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?
The short answer is because we’re self-centered. This isn’t to
condemn anyone, because we’re all in the same boat, and in all likelihood this
is largely the case because of how we were introduced to roleplay. When I think
back to where I started in roleplay, my first threads were very feedback
intensive, because it makes a lot of sense. The posts were short, the
interactions were fluid, and even though it wasn’t a “great” roleplay from a
literary standpoint, I still have fond memories of it. Is it just nostalgia? I
think there might be something more.
But as I continued to go on roleplaying, my posts got
longer. As I wanted to develop my characters more, I started excluding the other person’s character more. Every
post became less about responding to my partner and more about exploring my own
personal character. Why? Because the people I roleplayed with, who were all my
senior to some degree, had already been through this process.
I bring this up only to impress on you that, really, we’re
all in the same boat. The reality, though, is that it matters less how we got
here and more about what we do from here on out. Giving feedback in a roleplay
requires sacrifice, something I’ve brought
up in previous posts, but I want to give it special focus now. For a change,
let’s illustrate it with an example.
One roleplayer makes this post:
Scept walked alongside the woman, not entirely sure what to
think about her. She was rough, coarse, and rude, but she might be his only
chance at getting what he needed. He could use her. Do you think you have what it takes? she’d asked, and the question
brought annoyance immediately. After a long moment, he looked at the woman with
determination, “I have what it takes. I survived all of Project Epsilon, after
all.” Immediately he regretted his words. No one knew he’d been in the Beta
Test—it was his secret. He hated playing his cards, and that was his biggest
one.
Since this is roleplay, there’re a million different
responses you could come up with, but let me give you two. Here’s the bad one
first:
The kid was sticking to her like a flea to a dog, and it was
beginning to get annoying. She didn’t like people like him, and she had better
things to do. Besides, she worked better by herself. I survived all of Project Epsilon, after all, he said, and she
couldn’t help but look at him. This kid? Make it through the Beta? She’d only
met a couple of people who claimed they came out of the Beta, and one of them
was a liar and a con. It didn’t matter, though, she wasn’t about to take his
word on credit alone. “Yeah, well. We’ll see,” Terrel said.
Okay, now try one that pays more attention to feedback:
Terrel looked at him uncomfortably. The kid was scrawny and
young, and yet he still claimed he was a great mage. Worse, she kind of
believed him. Despite that, he was sticking to her like glue, no matter where
she went, and he seemed incredibly persistent on going with her. What did he
really want? Did he really expect her to take him on his word alone? I survived all of Project Epsilon, after
all, he said, and she immediately took a step back from him and stopped
walking.
It made too much bloody sense. In a moment, she had pulled
her crossbow out and pointed it at his chest, “That’s either a bold-faced lie,
or you need to get the hell away from me, you understand?” Her heart was
racing. What did a Beta Tester want
with her? Would he kill her? She grimaced, and her grip on the crossbow
tightened, “Either tell me exactly what you want, or get out of here right now.”
Do you see the difference between the two? The first post
isn’t necessarily bad, but it spends most of its time talking about the
roleplayer’s personal character. A character reflecting on their thoughts isn’t
a bad thing, but the first post does that almost exclusively. More importantly,
though, the character refuses to be affected by what Scept says. There’s a
reaction, but Terrel’s attitude changes very little, despite the other
character revealing something that should be important. Her ambivalence and
apathy turn what should be a big deal for Scept into something that’s hardly
worth mentioning. Some of this may relate to Terrel’s character itself, but let
me address that in a minute.
The second post isn’t perfect, but it accomplishes some very
important things that first one cannot. Instead of being stoic and immovable,
Terrel responds rather dramatically. The roleplayer sees that what Scept said
is no small card to play, and they give feedback appropriate to the message.
Instead of living out some personal fantasy of being a badass, they take the
hit and let Terrel actually be moved. In a sense, she submits and makes herself
appear weaker than Scept—or at least adverse to him—instead of just trying to
raise her nose and skate over his character. Do you see? From the perspective
of the person roleplaying Scept, things feel right. They gave a message of a
certain weight, and the feedback says, “I’ve got it and I get it; I’m
responding appropriately.” This communication makes a world of difference.
Too often we find ourselves unable to take a knee, to take a
hit. We’re so bent up on roleplaying a character that’s above everyone else
that we won’t take a punch in a roleplay (literally or figuratively). So many
people want to play the “main character”, the one of importance, and as a
result no one will respect a character for what they are. But let me tell you
this:
If you give a roleplayer feedback, you’re going to absolutely
make their day.
There’s no guarantee they’re going to give you a like-kind
treatment—show you mutual respect—but you have to offer it if you want to
receive it, usually. It’s worth it to show some weakness in your character, to
actually be affected by the other person in an adverse way, than to just always
try and hold your cards close. When there’s true impact from one character to
another, your roleplays become suddenly much more dynamic and interesting. In
my above example, the rest of the roleplay is going to be radically different
and more intriguing than if they’d just both cold-shouldered each other.
Returning to my previous point, you might argue that it’s
simply the way you built your character, that they’re an arrogant prick who
kneels to no one and refuses to be swayed. The reality, though, is that this
means you kind of just have an issue with the character itself. I’m not going
to go so far as to say the character is “bad” but I would say they’re limited,
and it’s harder to have impactful character interactions. Maybe you don’t need
to go as far as changing the character, but you might look more actively for
ways to break that mold.
Give to get. Go out on a limb and let your character get humiliated
in combat; allow them to not have everything under control. Look for things
that you know about but your character doesn’t and let them be genuinely
surprised when they find out. It doesn’t do you any good if they’re never being
touched, never being challenged, and never being put into bad spots. When you
give another roleplayer true feedback in a roleplay, they’ll notice and
appreciate it. It’s awesome.
No comments :
Post a Comment