from the simming community.
  • In January 2000, Paramount Digital Entertainment, having discontinued it's contract with MSN two years earlier, drops sponsorship of Star Trek: A Call To Duty (ACTD). The exact reason for the separation remains unclear.
  • The Allied Confederation of Interstellar Planets (ACIP) is formed in January 2000, splitting from the United Confederation of Interstellar Planets (UCIP). The organization is founded by Evelyn K Hawke.
  • The FSG splits from FSG. In a somewhat weird split, about six sims from the Federation Sim Group leave to form the Fantasy Sim Group.
  • The Starfleet Legacy Alliance (SLA) is formed by Seth Cotis when his sim and two others split from the United Space Federation (USF) on October 1, 2000. At a time when Star Trek sims focus on battles and violence, Seth focuses his club on professionalism and establishes a hands off approach to the management of the sims to allow maximum creativity. The SLA grows rapidly and soon takes its place as one of the largest and leading clubs in the simming community.
  • Alliance Simulation Group (ASG) sees great success with it's new sims on both the AOL and irc branches. The most successful on AOL are reality special forces sims. On IRC, the successful X-Men sims are joined by a sim based on wolves - called the Wolf Pack. The ASG also sees renewed cooperation between the IRC and AOL branches.
  • Allied Simulation Association is widdled down to one E-mail based sim on Yahoo Groups called "Babylon 6 RPG." Though the Babylon 6 RPG remains a successful and entertaining venture for nearly four years, the ASA is no longer in existence.

2001

  • Bravo Fleet, by this time made up of four 'task forces' suffers two major splits when approximately 1/3 (this figure is disputed by BF) of its sims leave to form Obsidian Fleet. Two senior members of BF (the TFCO and TFXO of Task Force 72) are amongst those to leave. Another 5 or so sims also leave to form Deep Space 14. Despite this loss, Bravo Fleet goes on to expand to around 10 task forces by the end of 2002.
  • Chas Hammer announces his retirement as the President of Trek Online (TOL) on August 31, 2001. SO'koth Vidiot qul'tuq is elected the new President, but under him TOL begins a slow decline.
  • In the Alliance Simulation Group (ASG), the AOL branch continues to develop new sims from several genres. Though many of the new sims are short lived they seem to provide refuge for simmers who need a break from the standard Babylon 5, Star Wars, and Star Trek sims that still dominate the group's over all participation. Unfortunately, the IRC branch enters into a steady decline while the AOL branch suffers a sudden and drastic drop in participation. Bitterness develops within each branch and between the two branches.

The Internet Era

By the early 21st century people no longer needed a national online service to reach the Internet. Just as had occurred in 1997, clubs that refused to change with the times died. The impact was gradual, but those clubs that did not leave AOL and move to the Internet slowly suffocated. Depending on ones location, the transition to the Internet caused a boom or hardship. For the few clubs with access to top of the line programming talent, the Internet offered seemingly unlimited growth and opportunity. But for others, it was a struggle to maintain cohesion, attract recruits and establish an identity on the Internet.

As simming diffused across the Internet, the grand old clubs of AOL that did not move entered their final death spiral, clubs lost contact with each other, and traditional means of recruiting and advertising broke down, making it harder for all but the very few clubs with top of the line programming talent to remain competitive. This limited creativity and made it difficult for individuals with fresh ideas to get started. Compounding matters, Star Trek - one of the main engines of simming - had declined and gone off the air. In its final years the series had degenerated into massive battles, causing many Star Trek sims to become little more than battle sims. Many feared that simming was slipping into a dark age or would end all together.

Yet, despite the concerns, new clubs utilizing Internet tools begin to hint at a renaissance. The few clubs with top of the line programming talent - such as the FSF, SLA, and Bravo Fleet became new empires that dominated simming in ways that had not been seen since the days of SFOL a decade earlier. The new empires also professionalized and institutionalized simming in ways never seen before.

By 2005, simming was completely centered on the Internet. This new era offers clubs the ability to reach thousands of simmers and provides new programming tools to organize people. But there are challenges to overcome - competition from online games, fragmentation and isolation of the simming community on the vast Internet, and the difficulty for new clubs to attract attention and recruits.

Today, Content Management Systems, wikis and other tools have given simmers with good ideas but who are not skilled programs the ability to compete and get their ideas off the ground - and a new flowering of sim clubs has occured. New genres - such as Stargate and Firefly - are brining new vitality and creativity into simming, and e-mail and message board sims have perhaps, for the first time, become more popular than chat sims. Discussions about the death of simming have ended, and a new era of prosperity seems to be in the air.

2002

  • The Simming League begins a painful transition off of AOL and onto the Internet.
  • The Star Trek Simulation Forum (STSF) is formed on July 31, 2002, by splitting from Spacefleet Online (SFOL). In the course of the following months, approximately 1/3 of the operating advanced sims move to the new group. The STSF becomes the largest home for games formerly associated with AOL's SFOL. By October 2002, the organization is recognized and advertised on the official Star Trek website.
  • Spacefleet Online (SFOL) is converted to member run status by America Online and loses AOL sponsorship on December 2, 2002. Thirteen days later, the group's official forum is closed.
  • Conditions deteriorate in the AOL branch of the Alliance Simulation Group. Low rank administrators attempt a take over, the Advisory Council fights among itself, and two key leaders retire. The AOL division is ultimately reduced to one sim that is occasionally active. There is a glimmer of hope when a few inactive sims appear ready to start up, but they lose participants and collapse again.
  • Utilizing custom made Account Management Systems, both the Federation Sim Fleet and Starfleet Legacy Alliance become dominant sim clubs.

2003

  • With the Simming League sputtering, clubs and captains establish other methods to keep in touch. One of the most successful ones is the RPG-Captains e-mail string, a simple forum for simming leaders to discuss and learn from each other. It's approach to discussion with no rules or set membership requirements causes it to attract many members.
  • The Galactic Freedom Command (GFC) is formed in 2003 by splitting from Spacefleet Online (SFOL). Approximately 10% of the games that had been associated with SFOL in June 2002 leave to form this new group. Currently, it remains the second largest home for operational sims formerly associated with AOL's SFOL.
  • In April, due to dissatisfaction with President Penny Boopter, Trek Online (TOL) splits apart when approximately half of TOL's sims leave and follow SO'koth Vidiot qul'tuq to form Rogue Fleet.
  • The New Worlds Project, an original science-fiction play-by-post club, launches utilizing the e-107 content management system.
  • The last official sim of the Alliance Simulation Group AOL branch is run on Halloween night on the only ship in the ASG that seemed to remain consistent through the turmoil of the previous two years. While no one seems aware that it will be the last sim, a handful of retired members return for the final sim. At the same time, participation in the IRC branch of the club appears to be limited to "hanging out" on the main channel.
  • Spacefleet Online (SFOL), long starved and abused by years of neglect and lack of resources from AOL finally breaks with the service and moves onto the Internet as a private sim club. The move is a rough one, with several games not surviving the relocation and only further hurting the group's already reduced schedule.

2004

  • Seth Mattinen, web master, long time member and admiral of the Alliance Simulation Group (ASG) officially declares the AOL branch closed on July 29th with the full support of what few members were lurking on the Log Boards as well as the last official CinC and DCinC of the AOL branch. The closing of the AOL branch is preceded by the closing of the IRC branch by Admiral Nakoma on June 19th.
  • In July, Penny Boopter resigns as the President of Trek Online (TOL) and hands the remains of the club - which consist of a few half function sims - over to Chas Hammer, who promptly disbands the club.

2005

2006

2007

  • Please help us expand by adding key events from 2007.

2008

  • UCIP reorganizes its divisional structure to a more practical system. The Trek Division is formed as the home of all the UCIP Universe based simulations. ISD is formed for independent Star Trek sims and simulations based in separate genres. This correction leads to a renewed focus on simming and UCIP moves beyond the turmoil of the early decade. Several new simulations arise and successful recruitment efforts by a new era of adept GMs leads to a slow but steady growth. This is also a year of return as several simulations that once departed UCIP begin to come home.

2009

  • Please help us expand by adding key events from 2009.

2010

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