@Faraday said in RPing with Everybody (or not):
Why do we need to wrongfun them for being less social?
Some people build games with specific expectations for players, specifically that they play socially with the rest of the players on the game (with exceptions for no-contact list people), and someone joining a game to play Uno in the basement with their BFF has either missed the cue that the game owner is trying to build a more social storytelling experience, or noticed the intent of the game owners and willfully chose to ignore it.
The people who miss that cue can sometimes be brought around to recognize that the intent isn’t to just let people do whatever (as with a lot of sandbox games) and aren’t wrong, they’re just out of place, or misdirected, which can be remedied with a casual conversation between them and staff.
The people who willingly ignore the intent of the game (to be a focused social plot driven story) are being rude to the staff and rest of the players, and definitely are wrong.
In any case, I think the point is that it’s perfectly acceptable for Staff to set expectations for play on their games. It’s perfectly acceptable for a player to look at Staff’s expectations, go “This isn’t for me” and leave. It’s also perfectly acceptable for Staff on a game to see players who aren’t meeting their expectations, and approach them politely and discuss the matter, and if they’re not able to reach an understanding, ask them to leave.
The big problem in my experience happens when Staff has expectations that they run with, players come in operating with no regard for that, and Staff doesn’t have the confidence to have that polite conversation. Then eventually you end up with a lot of players operating outside Staff expectations, Staff getting more and more frustrated by players not playing the game they’re trying to run, and it leads to rapid staff burnout and game closure.