All the World's a Stage: Turning stumbling blocks into stepping stones
All the World's a Stage is brought to you by David Bowers every Sunday evening, investigating the mysterious art of roleplaying in the World of Warcraft.It is an art to turn any negative situation to your advantage, and no less so when roleplaying in WoW. In the fine tradition of "turning stumbling blocks into stepping stones," it pays for a roleplayer to reconsider a number of in-game situations which seem to get in the way of roleplaying, yet which actually offer a special opportunity to showcase your creativity.
The biggest stumbling block WoW roleplayers trip over is often some aspect of the game mechanics themselves. Your roleplaying may lead your character into a deadly conflict with another player, for instance, and yet even if you kill the other in a free-for-all PvP arena, he or she can just resurrect and be back to normal in a few minutes. Alternately, you may find an epic BoE drop off a Skettis Kaliri and be hard pressed to explain how a rainbow-colored owl was flying around with a huge sword inside its body. You may even ponder why every single ogre you've ever seen is male.
Naturally, of course, there are ways around all these problems -- it's just a matter of finding plausible reasons for things. You may say to your bitter rival, in the event of a deadly conflict: "I do not kill fellow members of the Horde! We shall duel for honor and be done with this!" Likewise, when recounting your discovery of your BoE epic sword, you might explain: "As I killed the strange owl, I suddenly noticed something gleaming in the grass just next to its corpse! This [Blinkstrike] was lying there, sticking out of a stone in the ground!" Your character might even make an effort to explain away in-game oddities: "I have deduced that the entire race of ogres must be hermaphrodites -- both male and female at the same time! They are so ashamed of this that they all hide the fact, pretending that ogre females are hidden away somewhere!"
Solutions to such problems tend to be best when they are at once intuitive and plausible. Even a far-fetched explanation or idea can work if it really fills in the gap between what can happen in the game and what should happen in our RP stories. Mileage may vary, of course: what strikes you as a funny and plausible explanation for something may come across to others as rather contrived. Nonetheless, overcoming such problems of game mechanics in roleplaying needn't bring you down -- in fact it can be one of the interesting things that you love about the game, an ever-present challenge for you to test yourself against.
There is a tendency, for example, to completely separate in-game fighting from roleplaying, or to simply ignore the ambiguous game objectives while roleplaying. But, while generally the "heroic" stuff is merely a background for RP, it needn't always be so. Earlier today, I asked one of my friends to join me in killing some mobs for a little while in order to get the last bit of reputation I needed to reach Revered with Keepers of Time. Instead of using this as a rather bland motivation for my character, however, I decided to make it a search for a stolen item instead. My draenei hunter and her friend would go through the Caverns of Time, searching out which of the Old Hillsbrad guards was an impostor from our own time -- a thief who had stolen a magical crown and escaped into the past with it. Whichever mob was the one to bring me to Revered would be the one who happened to have the supposedly stolen crown I already had in my inventory. Thinking of a more interesting and plausible reason for our characters to be doing this helped make our time together less of a grind and more of an immersive story.
In order to make roleplaying work this way, the greatest rule is to be flexible and balanced in your approach. Your solution will often rely on some creative use of abilities that isn't actually what's happening in the game. This draenei hunter of mine, for example, has her own understanding of the Light, and she has this idea that she should never kill any other living creature. While "Tranquilizing Shot" only removes "frenzy effects" according to its tooltip, from a roleplaying perspective, it can also help explain why my character's enemies appear to fall over and die, when actually I'm just hitting them with a tranquilizer.
While such bending of the rules can work very well for existing abilities, some roleplayers may be tempted to use spells and abilities that don't actually exist in the game. I met one such roleplayer who had invented a whole system of "spellsong" magic for her mage character, which supposedly enabled her to change from a human to a high-elf and manipulate the fabric of reality, among other things. It was truly creative indeed, but it didn't seem to fit with anything I could actually see, or any of the lore I already knew about the game or the Warcraft universe.
Always, using an existing spell or in-game visual effect in a new way is infinitely preferable to just typing out with emotes something you made up. I once met a gnomish mage who was very much "Frost" specced for RP -- she walked around all the time with a perpetual head cold. Sometimes she would use a macro so that whenever she sneezed, she would unleash a Frost Nova just as she said "ACHOO!" She was very much the center of attention wherever she went, and the way she made the game mechanics work for her earned her lots of respect and made everyone around her laugh.
Roleplaying in WoW is about making the the game, the world, and the lore work for your storytelling and character development rather than against them, even in situations where they might seem to be an obstacle. Think of everything in the game as elements in a kind of rubix-cube Jigsaw puzzle, waiting for you to as you arrange the pieces in the right way and let your own characters and stories take shape. Don't try to squeeze your own extra pieces into the mix, but instead go all out in making the existing pieces work for you in your own creative way.
Filed under: Virtual selves, Lore, RP, All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 1)
Kanuris Dec 2nd 2007 6:26PM
Twisting game mechanics is the only way to make sense of thing. I for example explain instance with my "Ninja Priest" method.
Theres always a Ninja Priest hiding somewhere waiting for you to leave so he can res everyone.
On an unrelated note. I love that pic.
roguedubb Dec 2nd 2007 6:30PM
I'm a little wary of attempts at RP which always end in exclamation marks... but I still love the column.
Rynthera Dec 2nd 2007 6:43PM
One of the most common ones that I find is things like with the Hillsbrad humans and the fact that so few of them seem to have skulls. Or murlocs and their spines. Or heads. Or any number of these things. I find it's often easily explained away by saying that on the ones that didn't drop, whatever it was that was supposed to be collected was "too damaged to be of any use". Not much, I suppose, but people do tend to go along with it.
Kruncher Dec 2nd 2007 11:01PM
This is one of my favorite WoW comics and it addresses that problem exactly:
http://www.blizzard.com/wow/screenshot.aspx?ImageIndex=98&Set=64
Shalune Dec 2nd 2007 7:29PM
I visit this site at least once almost every day, I'm a huge fan of RP, and yet this is the first RP section article I've actually found myself compelled to read through. This is not meant as a criticism to the other articles, but rather a compliment to this one. It's a topic within RP that I continue to grapple with and was very interested in reading about.
Anyway, you bring up some good examples and suggestions so I thought I'd throw in a lot of my own. Frankly, a lot of what I do is selective inclusion for RP's sake. My character's had bad experiences with demons in the past and so any time I go to Netherstorm or some such I alert people that my druid wouldn't be there, but I still play roughly in character regardless. Similarly I consider all quests, and instance runs to be somewhat in character as far as general personality goes, but also consider them off the books when it comes to my character's experience to avoid the countless logical holes that pop up.
I think what you brought up about using skills as the basis for RP is an excellent point, and I've done quite a bit of this as well. With barkskin, for example, I often have my druid place her hands against a tree and have the bark from it grow out over her forearms forming small protective boards. She'll then rush in using them both to block or parry melee attacks and as an ad-hoc set of brass knuckles to pummel people with.
Also, I think the best and easiest way to approach death in the game is not to consider it death at all. When your character dies just think of them as badly wounded and unconscious. Someone either resuscitates them or their soul is able to find its way back to the body and they regain consciousness.
ErsatzPotato Dec 3rd 2007 2:15AM
""As I killed the strange owl, I suddenly noticed something gleaming in the grass just next to its corpse! This [Blinkstrike] was lying there, sticking out of a stone in the ground!""
How about, "It was in the grass."
Nick S Dec 3rd 2007 4:01AM
whenever people try to RP really hard, i get the feeling like they're trying to work within the wrong system. i mean, i support your right to create your own fantasy world within the pre-existing fantasy world, but isn't it enough to just say "the keepers of time won't sell me this delicious piece of hardware until i've killed more of their sworn enemies"? i guess i just don't get it.
RP at this level just seems like work, and i can't keep suspending my disbelief with the doubled layers of abstraction. i tend to selectively ignore things rather than try to explain them away. murmur will always be at the end of shadow labyrinth, no matter how many times i run it; i try not to think about it too much, because explanations just seem contrived.
Korek Dec 3rd 2007 7:49AM
The owl had swallowed the sword. What? It's certainly freaking big enough!
There are female ogres... you just can't tell unless you lift up their loin cloths and I *reallY* don't recommend that!
Killing my same-faction enemy would make me a wanted criminal throughout the lands, so I will either satisfy honor with a duel or try and manipulate the other-faction into killing them!
Just like in any fantasy... make sure the body is lost somehow, then when they return (as they always will) you can just say "twas only a flesh wound!"
Mainman Dec 3rd 2007 10:01AM
*Begins casting Pyroblast*
SHINKUUUUU.....
Mainman Dec 4th 2007 1:02PM
↓↘→↓↘→P
HADOUKEN!!!
(Since no-one else wanted to finish that off for me D=)