Sorry, but no, Theno. I both disagree with the implication that perks are universally a bad thing, and feel rather strongly these supposedly-inherent benefits to staffing are either not guaranteed, or even actively harmful to the game.
So I'm going to address those point-by-point, and I'm probably going to get characteristically verbose; for the likely-impending wall of text, I apologize in advance.
@Thenomain said in If you work hard, son, maybe someday you'll RP:
Tangentially: It never ceased to amaze me that people who staffed acted like they needed benefits.
Why? I mean, demanding perks—especially specific ones—rather than being offered them is super gauche, yes. But staffing is an unpaid volunteer position, and many real-world unpaid volunteer positions do offer perks or benefits to say thank you.
For instance, I used to help out with organizing author Q&A and signings at the local bookstore. I did not work at the bookstore, I did not get paid for this. And because I was volunteering, I couldn't just sit in the audience and be part of Q&A, I needed to go 'flap' the store's entire stock of books for signing (i.e., sticking the first few pages under the front flap of the dust-jacket, so that each book would open immediately to the page to be signed). I got to do it within earshot of the Q&A so I didn't miss any, but I didn't get to participate and ask my own questions. I also had to show up early for any signing to help prepare, and I had to stay late (sometimes very late) afterwards to help see the store's stock signed, put away all the chairs, and all that.
That kind of saps some of the fun out of the event, no question. But in return there were non-monetary benefits I received.
I got to hang out and chat with the author without a crowd around after everyone had left, since I was standing there to help pass the flapped stock over to sign. And this particular bookstore liked to take the author out for launch/dinner (or at least provide food) after the signing was done, if possible; I'd get to go along for those. I've gotten to share a meal with some of my favorite authors as a result. I have lots of anecdotes and fond memories from those meals and the post-signing chats.
And some specific signings ended up having other perks, too. For Terry Pratchett's final signing at the store, on his final book tour, his health was bad enough that he said he could only sign a handful of books compared to all his previous signings. So the signing slots were given out to lucky audience members at random via raffle, only about 20 slots for the like 350-ish people who showed up. (It was honestly really unfortunate; the poor guy visibly felt bad when he saw how big the audience was and everyone's hopeful looks during the raffle.) But he had said he'd also sign a book for each of the two volunteers without our needing to be in the raffle, so I still got my book signed.
Those are perks. Were they unfair? Maybe some folks in the audience at those events would say they were, sure. Maybe they wanted to have dinner with the author, too. Maybe they felt those two signings that Terry gave the two volunteers should've been raffled off to attendees along with the other 20. But those folks also showed up right before the Q&A rather than coming early, they got to ask questions during the Q&A rather than flapping books, and they left right after their books were signed rather than sticking around to clean up.
Those folks did not have to turn away people who showed up at the door to see their favorite author one final time on what he'd said would be his final book tour, only to be turned away because they had not read the event listing and so hadn't realized the event—unlike pretty much every other signing—was ticketed, and that tickets had sold out weeks earlier. They did not have to turn away folks in the event who tried to get into the signing line despite not having winning raffle tickets, pleading how important an author Terry Pratchett was to them and how this is the last time they'd have a chance to get his signature, and surely one more person in the line wouldn't matter?
(Dealing with the disappointment and anger at that signing was not my favorite experience as a volunteer.)
Similarly, players get to focus on just RP. They don't have to spend time going through requests. They get to be be pleasantly surprised by plot twists and dramatic reveals, not having been privy to folks writing them. They don't have to worry about people paging them when they're trying to RP, going, "So, I have this policy question" or "can I get some clarification on this GM response?" They don't have the unpleasant job of dealing with player management (i.e., "stop harassing Becky OOCly for TS immediately, this will be your first and only warning").
So, yeah, I think perks/benefits for unpaid work are not necessarily a bad thing in general. And I think the same can be true for a game offering perks to the staffers.
But those kind of perks should always be additive; they should be a benefit to the volunteer without being a detriment to someone else. If, for instance, one of my perks as a volunteer at the book signings had been to kick someone out of the signing line and take their place? That would have been a terrible perk, and absolutely would've been unfair.
So maybe a staff perk offered on one game is "where normally you're limited to two PC alts, a staffer can have one extra as thanks for their hard work." Maybe a staff perk on another is "Once a year, as thanks for your hard work, you can put in a request for GM action without having to pay a luck point/AP/karma coins/whatever." Neither of these perks are detrimental to someone else, but do offer a small perk for all the volunteer work.
Now, sure, maybe it's ideal if those perks are written somewhere so that players know "Oh, staffer Jane is playing three alts because that's a perk for a staffer doing all their work." versus "Staffer Jane is playing three alts; she's clearly cheating! Get the pitchforks and torches!" But the perks for volunteering at the book signings certainly weren't made explicitly clear to the attendees, either.
(To be fair, we did sometimes have people who were like, "You said everyone has to leave! That the signing is over! So why is she getting to stay and talk to the author while she hands him those books?" We even once had someone nearby in the store overhear the dinner plans for the author being discussed while we were setting up for the Q&A, and try to invite themselves along. I wish I were kidding on that one.)
@Thenomain said in If you work hard, son, maybe someday you'll RP:
You can change the course of the entire game, numnutz, what kind of benefit would you call that?
Something that really should not be done casually, or just to suit your own mood? Changing the course of the entire game should be treated as a very weighty decision made by more than one staffer, not a right to be exercised on a whim as a benefit of being staff. I think if you're changing the direction of the game just because you can—because it's a benefit of being staff—that's hugely detrimental to the game.
@Thenomain said in If you work hard, son, maybe someday you'll RP:
And you get to RP any NPC at any time as befits the game.
Many games assign specific NPCs to specific staffers for consistency, so even if you did want to play that NPC in that scene it's not yours to play. And many games have rules about when NPCs can be used, too. I would argue strongly that if you're taking an NPC out on the grid to RP with people every night, you're doing NPCs wrong; at that point, it's basically just a PC with an unfair advantage.
In fact, I actually feel pretty strongly this suggested "benefit" of playing an NPC on a whim wherever you like and in whatever situation you like as often as you like is potentially way more detrimental to the game than the perks I suggested above.
@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. I have seen games where the staff were not exactly OOCly close-knit, or even are on the verge of outright hostility. Where staff has schismed into two rival clusters who are only grudgingly cooperating, with a thin veneer of polite cooperation atop a seething mound of antipathy.
And conversely, I have seen player cliques who were so tight OOCly that individual molecules of air would have trouble passing between them.
I'm actually pretty sure we've had threads about both types over in the Hog Pit at some point or another.