All the World's a Stage: Magical table, magical screen
All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.
As with many other people, my first experience of roleplaying was with a "tabletop" roleplaying game in high school. The older kids introduced me to Vampire: The Masquerade, and although I wasn't enthralled by the whole "bloodsucking" thing, I quickly realized that the basic activity was lots of fun, and I ended up starting my own roleplaying group with Earthdawn, a more traditional (yet surprisingly original) fantasy setting. Those games were my some of my happiest memories from high school.
In college I couldn't find many people who were interested in playing with me, and when I came to live and work in China after graduating in 2000, I thought that my roleplaying days were over for sure. You may imagine my surprise when in late 2007, I came across another foreigner here in Nanjing, discussing Dungeons and Dragons with his Chinese wife in one of my favorite restaurants. It turns out he needed another player for the group he has going here, and although his wife wasn't interested, I happened to appear, ready and eager to join up.
Originally I had thought that WoW would be the only way I could continue roleplaying while living in the far East, but starting to get back into my old hobby has given me a chance to see more clearly what the differences are between tabletop roleplaying and roleplaying in a game like WoW. Each has its own advantages and disadvantages, and different people have their preferences. Both have a special value which is mainly derived from connecting creatively with other people.
Some of the people I've met who feel that roleplaying in WoW is strange are the same people who enjoy roleplaying in a tabletop game most. To them, the game environment feels stiff and sterile, lacking the imaginative breadth and depth that a tabletop game is capable of. (Incidentally, there is a tabletop version of WoW also, and although I have not played it, I would one day very much like to try.) Yet roleplaying in an online game like WoW just requires one to apply his or her imagination in a slightly different way, and many of the same basic elements are still the same.
Today, for instance, my Psychic Warrior and his friends in D&D faced down a gigantic crab covered with mutilated corpses that had been hiding under a huge battlefield full of dead bodies. I missed a lot of my attacking rolls, so my character got beat up really bad and actually didn't do much good against the monster, but before and after the battle I had some chances to make everyone laugh with his mishmash of Eastern-European accents and his quirky personality, so I still got to contribute something of value and helped make it a worthwhile experience for everyone.
In WoW, too, although the contribution my character can make in battles is less determined by the luck of the dice (and more by the quality of my gear), in the end of the day the battles in either system are basically just a game, with mechanics being played out according to a certain strategy. They act as a pacing element to give context to the interactions your characters have with one another. The real fun of it comes from playing your character, and enjoying the way other people play theirs. In either format, battles add spice and fun to the experience, but entertaining one another is really what it's all about.
The main difference here is that in a tabletop game, you go through a more traditional story arc: a call to adventure, a passing of various thresholds, and finally a climax in which you may influence the world in some way. In WoW, roleplaying isn't about saving the world, and traipsing through Karazhan each week certainly isn't the same for most people. In my current guild, however, the way we go through such a dungeon is about as close as you can get to a real story experience in a dungeon. The raid leader doesn't use words like "main tank" or "dps," and instead talks about "protectors" and "attackers," and speaks about characters like Moroes, for example, as if they really are doing something (like having a party) and waiting for us to arrive. It's not the same as a tabletop game, for sure, but it's definitely more immersive (and much more fun, in my opinion) than any other raid I've been in.
And creative immersion is really the whole point. Whether in the tabletop RPG books or WoW computer game, all the tools you use are simply focal point for your imagination. For instance, the Storyteller (also known as a Game Master) for my D&D game today made a grid, some special maps, and some small character tokens we could use to move around and get a better sense of where our characters were and what they were doing. Back in high school, when I was the Storyteller, I used to draw on this big whiteboard that was available at the time for the same purpose. The tokens and simple pictures were aids to the imagination, and helped us to picture everything going on even without the aid of a billion-dollar-budget special effects company.
In WoW, no matter how complicated or beautiful our characters are, they're still basically just another form of tokens and drawings. Where our characters stand and what they do all convey something directly to our imaginations, from which we can get a much clearer appreciation for the world, the characters, and the stories they are a part of. Just as some people always prefer imagining scenes from a book rather than seeing them in the movie theater, some will always prefer the old standard of the tabletop roleplaying game for such interactions. But although back in the day people used to say that movies would replace books, the fact is that today both media coexist side-by-side.
Likewise roleplaying in tabletop games and online games will both continue to develop and improve, and many people like me will continue to enjoy both for different reasons. Because when it comes down to it, roleplaying is roleplaying, no matter the medium you choose to roleplay in. What really matters is how your group uses the medium of choice to entertain and interact with one another. The books, table and dice, your avatar, gear, and computer environment are merely aids to help get you going -- the story is entirely up to you.
As with many other people, my first experience of roleplaying was with a "tabletop" roleplaying game in high school. The older kids introduced me to Vampire: The Masquerade, and although I wasn't enthralled by the whole "bloodsucking" thing, I quickly realized that the basic activity was lots of fun, and I ended up starting my own roleplaying group with Earthdawn, a more traditional (yet surprisingly original) fantasy setting. Those games were my some of my happiest memories from high school.
In college I couldn't find many people who were interested in playing with me, and when I came to live and work in China after graduating in 2000, I thought that my roleplaying days were over for sure. You may imagine my surprise when in late 2007, I came across another foreigner here in Nanjing, discussing Dungeons and Dragons with his Chinese wife in one of my favorite restaurants. It turns out he needed another player for the group he has going here, and although his wife wasn't interested, I happened to appear, ready and eager to join up.
Originally I had thought that WoW would be the only way I could continue roleplaying while living in the far East, but starting to get back into my old hobby has given me a chance to see more clearly what the differences are between tabletop roleplaying and roleplaying in a game like WoW. Each has its own advantages and disadvantages, and different people have their preferences. Both have a special value which is mainly derived from connecting creatively with other people.
Some of the people I've met who feel that roleplaying in WoW is strange are the same people who enjoy roleplaying in a tabletop game most. To them, the game environment feels stiff and sterile, lacking the imaginative breadth and depth that a tabletop game is capable of. (Incidentally, there is a tabletop version of WoW also, and although I have not played it, I would one day very much like to try.) Yet roleplaying in an online game like WoW just requires one to apply his or her imagination in a slightly different way, and many of the same basic elements are still the same.
Today, for instance, my Psychic Warrior and his friends in D&D faced down a gigantic crab covered with mutilated corpses that had been hiding under a huge battlefield full of dead bodies. I missed a lot of my attacking rolls, so my character got beat up really bad and actually didn't do much good against the monster, but before and after the battle I had some chances to make everyone laugh with his mishmash of Eastern-European accents and his quirky personality, so I still got to contribute something of value and helped make it a worthwhile experience for everyone.
In WoW, too, although the contribution my character can make in battles is less determined by the luck of the dice (and more by the quality of my gear), in the end of the day the battles in either system are basically just a game, with mechanics being played out according to a certain strategy. They act as a pacing element to give context to the interactions your characters have with one another. The real fun of it comes from playing your character, and enjoying the way other people play theirs. In either format, battles add spice and fun to the experience, but entertaining one another is really what it's all about.
The main difference here is that in a tabletop game, you go through a more traditional story arc: a call to adventure, a passing of various thresholds, and finally a climax in which you may influence the world in some way. In WoW, roleplaying isn't about saving the world, and traipsing through Karazhan each week certainly isn't the same for most people. In my current guild, however, the way we go through such a dungeon is about as close as you can get to a real story experience in a dungeon. The raid leader doesn't use words like "main tank" or "dps," and instead talks about "protectors" and "attackers," and speaks about characters like Moroes, for example, as if they really are doing something (like having a party) and waiting for us to arrive. It's not the same as a tabletop game, for sure, but it's definitely more immersive (and much more fun, in my opinion) than any other raid I've been in.
And creative immersion is really the whole point. Whether in the tabletop RPG books or WoW computer game, all the tools you use are simply focal point for your imagination. For instance, the Storyteller (also known as a Game Master) for my D&D game today made a grid, some special maps, and some small character tokens we could use to move around and get a better sense of where our characters were and what they were doing. Back in high school, when I was the Storyteller, I used to draw on this big whiteboard that was available at the time for the same purpose. The tokens and simple pictures were aids to the imagination, and helped us to picture everything going on even without the aid of a billion-dollar-budget special effects company.
In WoW, no matter how complicated or beautiful our characters are, they're still basically just another form of tokens and drawings. Where our characters stand and what they do all convey something directly to our imaginations, from which we can get a much clearer appreciation for the world, the characters, and the stories they are a part of. Just as some people always prefer imagining scenes from a book rather than seeing them in the movie theater, some will always prefer the old standard of the tabletop roleplaying game for such interactions. But although back in the day people used to say that movies would replace books, the fact is that today both media coexist side-by-side.
Likewise roleplaying in tabletop games and online games will both continue to develop and improve, and many people like me will continue to enjoy both for different reasons. Because when it comes down to it, roleplaying is roleplaying, no matter the medium you choose to roleplay in. What really matters is how your group uses the medium of choice to entertain and interact with one another. The books, table and dice, your avatar, gear, and computer environment are merely aids to help get you going -- the story is entirely up to you.
Filed under: Virtual selves, RP, All the World's a Stage (Roleplaying)







Reader Comments (Page 1 of 1)
elle Mar 2nd 2008 10:46PM
Earthdawn! O_O There's some memories. I still have my 1st-edition books.
Damn you, Microsoft/FASA/Jordan Weisman, for sitting on that fantastic license. A shame FASA dissolved so much that even the ties between Earthdawn and Shadowrun got axed from the canon.
You pointed to the good stuff RedBrick Games has been doing, but Living Room Games also licensed it. They haven't done much with it in two years, though.
The problem with roleplaying in WoW is heartbreakingly simple: Even in instances, there's no mutability to the game world. You never make a difference in the world — you can't. Even with all the pretty excellent RP add-ons out there, almost every alteration you perform eventually just resets itself.
The only lasting effects can be with other players, but WoW provides such a limited toolset for those interactions and no enforcement of immersion.
David Bowers Mar 3rd 2008 9:56AM
I think Earthdawn is my favorite fantasy environment ever, even to this day. I love the themes and imagery and overall mood of the world. There's a lot of scary stuff in it, and serious evil to overcome, but over all it's a very hopeful environment. Even the name is reminiscent of "rebirth," emerging from darkness into a new world of light.
energyvortex Mar 2nd 2008 11:37PM
Yeah the FASA IP wasn't done justice with Shadowrun for the console - that's for sure.
How much fun would that be? A true to the IP MMO of Shadowrun? mmmmm tasty... I'd be a Fixer/Decker with a side of Weapons... just in case... :)
Cynra Mar 3rd 2008 8:04AM
I've actually played the WoW tabletop game and then promptly recreated that character in WoW itself in order to continue her story. She's one of my most favorite and detailed characters due to the added dimension of having RPed her tabletop before moving her into the MMORPG.
Like others, I recognize that the main thing that detracts from roleplaying in WoW is that the actions of you characters have little to no lasting impact on the universe. They are only recognizable in the sense that fellow roleplayers might accept them as part of the universe's history and even then that is a touchy thing.
However, unlike traditional tabletop roleplaying, where else can you encounter and interact with hundreds of other people? By virtue of game mechanics, most tabletop roleplaying groups are limited in size, with perhaps five or so people in order to facilitate gameplay and keep things from taking too long. However, World of Warcraft lets me enter a realm with literally hundreds - if not thousands - of other individuals who roleplay, which can keep things from getting too stagnant as all of the characters you would normally interact with are the produce of perhaps five minds.
onetrueping Mar 3rd 2008 9:22AM
Okay, I'm going to throw this out there for everyone who's had the issue of being out in the middle of nowhere, far away from their gaming group. If you make your way to rptools.net, you will find a nice, FREE, open-source virtual tabletop setup. It is mostly a glorified chat client with dice macros and a multiplayer image sharing app, but it's designed well and gets the job done.
That said, glad you have a chance to chuck the dice out there!