All the World's a Stage: Writing what you know
All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.Many people don't realize it, but every time you put your fingers to the keyboard to spell out some words, that's the same writing skill that authors and poets take years and years to practice and master. Of course there's a big difference between a simple text message and an epic fantasy novel, but any form of writing shares many of the same the fundamental skills - skills which one must then adapt to suit the particular medium you are using to communicate.
As a roleplayer, in particular, one can benefit a great deal from many of the basic principles any writer uses when putting their ideas down on paper, especially principles of good communication within a storytelling medium.
Today, we'll explore a particular aspect of the writing craft as applied in roleplaying: Writing what you know vs. writing what seems cool.
That was so totally awesome!
Many roleplayers suffer from a problem where we see something in a movie we liked, and we want to play a character like that in WoW too, so we go ahead and try to mould our character into the vision from our mind.
But the problem is that we don't know anything about what being those characters in the movie is really like. Perhaps it was a vampire, or a king, or a seductive temptress, or a messianic savior of the human race - all these things are things we are not. Therefore we will probably play these characters badly. A roleplayer needs to draw on his or her own real experience in order to make a character work, no matter who that character is.
From my point of view
I was once just roleplaying for fun with a friend of mine, and we each created a random human character just for fun. I happened to create a female warlock, and as I was walking around, I realized I had no idea what it would really be like to be an evil summoner of demons. Eventually, we ran into this guy who was playing a nasty scoundrel of a man, and he started interacting with us. I didn't have much time, so I spontaneously came up with a silly idea: my warlock was not really a human at all, but a succubus cast out of the Burning Legion. Normally, this would be a bad idea, and I wouldn't recommend it to anyone, but at the time I felt it could work because I put a twist on it to try and make it funny. She was a dropout from succubus school, to whom the whole "evil temptress" thing just didn't come naturally at all. She kept on putting her foot in her mouth whenever she tried to say something sexy or tempting, and totally spoiled the effect.
Now, there are lore problems with this character idea, I know; and some of you may feel like no matter what, such a character is unforgivably Mary Suey. My point in bringing it up, however, is that the twist I put on her changed her from something completely alien to my experience into someone I could understand pretty well. I don't know the first thing about being a seductress - I've certainly never tried to seduce anyone in my life, least of all as a woman seducing a man! But I have made lots of social mistakes, created awkward situations, said exactly the wrong thing at the wrong time, and generally made a fool of myself, all without knowing what I was doing until it was far too late.
This solid experiential knowledge I have enabled me to relate to the character well enough that my friend and I could have a really fun time with this guy and the other random roleplayers we met that evening. The lore complications mean this idea wouldn't necessarily work out in the long term without some pretty open-minded friends to roleplay with, but the main idea is interesting: Can there be such a thing as an innocent demon? (Or an innocent warlock for that matter?) If a traditionally evil archetype were rather naive, could he or she accidentally escape the corrupting influences that should normally make him or her wicked to the bone? All these are questions I'd like to explore in a more plausible way.
From your point of view
For another player, however, innocence and naiveté may not at all define what you are interested in. Perhaps if you enjoy skydiving, bungee jumping, white-water rafting, or other such adventurous activities, then you could really relate to a character who likes to take risks and try new things every day, whatever the cost to himself. Or perhaps you had the experience of some kind of deep loss as a child, and so your character can be a kind of internal meditation on fear of abandonment.
Whatever you choose, your character should be a reflection of the kinds of things you really want to think about and understand, not an imitation of something you read in a book once. That's not to say you can't borrow details here and there, but the core of your character has to be something you can really relate to and enjoy.
Switching places
As a matter of fact, actors have to go through a similar process when they begin to portray their character on screen. Anthony Hopkins is certainly nothing like Hannibal Lecter in real life, and yet when he portrays Hannibal in the movies, he must find things he likes and relates to in that character, so much so that he can really see the world from Hannibal's point of view, if he tries to. Without this sort of switching places, his portrayal of the character would never be convincing.
Likewise when a writer chooses to write about something, or a roleplayer decides what his or her character should say or do, he needs to be sure that those words come from within his or her own heart, mind, and actual experience, no matter how unlike the player's character is.
Filed under: Analysis / Opinion, Tips, Virtual selves, RP, All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 1)
Sean Riley Apr 13th 2008 6:52PM
I'm not entirely certain I agree with you, David. It's true that you have to start at your own emotions, but you can filter, even repeatedly, through observations and ideas that are borrowed from elsewhere. Robert DeNiro, as I recall (maybe it was Al Pacino, I forget) spent a month observing old fishermen in Greece in preparation for a role as King Lear, because he wanted his character to seem old, but vital. I've based characters around mental sketches of people I've seen on train stations and on the street.
The key here is a mental framework that starts with your character concept and ends at your own emotions. Now, you did that in one way with your clumsy succubus -- But you did so in a very direct fashion, by giving her experiences similar to yours.
Now, let's take it differently. Let's say you want to play that confident, powerful seductress. Why? Probably because it's that feeling of control you want, the ability to know that men are living and dying on your every word. OK, great! We can work with that. Take a point in your life when you did feel utterly in control -- Maybe a point at work when everything was going right and you turned everything to gold. Think of how good it made you feel, how confident.
Now, translate. A successful seduction/manipulation of this translates to that successful moment. Map someone initially rebuffing you to a challenging moment from your life. Map a denial from a mark to a truly enraging, helpless moment of your life.
Find ways to translate. Map emotions. Any player can play anything -- You just need to learn how to map.
onetrueping Apr 13th 2008 9:03PM
Agreed. I've personally found that the best way to play a character different from yourself is to figure out what that character likes and dislikes, then let the reasons just come out through play. It's a looser style than either of yours, but it allows me personally to play characters that are utterly alien to myself, and convincingly at that.
After all, it's kind of hard to figure out what kind of personality a talking yak would have.
Sean Riley Apr 13th 2008 9:14PM
Don't get me wrong -- It takes a lot of practice, and to be fair, when you're beginning RP, it's probably best to start close to home.
But a good roleplayer can roleplay anything. I believe this. It's all just about mapping the experiences you've not had to the experiences you have. It's not that this lets you understand what it's like to have those experiences, it's just that it lets you craft a convincing set of reactions to them. It's roleplaying as performance.
Which... now that I think about it, is probably a whole 'nother column waiting to go, David. :) How about it? "Why do you roleplay?"
Ravenswing Apr 13th 2008 9:38PM
I don't necessarily agree that you can roleplay anything, but I agree that you can play well outside of your experience.
I know men who cannot play convincing women (and vice versa) despite being excellent roleplayers. I, apparently, give a convincing performance as a woman. However, I suck at overt evil, though I can manage sadistic, scheming and evil plotting quite well.
Personally, I do it by a process of determining logically what the character would do in a given situation, having come up with a set of driving motivations and some form of character background. My partner is more of a method actor (well, she actually is a method actor) and has to really sink herself into the role for it to work. Anthony Hopkins is, I think, a method actor.
Point is, there's more than one way to roleplay, and some people are better at playing some roles than others. Good roleplayers can play outside of their personal box, but not necessarily everything.
David Bowers Apr 14th 2008 7:20AM
I thought a lot about your idea, Sean, and I can see how emotions-mapping works for a lot of situations. But in many cases it's not enough. One has to not only map how a character feels about something, but one has to actually have the knowledge of what they would say and do. That's why actual doctors are needed to consult with people who do TV shows about doctors -- The actors may be able to get the doctor's feelings about a brain transplant just perfect, but the science of it is going to be unbelievable unless they have a real brain doctor on hand.
Seduction, or any other specialized human activity, can be the same. I've never been seduced before, personally (or else whoever tried failed miserably). I've just seen seduction in movies, and I'm not sure how realistic that is at all. Besides, so much of it seems to be about body language, playing on insecurities, knowing who is vulnerable, and so on -- But in WoW, none of that is necessary: you just walk up to someone and say "Hey hot stuff!" and they'll be like, "Oooo! She wants to cyborz!" or else, "Ugh. ERPer. Go away."
Any time you want to write about something you don't know personally, you have to go out and get real knowledge about it, just like in your King Lear example -- he had to travel to Greece and get real knowledge about the type of person he wanted to portray. You can't just imagine and guess at some things, or else you'll get your facts all wrong. You need to find some way to make other people's experiences as close to your own experience as possible.
Hmm. I oughta check the Yellow Pages to see if there's a Seductresses section.
Sean Riley Apr 14th 2008 7:24PM
Certainly agreed that you need to research -- Although in WoW, you can argue that there's only so much research you can do! (Checking WoWWiki tends to be mine.) But sure, hell, I'd argue that you should research a real-world version of your main profession for anything but enchanting, just so you have a little je ne se quoi to your roleplaying there.
That said, movie logic is fine. We're shooting for a style, not hard-edges realism in WoW. If you can sound as convincing as Zach Braff on Scrubs when you're playing a doctor (which hey, you could do) then you're in the ballpark nicely.
As for seduction, there are plenty of books on the subject. :) While the main message I got out of it was 'Wow, pickup artists are mental cases', "The Game" by Neil Strauss was a fascinating read.
Cynra Apr 14th 2008 10:38AM
For a neophyte roleplayer I'd advocate stringently sticking with David's advice. There's just too much to learn initially about rolepaying, the mechanics, and the expected standards to start trying anything new and potentially overwhelming. It might sound cool and you might have seen it on a movie, or watched it on television, or even read it in a book, but if you don't know much about what you're roleplaying it's not going to stand scrutiny and it's probably going to be rather apparant.
Part of the appeal for me in roleplaying, however, is that I can be someone and something that I could never be here on Earth. As a somewhat experienced roleplayer I strive to be in situations that force me to really think about my girls and how each would react; I also enjoy adopting personalities that vary so much from my own. Furthermore, I honestly enjoy learning for the sake of learning (I know, what a nerd!) and so I welcome every opportunity to tackle something new and do the research on it so that I am somewhat competent in roleplaying.
I'll admit that I do a lot of research before roleplaying a character. I have ten unique individuals currently on Feathermoon. Each has a rather extensive history outlined, idiocynracies and quirks established, even the cadence and mannerisms they adopt while speaking (my kal'dorei huntress doesn't sound like my human priestess who doesn't sound like my orc shaman who doesn't sound like... ad naseum. Even if they don't have an accent, they arrange their words in very subtle variations that further emphasize for me that they're different people). My goal is to make them as realistic and easy to roleplay on whim as possible. That means doing a lot of research on what they did prior to the time of World of Wacraft and also ensuring that they're detailed enough to stand up to scrutiny. It also facilitates roleplaying with other people; characters with similar backgrounds who interact can share stories and slowly weave other characters in, which is why you want a detailed but potentially open-ended character.
I don't necessarily limit myself to strictly Azerothian research, either; my draenei warrior considers herself a language and cultural enthusiast (an interest that I share with her, which does make things easier!). As a result, I spent a lot of time reading about past explorers and their reactions and research when meeting new races and cultures. Some of this has had impact on my warrior, who is currently studying the numerous murloc communities on Azeroth and trying to establish a rapport with them. Thankfully, the mechanics of the game do make this a little easier; at a lower level and with less time spent with them they're more apt to attack her than later in the game when she has many more levels and has assumedly spent more time with the murlocs - which I've adapted to mean that they've gotten somewhat used to her!
I should probably point out, however, that I do adopt a convention that makes roleplaying my girls easier for me. Each character is assigned a personal core trait that directly relates to my own personality. I expand on this trait so that what is essentially just one aspect of myself encompasses their entire being. In this way each girl relates to me in some way, which makes slipping into character a little easier at times. Mind you, some are easier to roleplay than others and not always consistently; for example, I've found that it's easier to roleplay my cantankerous, ale-swilling, "Illidan-be-damned, get your ass over here so that I can heal you!" kal'dorei priestess when I'm feeling pretty cranky myself.
We discussed a similar topic on the Feathermoon.net forums a couple of years ago and I've always been rather fond of my response there:
"To me, roleplaying is like acting, but with the universe your stage and every single person you encounter not only a member of the audience, but also potentially a fellow performer. I actually think of it as slipping into a character, like an article of clothing. Some of my characters are like a pair of sweatpants: familiar, comfortable, and easy to understand. Others are those skinny jeans that you keep in your back closet and try pulling on every once in a while, even though that extra pound can make just enough of a difference to make it difficult."
And because I wanted to further comment, in reponse to your question on whether or not an innocent warlock can exist I'd have to say in theory yes. My sin'dorei warlock is a warlock because she's on the quickest road to hell: the one paved with good intentions. So while her intent was - and still is - to protect something that was important to her, her drive to protect Dalaran from the Burning Legion led to her trying to understand her enemy and then control it and then finally making a pact with the intent to her enemy them to accomplish her goals - all without realizing that she was slowly losing moral ground with each decision she made. While each individual thing she did doesn't necessary look evil, when combined and at the point where she is now it looks decidedly evil. So, in theory my warlock is innocent because her initial intent was to do good, but in practice she's failed horribly.
As always, David, love the article and the opportunity to ramble on!
Badger Apr 14th 2008 12:27PM
Cynra's always got something neat to say. Haha.
Cynra, do you realize just how close to the very same path walked by Kael'thas Sunstrider your Sin'dorei Warlock has come? She means well, and doesn't see the evil in what she's done, but when viewed on a greater scale, from a fresh perspective, she's clearly done wrong.
Also: Does the reference in one of your later paragraphs mean that you play on Feathermoon? I've always been curious.
In closing: Awesome article, as always, David!
Cynra Apr 14th 2008 3:18PM
I You're right; I always have something to say. Sadly, it's not always something that people find interesting! However, it's either ramble here or flounce over to any of a number of guild sites that probably wouldn't welcome my musings if it doesn't relate to theorycrafting.
I hadn't considered it before, Badger, but there are definite parallels there. My darling sin'dorei warlock has a very definite goal in mind but over the years she's been alive her goal has transformed into obsessions and have resulted in some not-so-very-nice things. However, that's a constant theme with good villains; they're not necessarily evil people but their methods or goals or objectives are viewed as evil by people with differing ideals. Why many would applaud the motivation behind her efforts, the extremes to which she has gradually descended to probably aren't as laudable.
Unfortunately, my warlock has other problems to deal with now. Not only is she slowly (far too slowly for her, given my current raiding schedule!) regaining her previous power but she also has a well-intentioned paladin dogging her steps. Apparantly he's taken her under wing as his project and is seeking attonement for how his people treated M'uru while it was in captivity. For some reason, trying to appeal to the nicer side of a warlock and convert her from her current path seems adequate though exceedingly painful. I'll enjoy the position of Devil's advocate and seeing how that story weaves with her unintentional insidious behavior; she's already made it clear what extremes she's willing to do to complete her goals.
And, yes, I'm a Feathermoonie. I've been there for perhaps, phew, three years now? That sounds about right. I maintain a stable of about ten girls there, with each class and race represented other than gnomes and paladins. I originally hailed from Arthas where I suffered the stigma of being a roleplayer on a PvP server (and believe it or not they DO exist!) but my then-recalcitrant jump toa RP server was prompted by a good friend of mine.