Okay, more verbosity!
@Thenomain said in If you work hard, son, maybe someday you'll RP:
@Thenomain said in If you work hard, son, maybe someday you'll RP:
And you have an organized support network, which is far more than non-staff players can say.
I disagree that this is even guaranteed to be true at all, much less that it's a benefit that only staff can claim
And I think you're starting to put words in my mouth. If I ever mentioned that staff were not entitled to benefits that were available to players, or that players couldn't also share benefits available to staff, then shoot me now because that's entirely the opposite of what I meant.
Okay, please don't take this exasperation as a personal attack or anything. But you literally said that staff have an "organized support network", and that it was more than non-staff players could say they have. That implies that an "organized support network" is not a benefit that non-staff players can say they have, whereas staff are guaranteed to say they do. The sentence stating that is even in the block of text you quoted to write that reply.
But for reference, with bolding, to show what I mean:
@Thenomain said in If you work hard, son, maybe someday you'll RP:
And you have an organized support network, which is far more than non-staff players can say.
I took that to mean that players could not say they had the that benefit, whereas staff are guaranteed it. So apparently I misunderstood what you were saying, but I feel like saying that my interpretation is "putting words in your mouth" is maybe a bit much.
Regardless, even with your clarification—that what you mean by 'organized support network' is access to all chats, the jobs board, all bboards, etc. is a huge perk—I honestly still kind of disagree with this premise. I know it's common to say that knowing what happens behind the curtain is a huge advantage to staffers, as though you can just handwave and say that the ability to look behind a certain is a net advantage to staff as a player. It's not.
Let's take a personal example here.
I enjoy Arx's storyline, and enjoy storytelling in it. I enjoy writing lore and backstory on Arx to use in that storytelling, and I love watching players uncover those seeds that have been planted and grow whole plotlines out of it. It's wonderful and rewarding! ...as a GM, that is.
As a player? It actually kind of sucks sometimes.
I mean, first off, you shouldn't be using things you know OOCly (like, for instance, lore you wrote) to inform IC actions, so knowing something OOCly means you should be really careful about learning it player-side and examine your IC conclusions carefully to make sure they're justified, in a way most players don't usually have to. Did you unconsciously follow that particular route of logic because you already knew the destination ahead of time? I thus examine a lot of my IC conclusions a lot more closely than I ever had to as just a player, before deciding if that's actually what I'd take away as the meaning of the vague hint we just found about some bigger secret.
It's also exceedingly rare for plot revelations to surprise me on an OOC level. Another player might look into who they're a reincarnation of, and be shocked OOCly when it turns out their past life was a historical figure whose reputation they know. Whose journals they've even read! Oh my gosh! Those are wonderful moments as a player. I, as a staffer, generally cannot have them, because chances are I know the reincarnation story OOCly already.
It's like if you work backstage at a theater where a new play is being put on, you've seen the play in all its various stages. You've seen the dress rehearsals. You know all the script revisions. You know the music cues and the scene changes. You know about the giant mechanical dragon that lowers from the ceiling at the end of act 2, and even how it works. And hey, that's cool!
But that also means you cannot have that moment the audience can, where the mechanical dragon descends to hang above the actors, its mane blowing dramatically in the 'wind' made by the fans offstage as the gears in the neck tick and it tilts its head to regard the characters below gravely. The audience sees this and gasps, because it's new. It's a surprise. They just see the sight of an immense clockwork dragon, and can enjoy that moment.
But working backstage, you saw the dragon being built. You not only know there will be a dragon at the end of act 2, so it's no surprise, but you even know exactly how the armature works. You know how the stage lights cause the lubricant on the gears to evaporate if you put it on before the show, so the darn thing will stick unless someone gets up into the rafters and greases it up between acts 1 and 2. You know that one of the stagehands was re-attaching one of the scales on the spine before the show and spilled a bit of adhesive in the mane, and there wasn't time to fully clean it, and you hope no one has noticed there's a patch of hair right over there that isn't fluttering in the wind.
There's no surprise and perhaps little sense of wonder to that moment of reveal on opening night.
So, sure, there are advantages to knowing what happens backstage, but there are also some serious disadvantages too, and those really shouldn't be discounted. What that exact mix/ratio is probably varies from game to game, sure, and maybe on some games it is really an unmitigated advantage. But I don't think you can say that's universally true, and therefore is guaranteed to make up for the hard/unpleasant parts of actually working in that backstage area.
Anyway, I suppose that was a heck of a lot of words to say basically "I don't agree that 'the job should be reward enough for the job' is a philosophy you can universally apply to staffing, much less one you should. Especially when the perceived 'advantages' inherent to doing the job can also be disadvantages."
I appreciate that in this most recent post you do clarify that you feel other games can try it if they think it'll work for their culture. That's cool! But I feel like when we say that in threads like this, it usually carries the implication of "Yeah, if you can convince your players that's kosher, fine, but I will still expect games I play on do otherwise."
And that's the part I think is actually not entirely healthy for the community.
It's the difference between saying running a book signing event and saying "I think the fact that the volunteers will—by nature of their job—be spending time with the author as stock is signed is perk enough." (which is fine, it's your event) versus being an attendee at someone else's event and appending "And therefore this person who brought cookies as thanks for their volunteers is doing it wrong; they either should have brought enough cookies for all the attendees, or they shouldn't have brought any at all!"
At any rate, I think I've said enough words to count as 'enough' on this topic over the past two days, so I have said my piece and shall try to let it be.