All the World's a Stage: Something to remember me by
All the World's a Stage is a column for creative minds, playing with roles every Sunday evening.
The best characters in novels and movies often leap into your mind from the moment you first see them -- something they say or do sets them apart and captures your interest, and from that time on, you're hooked.
Likewise, when we roleplay, our characters should always have some memorable trait which can hook other people's interest. Too often, I see roleplayers focusing too much on dark secrets that they only reveal to their closest friends, and neglecting those mannerisms which could give everyone they meet an instant and profound impression of their character. Of course, if some people prefer to roleplay this way, that's fine. But to my mind, roleplaying is best when it avoids cliquishness, and the best roleplayers are those whose characters stay with you, even if you never see them again.
When I'm creating my own characters, I think of such memorable traits as "gimmicks," but that word usually has a negative connotation that doesn't apply in this case. For now, the best word I can think of is "quirk." It's an instantly recognizable pattern of behavior or speech that can let others know who your character is right away. Below you will find some of my favorite quirks I have seen people use in their roleplaying in WoW, each of them entertaining and inspiring it its own way.
Keep in mind that these quirks needn't necessarily make your character utterly "unique" -- certainly not so different and unique that no one can relate to him or her. Yet in each quirk there should be a play on people's expectations, a twist of common stereotypes, or some irony that sparks people's interest.
Your character's quirk should also show what you most love about your character, and it should be a reflection of some quality that you love about yourself. While negative quirks can work well for antagonists in fiction, in roleplaying they tend to just put people off. Sociable quirks work better than anti-social quirks (such as throwing a fit, or sulking), though often good roleplayers can make their quirk an interesting flaw that draws other people closer to them rather than pushing them farther away. You may also have more than one quirk, as long as they work in harmony with one another, perhaps to balance out your character's behavior and prevent a flaw from overwhelming other people. Whatever quirk you choose, it should enable you to interact with others more, not less, whether for just a few minutes, or the entire span of time that you spend in World of Warcraft.
To help illustrate, here is my own favorite character's quirk, as well as a few quirks I have seen in other people's characters, each of which surprised and delighted me, and made me which I wish I had thought of that idea first:
"Grumpy? Vhat is ze meanink of zis vord?"
My current main is a draenei hunter, who, as I have mentioned before, speaks with a heavy accent. While this is in itself a "quirk," its real purpose is to set her apart as an obvious foreigner, and give her an opportunity to convey her inquisitive, innocent nature to others. When you talk to her, you may suddenly find yourself happily teaching her new words, or explaining some aspect of your culture that you never really thought about before. She radiates a friendly and welcoming feeling to everyone, founded in her own peculiar understanding of faith in the Holy Light. She is, in part, inspired by the "Twoflower" character in Terry Pratchett's Discworld novels, and like him, she never realizes she should be angry or afraid, always optimistic that things will work out in the end.
To a lesser degree, I also use the "PetEmote" addon to allow her enchanted pet to take part in any given interaction. Her grumpy old owl provides a counterpart to her positive nature, comically focusing on the negative side of things, or bantering with her in his Brooklyn accent. He helps prevent her from appearing so very holy and spiritual all the time that others get annoyed.
"Pockletock squeesh many orcs today!"
My gnomish warrior friend always talks about himself in the third person. With his odd grammar and limited vocabulary, he comes across as stupid and naive, maybe even mentally retarded. Yet he makes this an extremely lovable quality, because his player intelligently discovers the hidden irony in any situation, and uses his character's innocence to bring it out. Whenever he talks about "squeeshing" his enemies, I laugh inside, imagining his adorably diminutive character wielding enormous weapons, taking on enemies many times his size, and bonking them on the head.
"Happeh Skull Days!"
Another friend of mine plays an adorable troll warrior, also speaks with a heavy accent, but to an entirely different effect. When she sees you for the first time on any given day, she will announce that today is a "Skull Day" and give you an actual skull as a celebratory gift. The glee with which she handles such a morbid thing feels particularly trollish, and catches you completely off guard. If you don't know already, you inevitably ask someone else in her group... "What's a Skull Day?" Really it's just her own personal holiday, meaning that she's in a good mood, but it makes others feel as if its a real holiday -- and instinctually makes them feel the desire to celebrate "Skull Days" with her.
<Pushes his glasses back up before they slide off his muzzle>
Usually, we think of tauren as having more brawn than brains, but one druid friend plays his tauren as a lovable scholar. His simple action of adjusting his glasses makes him seem as warm and approachable as a teddy bear. In a sense, he is the opposite of my gnomish warrior friend -- a huge and monstrous, yet most intelligent and gentlemanly creature. He can discuss any subject at length, and provide some wise insight into any situation. I can almost feel the warmth of his smile when I chat with him.
<smiles, and brushes a lock of hair behind her ear.>
Although there are a lot of female characters on RP servers, many of them don't go in much for traditional femininity. One friend of mine plays a shy human mage who always listens politely, puts others ahead of herself, and uses short but sweet gestures to show how closely she is paying attention to you. She is proof that you don't have to be so very talkative or wordy to roleplay well. She can shine radiantly from the back of the room with a single and unobtrusive emote of an everyday action.
"ACHOO!"
My final example comes from a gnomish mage I met once -- quite obviously a frost mage -- who had created a macro that let her sneeze and cast Frost Nova at the same time. After sneezing, she would then sniffle and say, "Excuse me! I have this perpetual cold!" and proceed to talk about any subject under the sun. I never saw her again, sadly, but I will remember her quirk for as long as I roleplay. Sometimes I mimic it with my bank alt, who is also a gnomish mage, though somehow I can't do it as well as she did.
Her use of the in-game spells as an element of her roleplaying was so brilliant that it struck me as an essential skill all WoW roleplayers should develop.
Have you known or played any very memorable characters? What special quirks have you noticed in them that immediately gave other people a sense of who they are?
The best characters in novels and movies often leap into your mind from the moment you first see them -- something they say or do sets them apart and captures your interest, and from that time on, you're hooked.
Likewise, when we roleplay, our characters should always have some memorable trait which can hook other people's interest. Too often, I see roleplayers focusing too much on dark secrets that they only reveal to their closest friends, and neglecting those mannerisms which could give everyone they meet an instant and profound impression of their character. Of course, if some people prefer to roleplay this way, that's fine. But to my mind, roleplaying is best when it avoids cliquishness, and the best roleplayers are those whose characters stay with you, even if you never see them again.
When I'm creating my own characters, I think of such memorable traits as "gimmicks," but that word usually has a negative connotation that doesn't apply in this case. For now, the best word I can think of is "quirk." It's an instantly recognizable pattern of behavior or speech that can let others know who your character is right away. Below you will find some of my favorite quirks I have seen people use in their roleplaying in WoW, each of them entertaining and inspiring it its own way.
Keep in mind that these quirks needn't necessarily make your character utterly "unique" -- certainly not so different and unique that no one can relate to him or her. Yet in each quirk there should be a play on people's expectations, a twist of common stereotypes, or some irony that sparks people's interest.
Your character's quirk should also show what you most love about your character, and it should be a reflection of some quality that you love about yourself. While negative quirks can work well for antagonists in fiction, in roleplaying they tend to just put people off. Sociable quirks work better than anti-social quirks (such as throwing a fit, or sulking), though often good roleplayers can make their quirk an interesting flaw that draws other people closer to them rather than pushing them farther away. You may also have more than one quirk, as long as they work in harmony with one another, perhaps to balance out your character's behavior and prevent a flaw from overwhelming other people. Whatever quirk you choose, it should enable you to interact with others more, not less, whether for just a few minutes, or the entire span of time that you spend in World of Warcraft.
To help illustrate, here is my own favorite character's quirk, as well as a few quirks I have seen in other people's characters, each of which surprised and delighted me, and made me which I wish I had thought of that idea first:
"Grumpy? Vhat is ze meanink of zis vord?"
My current main is a draenei hunter, who, as I have mentioned before, speaks with a heavy accent. While this is in itself a "quirk," its real purpose is to set her apart as an obvious foreigner, and give her an opportunity to convey her inquisitive, innocent nature to others. When you talk to her, you may suddenly find yourself happily teaching her new words, or explaining some aspect of your culture that you never really thought about before. She radiates a friendly and welcoming feeling to everyone, founded in her own peculiar understanding of faith in the Holy Light. She is, in part, inspired by the "Twoflower" character in Terry Pratchett's Discworld novels, and like him, she never realizes she should be angry or afraid, always optimistic that things will work out in the end.
To a lesser degree, I also use the "PetEmote" addon to allow her enchanted pet to take part in any given interaction. Her grumpy old owl provides a counterpart to her positive nature, comically focusing on the negative side of things, or bantering with her in his Brooklyn accent. He helps prevent her from appearing so very holy and spiritual all the time that others get annoyed.
"Pockletock squeesh many orcs today!"
My gnomish warrior friend always talks about himself in the third person. With his odd grammar and limited vocabulary, he comes across as stupid and naive, maybe even mentally retarded. Yet he makes this an extremely lovable quality, because his player intelligently discovers the hidden irony in any situation, and uses his character's innocence to bring it out. Whenever he talks about "squeeshing" his enemies, I laugh inside, imagining his adorably diminutive character wielding enormous weapons, taking on enemies many times his size, and bonking them on the head.
"Happeh Skull Days!"
Another friend of mine plays an adorable troll warrior, also speaks with a heavy accent, but to an entirely different effect. When she sees you for the first time on any given day, she will announce that today is a "Skull Day" and give you an actual skull as a celebratory gift. The glee with which she handles such a morbid thing feels particularly trollish, and catches you completely off guard. If you don't know already, you inevitably ask someone else in her group... "What's a Skull Day?" Really it's just her own personal holiday, meaning that she's in a good mood, but it makes others feel as if its a real holiday -- and instinctually makes them feel the desire to celebrate "Skull Days" with her.
<Pushes his glasses back up before they slide off his muzzle>
Usually, we think of tauren as having more brawn than brains, but one druid friend plays his tauren as a lovable scholar. His simple action of adjusting his glasses makes him seem as warm and approachable as a teddy bear. In a sense, he is the opposite of my gnomish warrior friend -- a huge and monstrous, yet most intelligent and gentlemanly creature. He can discuss any subject at length, and provide some wise insight into any situation. I can almost feel the warmth of his smile when I chat with him.
<smiles, and brushes a lock of hair behind her ear.>
Although there are a lot of female characters on RP servers, many of them don't go in much for traditional femininity. One friend of mine plays a shy human mage who always listens politely, puts others ahead of herself, and uses short but sweet gestures to show how closely she is paying attention to you. She is proof that you don't have to be so very talkative or wordy to roleplay well. She can shine radiantly from the back of the room with a single and unobtrusive emote of an everyday action.
"ACHOO!"
My final example comes from a gnomish mage I met once -- quite obviously a frost mage -- who had created a macro that let her sneeze and cast Frost Nova at the same time. After sneezing, she would then sniffle and say, "Excuse me! I have this perpetual cold!" and proceed to talk about any subject under the sun. I never saw her again, sadly, but I will remember her quirk for as long as I roleplay. Sometimes I mimic it with my bank alt, who is also a gnomish mage, though somehow I can't do it as well as she did.
Her use of the in-game spells as an element of her roleplaying was so brilliant that it struck me as an essential skill all WoW roleplayers should develop.
Have you known or played any very memorable characters? What special quirks have you noticed in them that immediately gave other people a sense of who they are?
Filed under: Virtual selves, RP, All the World's a Stage (Roleplaying)







Reader Comments (Page 1 of 4)
Duerma Jan 28th 2008 12:17PM
My gnome warlock has several quirks, most of which just kind of came as I was playing her, rather than were planned from the beginning. The first (the planned bit) is her narcolepsy. I have a macro that makes her fall asleep every few minutes or so. Sometimes she says strange things when she wakes up, as she's disoriented, and sometimes she's just embarrassed and apologizes.
She's also turned into quite the attention seeker, but not in the bad drama way. She leads a raid and is a guild leader - her victories in SSC are integral to her character's stories. She's bent on doing these incredibly heroic things, as well as being a socialite.
In these moments of being loud and excited and authoritative, she tends to talk like a Valley girl. Guildmates have commented that you could look up the word "Totally" in the dictionary and see a picture of Duerma. :p
These particular quirks might make her sound a bit like a caricature, and I suppose she is a bit over the top. However, she's a real person. She's got insecurities and quiet times too. It's been just as fun developing these counter points as it has been the quirks.
Sean Riley Jan 6th 2008 6:04PM
My undead warrior, Baron Ligradi DeMontafe, has a very affected British manner, peppering his conversation with 'eh wot?'s and, of course, /yelling "TALLY HO!" in lieu of a battle cry. I really wish I could yell this out at Battlegrounds and have it understood.
I want to Alliance to fear the cry of Tally ho!
Mardoc Jan 6th 2008 6:38PM
I say, old bean, not all us Brits have such mannerisms!
Gotta love the frost-mage one. A fire-mage could have a perpetual fever, or something. I dunno, but the cold thing just works so well!
Rynthera Jan 6th 2008 6:38PM
A very affected cliched, not-seen-in-real-life-since-1890 British accent, you mean?
Sean Riley Jan 6th 2008 6:53PM
Exactly. The hidden dark secret to Ligradi is that he's completely off the bend -- He watched his wife and daughter die to the plague and went mad before he himself succumbed. He's a Baron in the most cliched sense imaginable -- Created from childhood dreams of trashy adventure stories.
Plus, it's fun to play.
David Bowers Jan 7th 2008 10:28AM
I love this idea, Sean. It made me laugh a lot just imagining him shouting "Tally Ho!" How does your character handle less jovial situations when he's completely insane? If you've ever met an insane person in real life, you know it's definitely not funny in the slightest.
Of course, in fantasy, insanity can be hilarious, because we can ignore all the unhappy bits. Or we can make our character only insane when it would be funny, and yet very reasonable when the situation demands it. It's a convenient fiction, but it's better than the facts, for our purposes at least.
Sean Riley Jan 7th 2008 4:43PM
His true insanity hides itself behind apparent, seemingly harmless insanity. Recklessly charging into combat, eccentric viewpoints, etc. The surprising thing is that he can be capable of tremendous solemnity and nobility -- He IS a baron, after all. He's amazingly empathetic and is unfailingly polite and charming. I'm reminded of D'Israeli's wonderful short comic "Biting the Hand that Fed Me" ( http://www.artbomb.net/comics/biting.jsp ) and how he depicts his grandmother's dementia was both terribly tragic and quite funny at the same time. Both facets are true, even though they're mutually incompatible. Same with the Baron, he's tragic and (I hope) hilarious at the same time.
For the most part, his insanity has yet to really become a major story point because nobody's really worked it out yet. I'm still hoping one of them figures it out soon to see how it plays out. Because in a way, your statement that the fiction is better than the facts is true for HIM, too. If he ever remembered he's a watchmaker, and the truth of his family's death, he'd probably end up becoming a shattered, broken borderline sociopath (which is to say, a typical Forsaken undead as per the NPCs). As he is, he's much more than that, especially past the comedy. For example, he's flat out refused to do the vast majority of the Hillsbrad quests, since they almost all involve murdering innocent farmers and creating a new plague. He won't hear of it.
Still, I let it loose a little bit now and then. Nothing is perfect, even his carefully constructed defenses. He's funny until the insanity slips, and then he's frightening, if I do it right.
Rynthera Jan 6th 2008 6:40PM
Also, while I think about it, I wouldn't say a Draenei with a heavy accent was much of a quirk, either, or at least not an indicidual one- EVERY Draenei I have seen on my RP server does it. I thought it was just par for the course for playing Draenei.
David Bowers Jan 6th 2008 11:29PM
Maybe on your server it is par for the course, but it isn't on mine. I wish it were, actually! It seems to make sense that draenei should stand out vocally just as much as trolls or dwarves do.
Anyway, the accent itself is just the vehicle for the more important quirk: inquisitive optimism. I thoroughly enjoy playing someone so good natured and positive (she never kills anyone, only puts them to sleep with a Tranquilizing Shot). And for counterpart, there's always her pet owl. She actually has other quirks as well, but where I am, her accent and attitude is strong enough that she rarely gets a chance to display them.
Jim H. Moreno Jan 6th 2008 6:49PM
My very evil Undead warlock simply walks everywhere he goes. Why? Because evil doesn't run. My Gnome mage had an unfortunate mishap as a babe, which caused him to become imbued with barely-controllable arcane fire magic. He has to constantly drink water to keep himself and any other flammable objects (including people) in the vicinity from bursting into flame.
Quirks can add an excellent RP factor to a character. A superb example is the TV show character Monk. Fantastic use of a very common disorder in everyday situations. For RP, just be sure to have a solid reason for it. Doesn't have to be very rational, in my opinion, since we are dealing with a fantasy realm.
David Bowers Jan 6th 2008 11:39PM
Hey Jim :) You don't find people get annoyed with you for walking when they have to wait for you to catch up? I would have listed "walking everywhere" as an anti-social quirk and advised readers against it, but if you can make it work in social situations, I'd love to hear how! I imagine it could work in places where your character would ride a mount, but in instances it could get tricky, especially on a wipe, when everyone has to run through half the instance again. I assume you never walk in PvP, of course.
thunder Jan 7th 2008 9:43AM
This, and the skull day, are my favorites actually. I can see the walking idea as entertaining because he could be extremely irritated whenever he's 'forced' to run. I actually think that the warlock has the most intrinsic role play potential. Verbally abuse your imp, /laugh as you cast rain of fire. In character you hate everyone and everything but only in ways that is fun for everyone.
My main is on a PVP server in a guild very focused on PVE progression, so the little roleplaying I do is just for entertaining myself mostly. But ever since the beginning when I was learning the classes and first found out that only hunters and warlocks get pets... I've pretended that my tauren warrior has an invisible yellow rabbit companion named russel. Russel hides somewhere in the chamber of a boss if the raid looks to be about to wipe so after we finally kill the boss i run around calling out "russel! its okay, he's dead, come back we've got more work to do! Russel! We'll leave without you".
Generally people just stand around while loot is distributed.
Badger Jan 10th 2008 12:47PM
Has anyone else noticed that you can almost always tell an RPer by something as simple as seeing them walk rather than run? It's almost as effective as using an RP tag mod.
Kikr Jan 6th 2008 6:57PM
Roleplay is getting more and more interesting to me but it seems like too much work : /
Sean Riley Jan 6th 2008 7:07PM
It is and it isn't.
It's time consuming. You definitely will slow down your leveling to do this. And RP events ARE work, no question. We're still trying to organise our guild's first one. (Moon Guard, you are not prepared... for class!)
But it's plain old fun. Once you start doing it, it's easy and no effort at all. You can do it in the middle of raiding. (It's fun to argue over who gets a bit of loot in character, especially when the dice roll has already settled it, so you know if you should lose the argument.) You just go along with the flow of it.
David Bowers Jan 7th 2008 9:48AM
Sean is right on about this! There's definitely a skill involved in RP, but it's about as much work to develop it as it is do do anything else in the game, I think (if not less). It takes practice, and help from your friends too. None of these posters who write like they know what they were talking about (myself included) were born knowing how to roleplay. We all just met up with other people, saw what they were doing, and picked it up for ourselves as well.
Kind of like... talking, walking... you know... anything in life! RP is very natural once you get used to it. Also sharing with each other about how to improve it is natural too. !
Eternalpayn Jan 6th 2008 7:11PM
What RP realm do you play on? I'm looking for a good one.
Sean Riley Jan 6th 2008 7:32PM
Moon Guard is excellent on both sides.
Eternalpayn Jan 6th 2008 9:39PM
Thank you. Is that oceanic, or US?
Sean Riley Jan 6th 2008 9:48PM
US. There are, as of yet, no Oceanic RP servers.