All the World's a Stage: More possibilities for goblins and worgen in Cataclysm
All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.So the Cataclysm expansion has officially been announced at BlizzCon 2009 and while there are many things we knew before (such as the addition of Goblins and Worgen), there are many things we just learned (such as the beginnings of their proper lore), and many things we still don't know as well -- some things even Blizzard still seems undecided about.
But there are some indications of things to come which will surely affect roleplayers. The most obvious change involves the changes the whole world will be going through. Each of our existing characters' will have their own reaction to the cataclysm, of course, as well as the opportunity to go through the game from 1 to 60 with a new character, and maybe not be quite as bored as you were the last 6 times you did it. Your new tauren paladin's leveling experience will be very different from your tauren shaman's, and each one will have different things to talk about once they reach the level cap.
Another obvious addition is that you can start another character with whichever new race you like most. Many players have been wanting to play goblins and worgen for a long time, and appreciate the new parity that the two races bring to the two factions -- the Horde now has a diminutive race that is likely the closest the Horde could ever come to "cute," and the Alliance finally gets a race that is actually monstrous. This opens the doors for people to try out the opposite faction even more than before. We've already talked about these two races in a previous article, but now that the expansion's new races are confirmed with additional lore and information, there's quite a bit more to say.
Goblins again
We've talked about goblins before, and our guesses weren't too far off. There's a new group of goblins (which is to say, not from the Steemwheedle Cartel that we're used to dealing with), which is joining up with the Horde out of desperation rather than profit. Goblins aren't used to needing other races' help -- ever since they overthrew their troll overlords back in ancient times, they've been masters of their own destinies. Now, they're second fiddles to the orcs and all the other races who've been established in the Horde for a long time now.
So in addition to all the cunning archetypes of tradesman, cheat, mad-scientist and everything else we've come to expect from goblins, we have another element of dealing with the betrayal, desperation, and loss that forced them to join the Horde in the first place. These are not new issues for Horde races, even if they are relatively new to the goblins themselves -- perhaps this was the one aspect goblins needed to become true members of the Horde, which they never had before -- a crushing loss that shakes them to the foundations of their identity.
Worgen again
I was wrong when I guessed that the playable worgen would be from their original home dimension, wherever that is. I even guessed they would be from the Emerald Dream, and to my knowledge, a relationship between the worgen and the Dream hasn't showed up either. There is most certainly some sort of connection to the night elves and druidism, however, and time will tell what the exact nature of that is.
The worgen we play are closer to what we normally call werewolves -- people who suffer from a transformative curse -- rather than the "actual" worgen from another dimension that first appeared in Kalimdor, although hopefully the starting quests in Gilneas will bring these two elements together in some plausible way.
Still, maybe it's ultimately cooler for the playable worgen to be like werewolves -- that gives us two forms instead of one, and it gives us more to relate to as well. Ask me to roleplay a wolf-like alien species from another dimension, and I won't really know what to do until I do a lot of reading. (Incidentally many roleplayers with draenei characters had trouble with this as well, often playing them in ways that didn't fit the lore until accurate knowledge about their characteristics and origins became more widespread.) But if you ask me to roleplay a man afflicted with a curse that turns him into a monster, that's much closer to home. I can take inspiration for my character anywhere from The Incredible Hulk to Wolverine, to say nothing of Professor Lupin from the Harry Potter series, or even the main character of An American Werewolf in London. The theme of "the beast within" is a profound one for all sorts of stories with a ton of interesting opportunities for roleplayers to explore in the game.
This is especially true for worgen druids, whose "caster" form is still quite beastly whenever your character is in combat. Your character could be a normal human librarian, street-sweeper or whatnot, until danger arrives and he or she suddenly turns into a wolf-man, then a bear, then a cat, then a tree, then a weird wolf-eared, owl-faced, teletubby-shaped creature of moonfire-spamming death! Well obviously you can't have all those forms in just one talent spec, but still, that's a lot of different forms! Combine that with a normal human form you can stay in out of combat and you get a lot of possibilities for fun roleplaying.
A worgen hunter has good potential too, since he can use the actual "Beast Within" ability to become a big red worgen whenever he likes, combined with the human-worgen shifting ability, such a hunter could express emotion very graphically.
If worgen could only be shamans, then they would be able to shift between human, werewolf, and ghost wolf forms and create a whole spectrum of wolfyness. Oh well.
Filed under: All the World's a Stage (Roleplaying), Druid, Worgen, Cataclysm, RP, Lore, Expansions, Analysis / Opinion, Hunter, Goblin






Reader Comments (Page 2 of 3)
Matt.houck Aug 23rd 2009 8:13PM
But at level 85 you only have 76 talent points.
Mr. Joe Aug 23rd 2009 8:27PM
You need 41 points to get tree form and 31 to get moonkin. That's 72 points needed. Right now at 80 we have 71 points, so you actually could pick up both forms at 81 assuming Blizz doesn't change it.
Kadamon Aug 23rd 2009 8:29PM
@Mr. Joe
Ahh, indeed, that is true. I've never scrolled down the Resto tree and I haven't even looked at the Balance tree since Vanilla so I didn't realize that.
Volkrin Aug 23rd 2009 8:36PM
Indeed, I do in fact fail at math, though my general point still stands. Thank you very much Mr. Joe for compensating for my massive fail.
hoocheymomma Aug 24th 2009 7:02AM
Every time they add new levels, they add new talents, and alter the talent tree so that you CAN'T do what you guys are talking about. I doubt this expansion will be any different...
hoocheymomma Aug 24th 2009 7:16AM
Of course, if you forked over 1000g for dual spec, you could easily do this, regardless of how many talent points 85 gives you.
heroman12121 Aug 23rd 2009 8:11PM
Anyone else want cataclysm to come out like....tomarrow all of the sudden? I know its not finished but it just looks badass. Worgen FTW
Wulfkin Aug 23rd 2009 8:17PM
I was so unbelievably excited about Worgen when I heard the announcement, but the more I think about it the more intrigued I am about Goblins, especially from an RP perspective. Worgen exude coolness, but the whole beast vs civilisation, who-am-I kind of vibe isn't so different from what I get from my Orc characters, rebuilding a civilised way of life after decades of corruption.
Goblins on the other hand offer up all kinds of new interesting possibilities. I see myself rolling a Goblin Warrior who is a reknowned adventurer and explorer, living off the profits of his fame, exploits, marketing campaigns and prying gold from the corpses of his enemies. Goblins can be very funny, but they have some interesting serious sides too. Think of your character being written by Joss Whedon - having some very funny moments and cute characteristics, but also exhibiting dark, exciting adventurous narratives.
kalebmcc Aug 23rd 2009 8:24PM
I'd say Worgen are more likely to get a wolf form instead of a cat form. It acts the same and all, just looks different and has different tooltip text. A nice change to go along with this would be to take cat stealth from their family and make it available to all Ferocity hunter pets.
I really want to make a worgen. Like, really really REALLY want to. I'm thinking of letting my subscription lapse if Cataclysm doesn't show up soon, because I don't raid much, so Icecrown doesn't interest me from a gameplay perspective (it does from a lore perspective, mind you). I'm not paying until November 2010 to play Isle of Conquest grinding.
Wark Aug 23rd 2009 9:15PM
"Maybe it's ultimately cooler for the playable Worgen to be like werewolves."
This worries me. I was under the impression that Werewolf RP was cliche and considered one of the end-all sins to getting your ass run off socially. Makes me wary. Seems like they'd be the kind to wanna be god-moding attention whores.
I have a feeling we're gonna see many of the Blood Elf issues, but with the Alliance this time. (Not sure exactly what the Alliance is like when it comes to overplayed RP concepts, but they can't be TOO different, can they?) I hope i'm wrong.
Falcon6 Aug 23rd 2009 11:15PM
Overplayed RP is going to happen no matter what. It's inevitable.
The challenge is to the ones who really want to take RP seriously...and use an area that can make many Mary Sues and create a real winner of a character.
The race itself is always going to be about conquering their beast within, but maybe one Worgen never does and has a violent temperament. Maybe instead of the human being being the civilized one, it's actually the Worgen side, and the human side is the one that has the violent tendencies.
Or, maybe throughout the entire sequence of leveling, he never finds out he has a Worgen/human side, and throughout his adventures in Azeroth, he thinks he's a man of great peace when he actually has memory breaks of when he's fighting something. Or a Worgen with absolutely no memories of his past.
These are just ideas, of course. I don't doubt how popular Worgen will be, but I do think it can be resolved if the starting questline is really as good as something like it was for Death Knights.
Mognet T Aug 23rd 2009 10:32PM
I'm just going to avoid the Worgen starting zone on my alt (RP) server entirely. After seeing how the turned the Goldshire Inn and a certain beach near Silvermoon into "red light" areas, I never want even a whiff of the stench of Worgen ERP.
Picviewer Aug 24th 2009 12:55AM
Since Worgen are humans to a extent it would be interesting if they get the same racial traits that humans do modified somewhat. Also sometype of travelform would be great, really really don't want to buy a mount for this race. And from a pure pixelcrack standpoint some of the rogue or plate armor on them will look great.
poggg Aug 24th 2009 2:32AM
Let's face it - nobody who roleplays a Worgen will be taken seriously. They'll be shunned far, FAR worse than blood elves ever were.
Which is really unfortunate, but it's an undeniable fact.
Elton Aug 24th 2009 9:58AM
Actually, with Werewolf: The Apocalypse and Werewolf: the Wild West, Werewolves make great fodder for roleplaying. The Werewolf archetype is how a human deals with his wild side.
Werewolves in World History began as shamanistic guides to the tribes in Northern and Western Europe. They were spiritual guides at first. As time went on, the savage began to be attached to the Werewolf topic as the animal takes over the human being during transformation.
In Werewolf: The Apocalypse, White Wolf leaned more on the shamanistic aspect; giving the man-wolf transformation someplace to start. I bet, though, that Blizzard is building on the foundations that Werewolf: The Apocalypse started. Which is why they have the druid class instead of the Shaman class.
(mind you, if I had my way, I'd give the Dwarves druids and the Worgen shamans).
There is a lot of Roleplaying opportunities for the Worgen (yes, there will be ERP, since sex is an important part of the human experience). You just have to recognize them. My Worgen is going to be Garou too. I thought of playing a Silverfang Arhoun as well. :)
A Nonny Mouse Aug 24th 2009 2:43AM
Dreadskull: That'd work great for Trolls too, you know. :)
A Nonny Mouse Aug 24th 2009 2:45AM
Ugh. I clicked to respond to someone else, but nooooo.
So, to clarify, anthropomorphic "animal" forms for worgen druids is a neat idea, and so it is for trolls too.
Elicor Aug 24th 2009 6:26AM
[tongue-in-cheek]Heh, makes me wonder how Alliance roleplay will be affected by this. While Horde seems to be returning to "Unleash your inner fury!", Alliance might slide towards "Unleash your inner furry!" if enough people roll a Worgen.
And will Lolshire turn into Yiffshire?[/tongue-in-cheek]
Cogfizzle Aug 24th 2009 7:09AM
My Worgen druid will very clearly by a Garou from the White Wolf's 'Werewolf: The Apocalypse' RPG.
The rest of the lore can chuff off. I'm a Shadow Lord garou - hear me roar!
Ullaana Aug 24th 2009 8:13AM
Just an FYI to consider:
Werewolves are men and women who have made a deal with a demon or the devil to be able to turn into a wolf at anytime, day or night, and are not affected by the moon.
Anyone who survives the bite of a werewolf is "cursed" to become a wolf during the nights of the full moon only, and specifically the autumn moon. This would allow a wolfperson to be out a maximum of 12 nights a year since it is possible to have 4 sets of full moon nights in the fall.
The old saying, very nearly properly quoted in "The Wolfman", says it all,
"Even a man who is pure in heart,
And says his prayers by night,
May become a wolf when the wolfbane blooms,
And the Autumn moon is bright."
So our Worgen aren't classic werewolves, which gives players a lot of room to be creative with their characters. This should prove interesting.