@The_Supremes said in Finding roleplay:
New Puppy Syndrome, however, is a big drain on staff time and resources. An ST may have a finite interest in their own PrP. They want to run the scenes, they want the things to happen, and then they're done. But their players, and folks who hear about these events second and third hand may want to poke at these goings-on or the aftermaths. The PrP ST, however, is done with it and no longer has interest. This is fine, but that means the aftermath RP (usually investigation type stuff) lands in staff's laps. I need to keep tabs on what PrPs are running, have been run, etc, so that when I get weird +requests from players that make absolutely no sense to me otherwise, I know who's new puppy this is that they got bored with and sent back to the shelter. Unlike with the real puppy, there's no ethical failing here, but taking a first look at a PrP before it goes live lets me be ready for the secondary and tertiary effects it might have.
For starters it's your game, so please treat the following as an counter-argument rather than criticism. If what you're doing works for you and your players that's great, keep it up.
... But it seems like a counter intuitive way to look at PrPs. Look at how I read it: "Storytellers might run things to their conclusion so that several players involved enjoy the story but others who come too late to join the fun will ask staff to keep it going after some fashion. I'd rather make it harder for the first part to happen than have to deal with the second one."
When good plots are ran everyone wins. Dealing with the aftermath of plots is indeed a hassle but not having them in the first place is orders of magnitude worse. It'd be easier - for example - to ask STs if they don't mind answering a few late threads about their stories even if only to inform people any further trail has gone too cold (the mysterious muggers have gone to ground, the orcs have retreated to their mountain lairs, the cultists appear to all be dead) than to pre-empty the fun with red tapes and hoop jumping.
What I've found is that many people who want to run plot but don't are discouraged before they start. For the most part that's just jitters ("do I know the mechanics enough? What if someone uses powers/mechanics I'm not familiar with? Is my story fun enough?") which may or not be something others can help with - confidence is gained through practice - but anything added to the heap just makes it even more likely.
See, what you view as perfectly reasonable and benevolent approval process ("just talk to me, we'll figure it out") is very often seen as an obstacle, a reason for staff to look down at a creative task that's often fuzzy in the early stages. Having someone trying to poke holes into a plot before it even gets off the ground isn't fun, after all, and few people can take rejection or even constructive criticism well.
In my experience it's always better to go back and fix things that don't work than to not have things which do never get off the ground in the first place. I'll never get tired of saying this: Storytellers and coders are by far your scarcest resource as a game-runner, so the more staff can do to stay out of their way until something goes wrong or if they ask for help - as opposed to putting obstacles up - the better it is.
But as in all things your mileage may vary.