@Thenomain said in Staff’s Job?:
@Arkandel said in Staff’s Job?:
Either way I think @Thenomain wanted us to debate more what staff's job is and not what it isn't.
More than that.
What makes someone a "staffer" and not a "player"? Is there anything special? Do players get any advantages staffers do not?
Okay, let me take another stab at this then.
There are several skills I consider essential for staff that are not necessary for a "player". I'll list them again: managerial ability, communication, decision-making, time management. You can get away with not having any or all of them (possibly not communication) and still be a good or even great player.
There are also several skills that aren't needed to be staff but are mandatory for players. Roleplaying ability is almost unimportant (unless they want to be running plot) as I've legitimately worked with great game admins who were very average as players but had a great work ethic, they could build, code, answer questions, create wikis and helpfiles very well and their grasp of theme was excellent; you can have all those things and still not be a creative poser or breathe life into your characters after all.
Above all I think what differentiates staff from players when it comes down to it though is perseverance. There's a little bit of madness in staffing and to do it in the long term you simply can't have a thin skin. You can't let negative comments or criticism get you down. You need to be able to listen and adjust but not be a pushover. And you need to do these things for a long period of time; there's no such thing as a great staff member who gave up a month in.
For bonus points... having your players' respect is such a treasure. Being able to say "guys I know this is weird but trust me..." and have them give it an honest try is fucking gold. It's so easy to lose this yet if you have it you can run My Little Pony By Night and it can turn out to be amazing.
Half of staffing is getting people to buy-in after all.