I suppose it’s a sign of how many topics I’ve covered on
this blog that I’m writing tonight on a more ‘meta’ aspect of roleplaying.
Specifically, I’m interested in talking about the idea of the roleplaying
community itself and what may or may not be an effective model. A lot of my
argument draws from my own experience, which I submit is far from
all-encompassing, but I’ve seen communities do well, and I’ve seen them do
poorly, and I don’t think it’s a matter of pure chance. Experientially driven
as my argument is, I believe there is a strong line of logic to follow here, so
let’s get down to business and defeat some Huns.
The idea of a “Functional Roleplaying Community” is an
important consideration because roleplaying is really a social activity. It
takes two to tango, and once you have two people, you can argue you have a
community. The larger the community, the more opportunities you have, and being
surrounded by a host of fantastic writers and brilliant creative minds does
good things for your own writing. A strong roleplaying community should help
foster new ideas, challenge your way of thought, and keep you on your toes. In
contrast, though, a weak and dysfunctional roleplaying community will do the
opposite. This might work best to walk through a simple “What—Why—How” structure.
What is a
(Dys)functional Roleplaying Community?
Let me take this from the perspective of the “dysfunctional”
community, because everyone is probably—sadly—much more familiar with this. A
dysfunctional roleplay community is like any other dysfunctional community: clique-like,
inward focused, stagnant, toxic, and terminal. If you imagine a professional sports
team with two or three great, veteran players who refuse to cooperate with
anyone else, you can imagine where that goes. They might get on for a time
based on momentum or other strengths, but overall the team/organization/community
is unsustainable. If you stick around roleplaying communities for long at all,
you’re going to see a lot of this.
I’ve seen a lot of variations of dysfunctional roleplaying
communities, but the model tends to go something like this. There are a handful
of people who have authority on the site—often an administrator or two with a
couple more supporting people to help with day-in and day-out details and
management. At first, this is an excellent model, but when the community
matures you start to run into some issues. Because roleplaying communities
(especially grown ones) are relatively self-sufficient, it’s very easy for a
group to keep the ship from sinking without ever really sailing anywhere. Besides
these staff members, though, there are veteran members—people who’ve been
around proportionally longer than most people—and between the staff and these veterans,
you create a Core in the community.
The Core sets the tone of the site. They have established
characters, know all the rules, and have hopefully proven themselves to be
competent writers and generally level-headed individuals. When something
annoying happens, they don’t leave at the drop of a hat, and people are likely
to put up with them stepping away and being absent for long periods of time. One
important note, though, is that this so-called Core are almost always friends
with each other. They may know one another from outside of the community, or
maybe the roleplay itself is what’s bonded them together, but either way they
make for a pretty tidy bunch.
For the sake of this piece, I want to differentiate
everything based on Core and non-Core people. Staff are almost always Core, but
the onus for keeping a community functional falls on the Core as a whole, not
just the staff members. The Staff certainly has a responsibility for helping
direct and support the Core and, by extension, the entire community, but it’s a
bargain deal. Besides, ever notice that communities where the Core never
expands beyond just the Staff tend to die really quickly? Think about why this might
be. (Seriously, think about it!)
I should make it clear that there’s nothing wrong with
having a Core be friends with one another, and there’s nothing wrong with them
having history or common ground together. What’s problematic is when it stops
there. A dysfunctional Core makes for a dysfunctional community, after all, so
I return to my question with an answer: a dysfunctional roleplaying community
is one with a static Core. As a site grows (and it must grow—more on this in a
moment), the Core must be mobile and expanding as well. The people that
comprise the Core must be constantly engaging with new roleplayers, trying to
draw new members into the herd and make them feel comfortable. A functional roleplaying community is one
that does this well.
A functional roleplaying community isn’t just comprised of
elite writers, it’s comprised of functional members who feel comfortable
approaching and writing with each other. Absent that, people will pick one or
two people to write with and circle the wagons, and then you have a serious
problem. You know what’s one of the worst things that can happen on a
roleplaying site? Developing two Cores. Welcome to Community Drama and “I’m
starting this new place” 101.
Why Should You
Care?
We are, by the laws of nature, creatures interested in
self-preservation. Everyone has a different appetite, but at the end of the day
we all need some essentials to keep going; when we figure out how to meet our
needs, though, we stop looking. If something is not ostensibly broken, why go
any further? If you’re satisfied with your roleplaying community (maybe because
you’re in the Core and it’s become a clique), then most people tend to see no
reason to search for dramatic reform. The issue is kind of like natural
resource economics. Sure, water may be free now, but if you just run the faucet
all the time, someday it’ll be run out, and then it’s gone. You have to be a little proactive. So why should you care
about how functional your roleplay community is?
In a word: entropy. We’re at an interesting point in the
internet and online writing (15-18 years) that a substantial portion of
roleplayers out there have been doing this for 5+ years. If that’s you, I
guarantee you have seen this. Things are great in a community for a while, but
they start to stagnate. Life comes up, and people graduate whatever level of
academia they were in and move on to the next level. Some folks get married or
have kids or join the military or whatever, and life moves on. In a community
with a static Core, do you see how this could create problem?
I am, by my nature, a very introverted person. It’s natural
for me to make a few very close friends and spend almost all my time with just
them, so this idea is one that’s very challenging to me personally. If I’m not
thinking about it, I’ll pick just a couple of people to roleplay with and get
comfortable, and I have to remind myself not to do that. Not only is it
unhelpful for the community I’m a part of, but it’s unhelpful for my own
personal growth as a writer and a roleplayer. Given enough time, most friends
will stop truly challenging you, because they’ll become comfortable too. When
this takes place on a community-wide scale via the Core, the community is now terminal.
It might last a month, or it might last three or four years, but whether it’s a
day or a decade, you will see the decline one step at a time.
As a roleplayer in a community, you are invested in it,
especially if you stick around for more than two or three months. After a
certain period you have characters, accumulated history, and picking up and
moving sounds unpleasant; if the community exploded tomorrow, you’d be upset,
right? Feeling this way doesn’t necessarily make you Core, but it does mean you
should probably be thinking about these things. For a community to do well, the
roleplayers currently invested in it must be proactively investing in the
future.
How Do We
Foster a Functional Community?
Okay, so, provided you care about where you roleplay, then now
we have to talk practically. Let me return to the idea of the Core for a minute
or two, because this is where it starts. The Core of a community is primarily
responsible for this fostering of functionality. The number one way that a Core
will help a community do well in the long-run is simply by being welcoming.
This is much more complicated than it sounds. This isn’t hopping in a chat-box
and having that nice, five-minute conversation of how happy you are someone
joined, and how much you adore their character. It’s really much more than
that.
In order for a Core to be truly welcoming, they have to
genuinely want the Core to grow. They have to want the new person to someday be
a part of the crew, to have stories to laugh over, and to be trusted enough to
partake in some of the more sensitive areas of the community (Helping build a
plot, roleplaying a family member to your character, writing a character who is
maybe a little more influential, and so on). If the Core members of a community
are too happy with their posse to ever think twice about genuinely wanting
someone else in it, then it’ll never happen. The new person can try and push
their way into the herd, but, I mean, everyone’s been on the outside of a
clique before—how well does that work? How does it feel to try and get inside?
This is so essential to a functional community, and it’s
really frustrating when people don’t think about it. The model I’m outlining is
true of almost any organization, but it’s especially difficult in roleplay, so
it has to be given serious attention. If the community’s members are not
outward-focused, if they are not constantly looking for the next person to
invite in and welcome and treat like a peer, then you’re going to get some very
predictable results. The Core will shrink over time as people drop out or
become less active, and either the site will shrivel and die, or it will grow
awkwardly until a second Core slowly develops, and then you have an Old and New
Guard. It’s not a place you want to be.
To make matters worse, though, non-Core people are
relatively useless to the overall prosperity of the site while they remain
non-Core. Even if they stick around, they will feel left out and won’t be able
to effectively engage in new people either; you’ll form a leper colony around
the outskirts of the village, and the people inside will become too scared to
leave.
So how do you actually do this? Assuming you’re a Core
member, what does it practically look like to be externally focused? Getting
people to the point where they will transition to becoming a Core member is
both a social and a time-sensitive thing, so get to work. Roleplay with new
people and invite them into your roleplaying life. Quit cracking inside-jokes
that make the new people feel ostracized and alienated and treat them like the
peers you’re pretending to write to them as. If it’s hard, fake it until you make
it. If they’re bad roleplayers, then raise the bar for them and build an
atmosphere that supports active, quality writers. No one likes standing on the
outside of a clique, so don’t let them.
A
Functional Community is Achievable, and it isn’t Utopia
I’ve just spent a while painting a relatively grim picture of
your typical, half-dead roleplaying community, but I don’t want to end there.
Functional roleplaying communities exist, but in my experience they’re really
rare. This rarity, though, doesn’t stem so much from the lack of perfect people
or circumstances as it does a simple ignorance and selfishness. When you get
beyond that, though, you can make headway really quickly, and it’s actually pretty
awesome. Functional roleplay communities are real and imperfect, and they are a
blast to write in.
In my mind, a truly functional community has about 90% of its
active writers as these so-called Core people. That means that for every ten
writers, nine of them feel comfortable and integrated into the community. You
only get to that point (besides the week after you start a community with your
friends) by building this atmosphere of being externally focused. Once you
reach that point it’s actually pretty easy to sustain. People begin to feel
comfortable and on-mission together, and you get to draw new people in
together.
As a result, when people leave the community because life
happens, things keep on moving. Obviously the Staff still has a lot to do, even
with a large and effective Core, but it’s so much simpler to manage when you
feel like you have a community full of people who you like and trust. All of
the time places have to create a really hard line between Staff and non-Staff,
because they recognize that they only trust some people in the community; this
turns into them having to trust no one in the community save the Staff
themselves, and the Core shrinks all the more rapidly. This is so common, but
it’s not unavoidable. It’s not like only with a select few of really quality
people can you create this community—you just need a little direction and
thoughtfulness.
If people have this on their mind, the possibilities are endless. An army of other writers to sharpen your wit and push your creativity? Sign me up. Not only do you have lots of practical, logistical opportunities with more people, but adopting an expansive and embracing attitude does wonders for a person's satisfaction even in the midst of varying styles. If there's a difference between 'surviving' versus 'living' in a roleplaying community, I think this is where it's at.
If people have this on their mind, the possibilities are endless. An army of other writers to sharpen your wit and push your creativity? Sign me up. Not only do you have lots of practical, logistical opportunities with more people, but adopting an expansive and embracing attitude does wonders for a person's satisfaction even in the midst of varying styles. If there's a difference between 'surviving' versus 'living' in a roleplaying community, I think this is where it's at.
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