All the World's a Stage: Authentic class
All the World's a Stage is a source for roleplaying ideas, suggestions, and discussions. It is published every Sunday evening.
Sometimes it can be difficult make your character feel really authentic. Very likely, you work in an office in real life, for instance, and perhaps you daydream of burning up all your paperwork. You certainly don't cast hellfire and summon demons to wreak havoc upon the world, so naturally you have no personal understanding of how a warlock would really behave.
Of course it helps to do some research on the lore behind your class, but in fact even lore writers are only imagining. No one in the world has practical experience of what any of the Warcraft classes would be like. Even classes like priests and hunters are so heavily fantasized that there is a great difference between the class and its real-life namesake.
Imaginative extrapolation is the name of the game here, and as always when imagining things, it helps to try and root your character's class-based behavior around some tried-and-true character quirks, things that will make everyone who interacts with you feel compelled to say to themselves, "Wow! That's just the sort of thing a <insert your class here> would do!"
Read on for some practical quirks, with links to more resources on the characteristics each class would display.
<Stops to smell the flowers>
Although any class can be a lover of nature, druids are embodiments of nature itself. It only makes sense that they should appreciate the beauty around them, and even tend a garden or something to show how much nature means to them. If your druid is an herbalist, this can make even more sense. If you're feeling comedic, why not let your druid hug a tree now and then, just for kicks? or shift into animal form and talk to animals? or even take your friends to some tree-top or mountainside for a chat, rather than the plain old city tavern?
<Stops to smell the animal poop>
Second only to druids in their love for nature, hunters are the Warcraft class most likely to get their hands dirty. If you're a hunter, try to stalk something now and then, show off some of the freshest meats you've caught, or at least pat friendly animals on the head at every opportunity.
If you habitually walk around everywhere in the world with your pet hanging out, make sure to remark on the awkwardness of your wolf piddling on that pretty Silvermoon Inn carpet! Otherwise, you can either choose to put your pet away indoors, or else bring along a Poopie Purse.
<Studies a thick tome with a long and mysterious title>
To a certain degree, any of the caster classes are quite likely to be bookworms, but mages should top them all in obsessive bibliophilia. Mages should often mention something they read from Mysteries of the Arcane or A History of Magic or even Tubald Billywart's Exposition on the Three Uses of Implosive Energy Structures.
Likewise, a high-level mage should often take notes on his magical experiments. No matter how you use your magic today, you most likely learned it all through patient study. Why would you stop studying just because you're level 70 and know all the available spells? Have your character take an imaginative stab at which spells will be added to the mage class in the next expansion and start researching on them now!
"For the Light! Deny the Shadow! Defend the Innocent!"
Of all Warcraft classes, paladins seem most likely to utter an altruistic battle cry. Get RP Helper 2 and set it up with as many phrases as you can think of to be uttered now and then in combat (not so much that it gets annoying of course).
Likewise, when out of combat, go out of your way to do nice things for people. Pat someone on the back, say "Cheer up lad! Have faith in the Light!" and give them a blessing. Proactively offer some newbie some silver or gold and words of encouragement. Lay your hands on a child (who is standing still) and speak the words of a prayer for her well-being.
"A wise teacher once said..."
Priests in Warcraft may or may not be "religious" as such, but they should be repositories of cultural wisdom. Collect a good list of some wise sayings from your favorite spiritual tradition, edit them for general consumption and suitability within the Warcraft setting, and then share them with people whenever you get the opportunity. Don't hesitate to give pithy advice or wax philosophical. If you get any sort of audience, feel free to extend your sayings into short sermons on how life should be lived.
"Is that so?"
Rogues are supposed to be masters of hiding, so to a roleplayer, the art of playing a rogue presents us with an interesting opportunity: Many roleplayers (most people, perhaps) tends to be more interested in telling their own story rather than listening to yours. Therefore a great place to begin as a rogue is to become a great listener to the roleplay of others without making yourself the center of attention. Investigate their stories, quirks, hopes and desires, all the while keeping your own character in the background, until you feel as though you understand them well enough to land the perfect "roleplaying backstab!" -- that special word or action which can have a great effect on them and reveal some interesting taste of your own character's secrets too. As with any attack, don't be disappointed if you miss your RP backstab sometimes, when no one has the reaction you hoped for. Just re-stealth, listen some more, and prepare your next attack.
"Once, long long ago..."
Shamans are essentially priests of tribal societies. They should also give advice and wisdom to those around them, but perhaps do them in a different way. Since tribal wisdom was often carried on through oral traditions, shamans strike me as the Warcraft class most likely to be great storytellers and poets. You yourself don't have to be a great storyteller to make this work! Just collect other people's stories (especially fables), and adapt them for WoW.
<Cackles maniacally>
If you're a player who is inclined towards playing the bad-guy, then warlocks are RP-easy mode. You can basically pick any villain from any old mythical story to use as inspiration, and then let your imagination go crazy with all sorts of nastiness.
Still, according to some roleplayers, warlocks aren't officially accepted in either Horde or Alliance culture, so you might benefit if you carry around some heavy books and pretend to be a mage. Be sure to grin evilly when people believe your lies.
<Polishes her sword>
Warriors can literally be anything or anyone. They have the vaguest stereotype and are the hardest to pin down to just one set of character traits. My warrior character is like a gnomish Indiana Jones, but yours could just as easily be an orcish General Patton. Whatever you choose, make sure that your warrior gets to show off some rage now and then, even if you keep it rather cold. Likewise, let your character show a special attention for his or her weapons and gear, since your class is most reliant on good gear, and you have to pay the most to repair it too.
What quirks do you use to make your character feel more authentic as a true representative of his chosen class?
Sometimes it can be difficult make your character feel really authentic. Very likely, you work in an office in real life, for instance, and perhaps you daydream of burning up all your paperwork. You certainly don't cast hellfire and summon demons to wreak havoc upon the world, so naturally you have no personal understanding of how a warlock would really behave.
Of course it helps to do some research on the lore behind your class, but in fact even lore writers are only imagining. No one in the world has practical experience of what any of the Warcraft classes would be like. Even classes like priests and hunters are so heavily fantasized that there is a great difference between the class and its real-life namesake.
Imaginative extrapolation is the name of the game here, and as always when imagining things, it helps to try and root your character's class-based behavior around some tried-and-true character quirks, things that will make everyone who interacts with you feel compelled to say to themselves, "Wow! That's just the sort of thing a <insert your class here> would do!"
Read on for some practical quirks, with links to more resources on the characteristics each class would display.
<Stops to smell the flowers>
Although any class can be a lover of nature, druids are embodiments of nature itself. It only makes sense that they should appreciate the beauty around them, and even tend a garden or something to show how much nature means to them. If your druid is an herbalist, this can make even more sense. If you're feeling comedic, why not let your druid hug a tree now and then, just for kicks? or shift into animal form and talk to animals? or even take your friends to some tree-top or mountainside for a chat, rather than the plain old city tavern?
<Stops to smell the animal poop>
Second only to druids in their love for nature, hunters are the Warcraft class most likely to get their hands dirty. If you're a hunter, try to stalk something now and then, show off some of the freshest meats you've caught, or at least pat friendly animals on the head at every opportunity.
If you habitually walk around everywhere in the world with your pet hanging out, make sure to remark on the awkwardness of your wolf piddling on that pretty Silvermoon Inn carpet! Otherwise, you can either choose to put your pet away indoors, or else bring along a Poopie Purse.
<Studies a thick tome with a long and mysterious title>
To a certain degree, any of the caster classes are quite likely to be bookworms, but mages should top them all in obsessive bibliophilia. Mages should often mention something they read from Mysteries of the Arcane or A History of Magic or even Tubald Billywart's Exposition on the Three Uses of Implosive Energy Structures.
Likewise, a high-level mage should often take notes on his magical experiments. No matter how you use your magic today, you most likely learned it all through patient study. Why would you stop studying just because you're level 70 and know all the available spells? Have your character take an imaginative stab at which spells will be added to the mage class in the next expansion and start researching on them now!
"For the Light! Deny the Shadow! Defend the Innocent!"
Of all Warcraft classes, paladins seem most likely to utter an altruistic battle cry. Get RP Helper 2 and set it up with as many phrases as you can think of to be uttered now and then in combat (not so much that it gets annoying of course).
Likewise, when out of combat, go out of your way to do nice things for people. Pat someone on the back, say "Cheer up lad! Have faith in the Light!" and give them a blessing. Proactively offer some newbie some silver or gold and words of encouragement. Lay your hands on a child (who is standing still) and speak the words of a prayer for her well-being.
"A wise teacher once said..."
Priests in Warcraft may or may not be "religious" as such, but they should be repositories of cultural wisdom. Collect a good list of some wise sayings from your favorite spiritual tradition, edit them for general consumption and suitability within the Warcraft setting, and then share them with people whenever you get the opportunity. Don't hesitate to give pithy advice or wax philosophical. If you get any sort of audience, feel free to extend your sayings into short sermons on how life should be lived.
"Is that so?"
Rogues are supposed to be masters of hiding, so to a roleplayer, the art of playing a rogue presents us with an interesting opportunity: Many roleplayers (most people, perhaps) tends to be more interested in telling their own story rather than listening to yours. Therefore a great place to begin as a rogue is to become a great listener to the roleplay of others without making yourself the center of attention. Investigate their stories, quirks, hopes and desires, all the while keeping your own character in the background, until you feel as though you understand them well enough to land the perfect "roleplaying backstab!" -- that special word or action which can have a great effect on them and reveal some interesting taste of your own character's secrets too. As with any attack, don't be disappointed if you miss your RP backstab sometimes, when no one has the reaction you hoped for. Just re-stealth, listen some more, and prepare your next attack.
"Once, long long ago..."
Shamans are essentially priests of tribal societies. They should also give advice and wisdom to those around them, but perhaps do them in a different way. Since tribal wisdom was often carried on through oral traditions, shamans strike me as the Warcraft class most likely to be great storytellers and poets. You yourself don't have to be a great storyteller to make this work! Just collect other people's stories (especially fables), and adapt them for WoW.
<Cackles maniacally>
If you're a player who is inclined towards playing the bad-guy, then warlocks are RP-easy mode. You can basically pick any villain from any old mythical story to use as inspiration, and then let your imagination go crazy with all sorts of nastiness.
Still, according to some roleplayers, warlocks aren't officially accepted in either Horde or Alliance culture, so you might benefit if you carry around some heavy books and pretend to be a mage. Be sure to grin evilly when people believe your lies.
<Polishes her sword>
Warriors can literally be anything or anyone. They have the vaguest stereotype and are the hardest to pin down to just one set of character traits. My warrior character is like a gnomish Indiana Jones, but yours could just as easily be an orcish General Patton. Whatever you choose, make sure that your warrior gets to show off some rage now and then, even if you keep it rather cold. Likewise, let your character show a special attention for his or her weapons and gear, since your class is most reliant on good gear, and you have to pay the most to repair it too.
What quirks do you use to make your character feel more authentic as a true representative of his chosen class?
Filed under: Virtual selves, RP, Classes, All the World's a Stage (Roleplaying)







Reader Comments (Page 1 of 2)
Lucas Feb 17th 2008 6:13PM
Once, long, long ago there was the dot shock...
joerendous Feb 17th 2008 6:20PM
i really like the explaination you gave for the rogue quirk. a side i didn't see but now that you brought it to light, makes so much sense
Adi Feb 17th 2008 7:03PM
"Shamans are essentially priests of tribal societies."
Tribal societies?
Orcs aren't tribal (they have Warchief Thrall, for instance), neither are Draenei. To an extent trolls aren't tribal either (Rastakhan).
Shamans are basically like animist priests. Everything, to them, has a "soul" or "being" of some sort in the form of elements, which they in turn command to shoot lightning bolts out of their hands.
Sean Riley Feb 17th 2008 7:11PM
Orcs aren't tribal? They have clans! Warsong! Frostwolf! Burning Blade!
Sure, they're now (mostly) united under a single warchief, but he's still juggling the demands of at least three clans, and he doesn't have the support of a wide number of others. The orcs are very tribal.
Draenei, I grant you, aren't tribal, but they're an unusual case.
SaintStryfe Feb 17th 2008 9:20PM
Draenei Shaman in lore a bit different. Rather then being innately connected, Draenei Shaman have to work to develop their elemental powers. It also should be noted that to most Draenei, Shaman are on the outside (the head Shaman is *gasp* a Broken!) of society. They are not welcomed the way Paladins and Priests would be, for instance. Remember that in roleplay. Just like in meatworld's shamantic societies, they are the outsider who has a very different prospective of life, and tries to help bring harmony despite that sort of warped view of things.
Krackle Mar 11th 2008 1:03AM
sean riley is right, orcs are very tribal
and the trolls?"aren't tribal to some extent", are completely tribal!
Amani, Sandfury, Atal'ai, Witherbark, Zandalar, Darkspear(playable trolls), Drakkari, Bloodscalp, and a lot more!
Sean Riley Feb 17th 2008 7:04PM
I also like the idea of a 'cover' personality for rogues or warlocks -- My old rogue was a seamstress, with a high tailoring skill that she used to make shirts and dresses. She denied ever being a rogue, why, stealing would be illegal!
Timothy Bower Feb 17th 2008 8:06PM
For my hunter, I don't really focus on him being a Hunter. More of an inventor, a large Elf who wished he was a Gnome. Though, as a Night Elf Hunter still, he wants to use his inventions to cure the world, as he has a lack for Druidic power. He's... Kinda weird though.
My Priest is pretty much a desk clerk, he's very pessimistic and tends to follow old standards, however, he's very devoted to his faith.
And my Paladin... isn't much of a Paladin, he's a little Blood Elf cook, who in this new world has to act tough, so he decided to be a Blood Knight, so he won't get bullied as he tries to become a culinary master across the world.
But yeah, the perfect recipe for a good character is easy to find, take Race, Class, Profession, and you work from there. As a Blood Elf, why would he be a Paladin, if he's a cook? Connect the dots and you got yourself a good character.
Anaughtybear Feb 17th 2008 8:18PM
I punch role-players in the nuts.
Sean Riley Feb 17th 2008 8:47PM
Amusingly, this guy's last post before this was him pleading for 18 and over only servers, begging for more mature discussion.
Irony has, once again, been taken out behind the chemical shed and shot.
Haohmaru Feb 17th 2008 10:39PM
That's actually a lot kinder than what I'd like to do to people who play "role-playing" games while simultaneously looking down on people who actually do, in fact, ROLE-PLAY in said games.
Hugh "Nomad" Hancock Feb 18th 2008 11:13AM
Good post. Here are a few alternate perspectives from a slightly different style of roleplaying (I think I've got a slightly more internal style of character generation than David):
Warlocks:
Aren't necessarily evil - just people who, for whatever reason, thought they needed a great deal of power and were willing to take the moral, ethical and physical risks associated with being a warlock. Any warlock has a very, very strong reason in their past for choosing this path - think anyone from Voldemort to Angel.
Any non-corrupted warlock is likely to be a total control freak - he or she has to be, as they're always playing with fire, and they know it. If even the slightest thing goes wrong, it could upset the balance they're struggling to maintain. And that sort of thing tends to seep into everyday life, like it does for modern-day executives and movie producers. See a guy in a dress throwing a massive fit because the gryphon's late? That's a Warlock.
And there's a lot of fun and drama to be had in playing someone who genuinely thinks they're still holding it together as they slowly slide toward the abyss - think "Watchmen" by Alan Moore, and specifically Rorschach.
Hunters:
Possibly the scariest class of them all. There's a temptation to play these guys as fluffy animal lovers, but remember - by definition, these guys kill things *for fun*. All the other classes have some kind of innate "we had to do it" excuse - but the archetypes of the Hunter, in-game characters like Nessingwary, do it for the thrill.
Sure, a Hunter will respect a wolf - and will have fond stories of hunting them down and butchering them in their lair after days of patient stalking. These guys mount the heads of their victims on their walls - it seems reasonable when they do it, somehow.
Hunters are likely to be thrillseekers. How amoral does that become? Sure, Thrall is a peacemaker and a great leader - but what greater hunt are you ever likely to see than hunting the leader of the orcs in his lair? Er, that is, city. Just speculation. I'd never actually do that. Honestly, I'm satisfied with hunting wolves. Oh, yes...
Remember, the archetypes for Hunters in literature include Ahab and Victorian safaris.
Mages:
Mages don't have to be great learners. No-one really knows where their power comes from. There's a lot of potential in playing someone who starts out with this power and no knowledge at all - like Garion in David Eddings' Belgariad series.
That's scary. You wake up one day and you can throw fire. And you don't know why, and you need to learn before someone kills you, and the only people who know why you can do this seem intent on recruiting you into their private wars against the Scourge or the Horde or whatever, and you just want to *go home*...
There's a whole X-Men/superhero/with-great-power vein here.
Rogues:
Remember, a rogue isn't a thief. Indiana Jones is actually a great example of a rogue character - uses a lot of stealth and cunning, prefers to outthink his opponents, doesn't get into stand-up fights...
"Rogue" is the most catch-all of all the classes, and can emcompass everyone from a highly-trained martial artist to a cutpurse. You've got a lot of freedom to define your character here - rogues are the class (aside from warlocks) most likely to dislike others of their class, whom they see as totally different to themselves.
Paladins:
OK, now I say something really controversial. See those Jihadists that Fox News keeps going on about, and indeed who keep doing unpleasant things to the UK and the US? They're Paladins, they are. Holy Warriors. Just like the Templars were in the Middle Ages - and those guys did a lot of horrible things too.
A paladin, by definition, is someone who's willing to kill for what he believes in. At best, they're defenders of the world as a whole. (Paladins match a lot of modern-day First World military types much closer than Warriors do - your average UN peacekeeper is a good model for a WoW Paladin).
At worst, they're fanatics. Paladins can have the same scary tendancies as modern-day fundementalists of any faith - they'll seem lovely, generous and kind, because they genuinely are in many ways, and then they'll say something that seems very unreasonable, but matches their beliefs. (Some of the Drenai do this already in the in-game writing.)
"All Warlocks are evil by nature." "Magic is against the will of the Light." "Homosexuality is wrong and must be punished." And they won't be dissuaded. And they really, really believe it. And they will kill for that belief. No matter what the opposition.
In conversation, Paladins are likely to be nice, but not exactly deep thinkers. Again, at best they'll be very decent people who've seen a lot of horrible stuff, and are probably getting increasingly world-weary as a result. At worst, they'll remind you of Winston Churchill's saying that a fanatic is "someone who won't change his mind, and can't change the subject."
Ok, this is getting super-long. More later, hperhaps.
twh Feb 17th 2008 10:05PM
Aside from the historical real world significance of paladins, it would lead one to assume that they're supposed to be the examplars of the Rule of Law, even to their detriment.
Tirion Fordring exemplified this when he refused to abandon those ideals just to save face, in spite of the heavy price he ended up paying.
Haohmaru Feb 17th 2008 10:44PM
I suppose my BElf Hunter is played much the same as my old elven ranger from my Forgotten Realms D&D gaming days, albeit with many necessary changes using Azeroth's unique-yet-undeniably-familiar lore. I'm pretty satisfied with it, though - very much the frontiersman, he's good at skinning, leatherworking, fishing, cooking, and of course, y'know, shootin' stuff. :P
taintedmage Feb 17th 2008 10:54PM
Hmm its always interesting to hear articles on This since Currently I am trying to decide on whether to transfer my orc lock (lv50 have the 40th talent spell woohoo!) to an RP server or not.
Also for the Palidan thing yea.....that's not going to really work for a BE Pally since you know....stealing the light for their own purpose and a good amount being non believers in the Light. However you probably still could pull that off for a BE Pally......or should I say Blood Knight.
onetrueping Feb 18th 2008 1:17AM
Actually, after 2.4, BE pallies will no longer be siphoning the Light from a Naaru. Instead, they will learn to become true followers of the Light. Good chance for rp, hm?
Haohmaru Feb 17th 2008 11:06PM
Orcs and trolls are very tribal. Keep in mind that in WarCraft lore, the clans have been united under Thrall for a pretty short amount of time.
Haohmaru Feb 17th 2008 11:06PM
Oops, this was meant as a reply to Adi..
Sean Riley Feb 17th 2008 11:29PM
And the thing is, they're not even really united. Check it:
Blacktooth Grin/Blackrock Clan: Opposed to Thrall, leader openly seeks to overthrow him.
Burning Blade Clan/Searing Blade Clan: Opposed to Thrall, demon worshipers, possibly Thrall's #1 priority to destroy.
Frostwolf Clan: Loyal to Thrall!
Laughing Skull Clan: Opposed to Thrall, ignore his leadership completely.
Shadowmoon Clan: Opposed to Thrall, Demon worshippers, mostly dead.
Shattered Hand Clan: Loyal to Thrall, mostly dead, but those who remain are deadly.
Twilight's Hammer Clan: Opposed to EVERYTHING, pure evil.
Warsong Clan: Loyal to Thrall.
So of the remaining eight clans (the rest are either all dead or very nearly all dead), only three are loyal to Thrall. If I had to guess, I'd argue the most powerful clans remaining are the Frostwolf, the Warsong, and the Burning Blade Clan are the most powerful, so he has two of the three most powerful clans, granted. But still, he's far from unified the orcish clans.
Sean Riley Feb 17th 2008 11:37PM
"If I had to guess, I'd argue the most powerful clans remaining are the Frostwolf, the Warsong, and the Burning Blade Clan are the most powerful, so he has two of the three most powerful clans."
I win at grammar.