Roleplayers love feedback. It’s true! But I don’t mean critical feedback, where you go “I really liked what you did here, but this could use some work” I mean feedback in the communication sense. Presumably how this works, according to modern experts in communication, is that feedback is the response to a message sent by the sender. It’s a good thing we have armies of PhDs and experts to analyze our communications and decide that, indeed, effective communication requires a two-way path.
And yet, this may seem obvious, but so often we absolutely
miss it, especially in roleplay. In fact, we miss it so much of the time that
when a roleplayer actually gives another person “feedback” in a roleplay, it’s
a huge deal. When I think of the greatest moments I’ve had in roleplay—or other
people’s moments they’ve recounted to me—it never involves just one person. It’s
always about the tradeoff, the exchange of information between two people that
creates something memorable.
So if this is so powerful, so pleasant and so memorable, why
does it seem so rare?