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)
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Reader Comments (Page 3 of 4)
Sean Riley Jan 7th 2008 2:36PM
Veritas! How could I forget them?
Veritas are excellent. Highly recommended.
Badger Jan 10th 2008 12:58PM
That they are. I was actually a member of Veritas from Sept. - Dec. 2007, and it was the best experience I've ever had in-game.
Unfortunately, I had a falling-out with the officers of the Guild over a handful of issues involving the administration of their website and forums, but as they say, hindsight is 20/20, and it was really a little petty thing that I took too far.
The cool thing is, even if you screw up, they're all mature, responsible individuals who will give you a second chance. You can't ask for more than that in the virtual world.
ThorinII Jan 7th 2008 8:49AM
My BE shadow priest is a veign, pretty-boy, germaphobic, priss who HATES getting dirty. And I'm not even on an RP server. :0P That's just how I picture him being.
Perderedeus Jan 7th 2008 6:45PM
I've an orc hunter (engineer) with a rather interesting, albeit somewhat sordid, backstory and a sly, often sarcastic outlook on life. She is fairly articulate and educated (what engineer isn't knowledgable in some degree?) but far from snooty, and has a penchant for gunpowder and explosives (naturally). It's fun to play her as someone who is easy to get along with, but can also "take care of things" when things go bad thanks to her arsenal, training and equipment. ;)
Ellyndia Jan 7th 2008 10:56AM
Before the expansion, I RP'd played an Undead Mage (Cirene on Shadow Council, US). I made her to be a former mother who was alone in the world (Her husband being truly dead and her children alive [and Alliance to boot]). She was constantly searching for companionship - however, being awkward and fundamentally shy, this was hard. It was somewhat of a hinderance - one of those 'anti-social' traits. So I needed something to make Cirene more playable.
And then I found Jubling.
I used Jubling to emote things Cirene *should* feel - this little froggie became her best friend: laughing when she did, crying when she did, and so on. Jubling also made approaches that Cirene would never be able to do - including encouraging her to talk more by gently nuzzling her. Oftentimes Jubling hopping to a strange person and sniffing them was enough for the introverted mage to start spontaneous RP (which is always good). Using an outside pet or creature can not only provide an interesting contrast to a character, but provide an outlet for normally introverted character to make themselves known.
David Bowers Jan 7th 2008 11:05AM
This is great Ellyndia! This is exactly the sort of purpose that a quirk is supposed to serve. It gets you interacting with other people, and distinguishes your character so that others remember. Way to turn an otherwise negative quality into a positive one!
Pingmeister Jan 7th 2008 11:25AM
Thanks for the column. It made me re-roll (DEAR GOD WHAT HAVE I DONE) on a new server so I could get back to RPing.
My experience Alliance-side was a bit disappointing but when I went Horde I was overwhelmed by how many groups stood around town RPing.
My young Orc was getting in a lot of trouble threatening everyone he saw with his "big muscles" and then instantly backing down and crying when people threatened back.
I had a great deal of fun.
David Bowers Jan 7th 2008 11:33AM
Yay! That's what this column is for! Sounds like you got the "quirk" idea working for you pretty well, and even poked fun at the Macho-man stereotype to boot!
Zegim Jan 7th 2008 12:07PM
This column gets it just right. quirks are the fastest way to remember a character.
I became a fan of Marvel comics simply because a lot of characters had very recognizable quirks. Gambit cajun dialect and womanizing ways, Spiderman taunting his opponents with smart-ass quips, "Hulk smash!", and many more.
These quirks act as a formidable way to know a character in a very short time. Something as simple as James Bond asking his Vodka Martinis "shaken, not stirred" talk volumes about the way 007 sees the world.
I haven't put a lot of thought into using quirks while Roleplaying, but now I'll certainly keep an eye on it.
Ravenswing Jan 7th 2008 12:45PM
So, there I was rushing up through Stormwind (on the EU Argent Dawn server, to be exact) to get to that tailor shop beside the mage Sanctum to complete the Astral Knot quest, and I come across this dranei girl speaking Dranei to anyone around and not getting anywhere. Being a helpful sort, I tried talking to her.
As best I could guess, the idea was that she had come down near Stormwind, wanted to get to the Exodar, and did not speak any Common. A very entertaining and frustrating hour passed with me trying to work all this out and then find a mage who could portal to the Exodar. At the time I was too low level to do it myself.
It was about 3 in the morning and the server population was a little thin, so finding another dranei who could interpret was hard enough. Eventually, a night elf druid said she had a "friend" who could help, and promptly logged in her 70 dranei mage.
I have never seen either of them again, but I'm not going to forget that little bit of quirky roleplay for a while.
Syme Jan 7th 2008 12:45PM
Probably my character with the best quirk is my warlock. She doesn't see things as others do, often literally. She knows she is undead, even rememebers being murdered by demons and became a warlock for revenge; but she doesn't know she looks much different now. She bought a cockroach thinking it was a puppy and loves to dote on her little "Winston". She thinks the canals in Undercity just have water in them.
Syme Jan 7th 2008 12:54PM
I will add that I loved having FlagRSP, but it's caused a ton of errors on two occassions (including an AV game where it popped an error box every 3 seconds for the entire match). It's too bad development has been abandoned on it and all the old programs like it. I wish someone would make a new program that worked with the current version of WoW.
TomFury Jan 7th 2008 1:12PM
I do not RP and am on a regular PVE server, but I had an RP-ish encounter once quite awhile ago. It must be almost two years now...
I was in IF checking mail, AH, etc when I noticed a little low-level gnome walking (walking mind you) from person to person asking if they would like their shoes shined. I followed him, intrigued. Finally he noticed and walked up to me.
"May I shine your boots, kind sir?"
"You may," I replied.
The little gnome emoted shining my boots for a few moments.
"There you go, sir."
I opened the trade window and gave him, if I remember correctly, 10 gold. He was ecstatic!
"Oh thank you, sir! Oh my! Thank you so much!"
He /cheered.
And on his way he went, walking to the next person.
It was such a weird, wonderful, endearing experience that I added him to my friends list. I have never seen him log on again.
But everytime I look at my friends list, I remember little Ljfrostbite and I smile.
Siggy Jan 7th 2008 1:21PM
@17 once more, because I failed to catch your next posts' number:
Now, here's the thing. Alliance-side, RP and raiding are two VERY separate things. I know Veritas is tentatively touching on Karazhan and does the occasional Heroic. If you want RP mixed with progression, go Horde. For some reason, Alliance raiding guilds keep to themselves the most part, refusing to group with anyone else.
Siggy Jan 7th 2008 1:42PM
A little correction because you people have no edit button:
I realize that sounded a tad pessimistic, especially coming from an exception to that aforementioned rule. Y'see, on both factions we're very focused on people before purples, and it just bugs me to see some 1337sauce raider standing in the middle of a city absolutely mute.
P.S. [anotherplug] JOIN CELESTIA YOU SEEM LIKE A GOOD PERSON AND WE WOULD LOVE TO HAVE YOU ABOARD [/anotherplug]
Siggy Jan 7th 2008 1:52PM
..And there I go again, making myself look like an idiot starved for recruits.
/em headdesks and gives up, simply saying "It's been a hard morning."
David Bowers Jan 7th 2008 11:46PM
Thanks for your replies Siggy! You're saying Celestia is an Alliance RP guild that still does endgame raiding and PvP? It's fine with me that people come before purples -- I wouldn't expect to be the first guild to clear the Sunwell raid, for instance. I just wouldn't want to miss out entirely on enjoying all the content we have in the way that I like.
My Moon Guard alt is only level 6 or so, but I'll still look up Celestia next time I get a chance. :)
Jim H. Moreno Jan 7th 2008 8:29PM
Hey David, and other fellow RPers,
Sure, some (non-roleplayers) have gotten 'upset' at my walking characters. However, I must say, the majority know it's all about roleplaying in a game, and certainly nothing to let your real self be affected by. But don't take my word for it. Just read this passage written by one of my non-roleplaying friends about my Troll priest, Wichdocta:
http://bloodyloc.blogspot.com/2007/03/art-of-walking.html
Sean Riley Jan 7th 2008 11:16PM
I'm adopting this with my priestess. :) From now on, unless there's a good reason otherwise, she walks. She is, after all, a calm pillar of faith in the middle of chaos.
My human rogue and undead warrior, by contrast, are so damned hyper that the run even when everyone else is walking, and wonder why they can't keep up.
Zach Jan 7th 2008 10:12PM
I had a belf palliden on some server, can't remember which, but it was a rp server. She was a cool char, and I had some fun rping w/ her.
Her opening scene (in the steriotypical inn setting) would be:
"A shorter female in heavy plate with a foreboding expression on her face, worn through many battles, and with a nasty large scar barely visible in the gaps of her sholdier plate armor walks into the bar. The ground shakes w/ the weight of the armor, and large two handed axe hangs off her back, with blood caked on the handle, most of it dry, some of it wet. She pauses and scans the bar for a moment; seeming satisfied, she sits, the chair creaking at the weight.
The barkeep gruffly asks for her order.
"Grape juice please."
She had a couple others, that caused much fun:
-"A youngish female belf runs into the bar, nimbly and silently, she spots her target. Stealthily, without being seen, she sneaks up behind Surly Mc Broodster (Name changed to protect the innocent), when she is just behind him, she pokes him hard in the back. And runs out of the bar, as fast as possible."- this would lead to all sorts of silliness.
One time, She was outlawed from the town, which granted, was b/c my guild played along, which was cool. I got duel challenges from fellow guildies for a while after that.
Yep... I enjoyed that stuff.
Good times.
Good times.