“I’ve been RPing for like seven
or eight years, now, and I’ve been a staff once or twice—”
“Fifteen.”
“What?”
“I’ve been RPing for fifteen
years. And I’ve been on admin on three sites, one of which was mine. Back in
the day we had about two hundred members, people posted pretty much every day.
Pretty great.”
…
Ever had this conversation with
someone? If you haven’t, just wait, or don’t even wait, just mention how long
you’ve been on RPing forums in passing. The life story tends to be around the
corner moments later. I’m completely guilty of this too, as is pretty much
everyone, because it’s true that, at the end of the day, everyone likes to talk
about themselves, which isn’t going to be changing any time soon. The problem I
want to talk about today isn’t really so much about ego as it is about
standards and expectations.
I do bring up the ego thing,
though, because it’s useful in revealing the ongoing sentiment. Yeah, everyone
wants to talk about themselves to a certain degree, but they also have some
level of censorship intact so as not to share things that are either pointless
or unflattering, right? Take it a step further: people will try and share
things that they feel are unique to themselves. Dental history, driving
records, world-travel experience, number of family members, and on and on it
goes—these are the things that people are interested in talking about, because
they feel it gives them some individuality. That’s not strictly incorrect, but
now there’s a larger question—why is roleplaying
experience on that list so frequently? Now we have something to talk about!
Most people (maybe seven out of
eight) that I talk to, now, will confess that they’ve been roleplaying for
anywhere between eight and fifteen years. Being that this is an internet hobby,
it makes sense that it doesn’t go beyond fifteen years very often, because the
internet was a slow, inaccessible thing at the time, and most roleplayers don’t
tend to be much older than thirty (at
least, in my experience). It’s beside the point, though—the part that’s
actually interesting is the consistency of the spread. Why is it that, with
such frequency, people seem to all have started roleplaying somewhere between
2000-2007?
I actually don’t have an answer
to that question, but it’s effects are unmistakable. Because people all started
this hobby in about the same time period, and additions are actually almost rare to that, it’s created a large
roleplaying community that’s aging together. Screw the baby boomers, forget the
millennials, welcome to the Roleplay Generation. Okay, maybe that’s pushing it,
but there is a common identity here. The people who roleplay tend to be at
similar points in their life, have similar hobbies and pursuits, and often have
strikingly similar personalities, which is maybe why communities tend to face
lots of the same problems with such interesting frequency. This makes the
conundrum even more difficult to explain. If there’s so much in common, why
does everyone try and differentiate themselves based on their experience?
Certainly there are lots of
reasons, not the least of which is that people probably just don’t bother to
think about it too much. After all, most roleplayers tend to be transient—when was
the last time you met someone who’d been on the same RPing community for five
years or more? Those people are out there, but they’re about as rare as new
roleplayers. In that sense, it would make sense for people to hold the
individual in the forefront of their mind much more readily than the corporate
community of roleplayers. If people are stuck on their own individual, it makes
sense why the idea of roleplay “experience” is something that comes up often.
Their experiences have shaped
them more than anything else, while roleplaying. They remember the good
characters and the horrible ones, site drama and the golden days, and in their
mind they’re creating this bridge of what they expect and hold important, when
it comes to the hobby. Because they’ve been through that, and in many senses
their situation will always be unique, every individual begins to feel they
have this incredibly original perspective, which they’ve slowly grown over the
many years and years of roleplaying.
The irony is that this is true of
every roleplayer. Experience wins you
nothing, here, because everyone’s in the camp. You’ve seen sites fall apart?
Watched annoying people run places when they never roleplayed? Or worse, the
people who did roleplay would god-mode, meta-game, write one-liners, or any
other number of atrocities? Great. Everyone’s seen that. Simply because you’ve
observed it and have some “experience” there does not immediately put a person
above those things. This really should go without saying, but (as is often the
case) people will miss it entirely.
You know what other common
experience is exactly like this? Driving. (Although, amusingly, you don’t see a
bunch of people out there bragging that they’ve
been driving for ten whole years! But, anyway.) Most people are forced to drive
every day, and so obviously they garner lots of “experience” while they’re
doing it. They remember what it was like to be a “bad” driver all those years
ago, when they were constantly nervous behind the wheel and drove like a
grandma everywhere. This, of course, passes in time, and within a year or two
you’re comfortable behind the wheel, it’s kind of relaxing, and then you attain
this universal attitude that all drivers have: everyone else is a bad driver.
You’ve heard it. That groan and
sideways glance as your uncle says with disappointment: “Lotta bad drivers out there…”
Everyone thinks they’re an above-average driver, and they’re ready to observe
people doing stupid things out there all the time. It’s the exact same thing
with roleplay. People just assume that because they’ve gotten through those
first couple of years of awkwardness, they’ve officially graduated onto the rest
of their roleplaying experience where they’ll be a god behind the wheel. I’m
being dramatic, here, but you really don’t even have to be a driver yourself in
order to get the analogy.
There’s something unique about
driving, though, that makes this analogy more useful than just showcasing a
lack of introspection. Driving, like some other tasks, is a very mechanical and
pragmatic—you do it because you have to, and once you can accomplish the basic “Point
A to Point B” thing, that’s about the end of the conversation. By the time you
stop being stressed out about it, it becomes relaxing, and then your
skill-curve will plateau and that’s it. Writing can be incredibly similar,
roleplaying especially.
After the first couple of years
of roleplaying, most of the bumps are smoothed out. You’ve learned to stop
meta-gaming, you know how to start and finish a thread, and you’ve got a sense
for what sorts of characters work, but then the rest becomes relatively
mechanical. You get character and plot ideas, you find people to thread with,
and you just sort of roll out and take it one day at a time. This is actually
really great and totally fine, but I think it does count as coasting, if that’s
all you’re doing. It’s true that a writer will naturally develop their
abilities as time goes on, but I think within the context of writing fiction
there is a sense that not all experience is created equal.
Back to the driving analogy. If a
person’s natural state is to maintain the status quo and cruise at roughly the
same skill, how does that change? Well, if they drive in the same place all the
time, it won’t, but move them to the city? Los Angeles? Washington D.C.? It’s a
sink or swim situation, and people will often rise to the challenge and their
capabilities will increase. The same thing applies to writing and, again,
especially roleplaying, because the innate social-element and easy-access will
allow for simple gratification without ever having to apply much more effort
than last time.
So I titled this blog post about
the “problem” with people and all their experience that they bring to the
table, and I should probably focus in on that concretely before I go too long.
The issue I take with people citing their experience so readily is that it
betrays how highly they think about it. Because the truth of it? After about
your second year of roleplaying, your experience doesn’t really mean anything—you’re
better off just telling someone how long you’ve been writing (which, in the case
of most roleplayers, is since like second grade, so you might as well just say
how old you are). Thinking that a ten-year stretch has granted you some sort of
special perspective on roleplaying is not at all true; it’s actually probably
hurtful to your own progression.
The worst thing for a writer is
for them to think they’ve got it. For
them to look at the things that other people write and go, “I think I’m as good
as these people.” If you can honestly say that, and it’s true, you need to go
find better people to write with. But for a lot of folks, it’s not actually
true, and they’re simply kidding themselves by assuming that the writing
process is mostly subjective. It’s true that people will have different tastes
and styles, but it’s also true that good writing is identifiable (and so is bad
writing). These days I find myself excited to write with numbers of people
because I feel like they’re going to make me better. Some of these people have
more years of “experience” than I do, but just as many have less—it really
makes zero difference on how good of a writer they are.
The first year or two of your
RPing experience are important, which is why it’s so fun to find people when
they’re new, because it’ll shape how that person goes on to roleplay for a
very, very long time. In my case, I learned a lot of bad habits in those
introductory years, and it’s taken me a lot of time to work myself out of those
habits, over the years, and I still have a long way to go. The wake-up call,
though? It was when I ran into people who made me stop short and think about
what I was writing. Is this character concept actually good? Is it believable?
Is it fun to write with? I encountered people with much higher standards than I
did, and it forced me to think. I count this as an incredibly valuable
experience, but it has nothing to do with the length of time leading up to or
following it. In fact, I would count the experience as impactful and helpful
because it taught me how little my experience mattered.
At the end of the day, this is
the ballgame. One of the best things about writing is that it’s so bottomless—you
and I can spend the rest of our lives plumbing the depths of writing and still
find new things at the end, so how you use that time is critical. If a person
is going to just sedate themselves and say they’re doing just fine, thank you
very much, it creates a serious problem. Not only are you doing yourself a
disservice, but you’re also doing your other roleplayer a disservice.
Getting better is incredibly
fulfilling and challenging, but at the end of the day it’s almost one of the
primary reasons that we write. I hope you enjoy what you write, and I hope
that, by extension, you’ll enjoy the stuff you write a year or two from now
much, much more. That’d be a pretty good deal, right?
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