We're just on a roll for game theory lately. I love it.
Something I'd like to discuss: the role of Staff and players alike in handling app rejections.
I think we all suffer a measure of anxiety when we see our app was rejected. Even though I've had plenty of times where the rejection is Staff helping me tighten up or giving me insight on how I can improve where my character fits into the game, I still fret before reading it in a flash of 'oh god they hate me.'
And as app staff, I sometimes wring my hands before hitting enter on a rejection in a: 'oh god they're gonna think I hate them.'
As I said: I've had app rejections help me improve my character. Unfortunately, I've also had ones that were nothing but negativity.
Which comes to those 'roles' I was talking about.
I think it's the role of Staff to... make sure you start out the rejection response with what you liked. Paradox and I strive to always do this. (Between his being a teacher and my experience in corporate-level training, we're both familiar with the concept of feedback-with-compliments) 'We really like your concept of...' 'We love what you wrote in your background about...'
And the rejections/recommendations should always be made with a mind of what's best for the game. You might have a really cool app, but if it'd be a conflict for the game or turn out to be really difficult to play on the game, I'm going to deny it (as a hypothetical: someone could come in and give me the coolest app ever for a bartender in Colorado Springs, but I'd have to reject it because the person in question would get almost no RP).
Staff should also look for ways they can help players in the approval process. I don't mean 'page people while CGing to tell them what to do.' I mean if you look at an app (FS3 in this example) and they've spent only 38 of the 40 starting points and they have just a Competent in Athletics when you think their BG justifies a Great... tell them. I 100% have rejected more than one app on SGM just to say 'Hey, I think your character needs a higher score in <skill>.' Don't let someone hobble themselves out of the gate.
I think it's the role of Players to... gracefully accept a rejection. Approach it with the understanding that Staff is looking out for what's best for both you and the game. Respect their vision and go in with the (polite) expectation that they'll respect yours. It may require some meeting in the middle and you may give up a bit more ground than them, but in the end: it's their game.
Players should also understand that a rejection of their app isn't a rejection of them. It's not a 'you're bad and you should feel bad.' It's looking out for you to have the best experience possible. So yeah, feel bummed for a few minutes that your initial app wasn't approved, but then sit back, read over what they said, and try to apply it.
There's also nothing wrong with feeling a need to defend an idea. Maybe it just wasn't clear enough on the first time. If you absolutely feel your character needs that 3 in Basketweaving: say so. But for each thing you 'take,' there should be some 'give.' If you want Staff to give in to you, be willing to give in to them. 'Yeah, I see your point about my Legendary in Composure when I have an RP hook about having anger management issues. But I do feel that I need to be an expert in underwater basketweaving because of the years in Tibet learning from a monk. I've written more in my BG to expand on that.'
Players have a responsibility to make a character that fits into the game and approaches Staff's vision for the game.
Staff has a responsibility to help players make that character, while respecting the player's vision for the character.
And both have a responsibility to treat one another with respect.