All the World's a Stage: We don't need no narration
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.
Throughout my career as a roleplaying columnist on WoW.com, I've been talking about roleplaying as a way to tell stories, but last week a comment by Zombie, as well as those made by a few others on the same topic, caused me to think about roleplay stories in a new way. Perhaps what we roleplayers do isn't actually storytelling so much as it is character development through interesting and somewhat disjointed anecdotes.
There's really no beginning, middle, or end to a roleplayed character in WoW. Instead, what you get is a mishmash of events and experiences, which you may then string together into a story in your mind if you like. But even if you don't, you can see that most of us don't really expect for a narrative to develop from a clear beginning, through various plot developments, and finally lead into an exciting climax. There is something else roleplayers want to get out of their experience, even if many of us have trouble articulating exactly what it is.
Great Expectations
I came into roleplaying in wow after having first roleplayed in tabletop roleplaying games like Vampire: The Masquerade and Dungeons and Dragons. These games tended to be more about whether or not you could kill the bad guy than they were about everyone creating a story together, but nonetheless the series of combat encounters were always set in some sort of narrative we could follow. Since then I have found other tabletop games I prefer a great deal over the old standbys, but one thing I really brought away from that roleplaying experience was that it was ultimately supposed to be about the story, even if its specific mechanics focused more on combat than on storytelling. WoW also had mechanics focused on combat rather than storytelling, and so at first it seemed like roleplaying on the computer or at a table would be more or less the same thing.
In the tabletop games, however, our characters were able to have a concrete effect on the world they lived in, and often the game master would lead us along while we participated in the events he set up for us. In WoW, on the other hand, we were not able to change the world significantly: named enemies we killed would reappear a few minutes later; quest givers stood forever in one spot and asked people to do the same thing over and over again; players were unable to talk to characters of the opposite faction, nor to attack other characters within their own faction; these and many other such restrictions in the game prevented us from being able to develop a clear narrative the way we used to. Some people find it difficult or impossible to construct the kind narrative they expect to see in a roleplaying experience, while those of us who keep at it have to use special tricks and techniques to get away with it, or else just get used to ignoring a lot of things.
Days of our Lives
But in the process of trying to overcome these challenges, we found out that we didn't really need to have the same kind of narrative you would expect from a fantasy story or tabletop roleplaying game. We were able to have a fun time just interacting with one another as individuals of different personalities and treating everything in the game itself as a kind of backdrop to the roleplay we were developing between our various player characters. It stopped being about whether or not we could save the world, and started revolving around how our various characters' relationships would develop, whether or not they would reveal their secrets, and so on. We found out that all the world's a stage -- literally! The places, people, and things which Blizzard put in the game are just the equivalent of painted scenery on a wooden stage, which help convey a feeling of the setting and nothing more.
But as time went by we didn't notice that our roleplay wasn't actually leading to plot that you might expect from normal performance. Timing of schedules and various activities meant that people couldn't string together long plots without inevitable holes and hiccups creeping in and clouding up any sort of objective continuity.
What our experiences lacked in plot, however, they made up for in personality. Our characters felt like real people, with feelings, desires, hopes, dreams, flaws, and silly senses of humor. Just as we don't expect our real life activities to resolve into clear narrative sequences, in the game we found we could just live moment to moment and enjoy the new things that appeared every time, even if they didn't fit together into a cohesive tale we could easily tell to our friends outside the World of Warcraft.
The Neverending Story
If you ask a roleplayer about the characters in his or her guild, he or she wouldn't usually start telling stories about them. Instead, he or she would say things about their personalities, quirks, and maybe tell some anecdotes that help illustrate these things. If someone tells you about their own character, then you may get a little bit of backstory the player made up behind the scenes, possibly before the character was even created – but what roleplayers really remember and cherish about roleplaying is the shared experiences it provides. They don't have any sort of clear beginning or end to these experiences, but they don't need them either.
Roleplaying in WoW is its own sort of medium, quite different from books and movies and even tabletop roleplaying games. The more I think about it, it seems to me that it actually bears more resemblance to Sunday morning comic strips than to any sort of narrative storytelling format. Like comic strips, things often happen which don't necessarily follow one after the next. There are episodes which are short and contained in themselves. What story elements exist there generally just serve to tell a joke, make a point or illustrate something interesting. In roleplaying, this will often revolve around some of the characters' personalities, habits or other characteristics. The narrative doesn't matter as much as the characters themselves do and if there is not much continuity between episodes then that's really okay. That narrative continuity isn't what roleplayers are actually looking for – it's the relationships and shared experience that count, and in the roleplayer's mind, the memory of those experiences never ends.
All the World's a Stage is your source for roleplaying ideas, innovations, and ironies -- we have a lot of ways to help you get started with new characters. Whether you want to start a new goblin or worgen, or play any one of the new race and class combinations, (or even any of the old ones) as you level up in the new world after the Cataclysm, there are lots of ways to get started roleplaying a new character.
Throughout my career as a roleplaying columnist on WoW.com, I've been talking about roleplaying as a way to tell stories, but last week a comment by Zombie, as well as those made by a few others on the same topic, caused me to think about roleplay stories in a new way. Perhaps what we roleplayers do isn't actually storytelling so much as it is character development through interesting and somewhat disjointed anecdotes.
There's really no beginning, middle, or end to a roleplayed character in WoW. Instead, what you get is a mishmash of events and experiences, which you may then string together into a story in your mind if you like. But even if you don't, you can see that most of us don't really expect for a narrative to develop from a clear beginning, through various plot developments, and finally lead into an exciting climax. There is something else roleplayers want to get out of their experience, even if many of us have trouble articulating exactly what it is.
Great Expectations
I came into roleplaying in wow after having first roleplayed in tabletop roleplaying games like Vampire: The Masquerade and Dungeons and Dragons. These games tended to be more about whether or not you could kill the bad guy than they were about everyone creating a story together, but nonetheless the series of combat encounters were always set in some sort of narrative we could follow. Since then I have found other tabletop games I prefer a great deal over the old standbys, but one thing I really brought away from that roleplaying experience was that it was ultimately supposed to be about the story, even if its specific mechanics focused more on combat than on storytelling. WoW also had mechanics focused on combat rather than storytelling, and so at first it seemed like roleplaying on the computer or at a table would be more or less the same thing.
In the tabletop games, however, our characters were able to have a concrete effect on the world they lived in, and often the game master would lead us along while we participated in the events he set up for us. In WoW, on the other hand, we were not able to change the world significantly: named enemies we killed would reappear a few minutes later; quest givers stood forever in one spot and asked people to do the same thing over and over again; players were unable to talk to characters of the opposite faction, nor to attack other characters within their own faction; these and many other such restrictions in the game prevented us from being able to develop a clear narrative the way we used to. Some people find it difficult or impossible to construct the kind narrative they expect to see in a roleplaying experience, while those of us who keep at it have to use special tricks and techniques to get away with it, or else just get used to ignoring a lot of things.
Days of our Lives
But in the process of trying to overcome these challenges, we found out that we didn't really need to have the same kind of narrative you would expect from a fantasy story or tabletop roleplaying game. We were able to have a fun time just interacting with one another as individuals of different personalities and treating everything in the game itself as a kind of backdrop to the roleplay we were developing between our various player characters. It stopped being about whether or not we could save the world, and started revolving around how our various characters' relationships would develop, whether or not they would reveal their secrets, and so on. We found out that all the world's a stage -- literally! The places, people, and things which Blizzard put in the game are just the equivalent of painted scenery on a wooden stage, which help convey a feeling of the setting and nothing more.
But as time went by we didn't notice that our roleplay wasn't actually leading to plot that you might expect from normal performance. Timing of schedules and various activities meant that people couldn't string together long plots without inevitable holes and hiccups creeping in and clouding up any sort of objective continuity.
What our experiences lacked in plot, however, they made up for in personality. Our characters felt like real people, with feelings, desires, hopes, dreams, flaws, and silly senses of humor. Just as we don't expect our real life activities to resolve into clear narrative sequences, in the game we found we could just live moment to moment and enjoy the new things that appeared every time, even if they didn't fit together into a cohesive tale we could easily tell to our friends outside the World of Warcraft.
The Neverending Story
If you ask a roleplayer about the characters in his or her guild, he or she wouldn't usually start telling stories about them. Instead, he or she would say things about their personalities, quirks, and maybe tell some anecdotes that help illustrate these things. If someone tells you about their own character, then you may get a little bit of backstory the player made up behind the scenes, possibly before the character was even created – but what roleplayers really remember and cherish about roleplaying is the shared experiences it provides. They don't have any sort of clear beginning or end to these experiences, but they don't need them either.
Roleplaying in WoW is its own sort of medium, quite different from books and movies and even tabletop roleplaying games. The more I think about it, it seems to me that it actually bears more resemblance to Sunday morning comic strips than to any sort of narrative storytelling format. Like comic strips, things often happen which don't necessarily follow one after the next. There are episodes which are short and contained in themselves. What story elements exist there generally just serve to tell a joke, make a point or illustrate something interesting. In roleplaying, this will often revolve around some of the characters' personalities, habits or other characteristics. The narrative doesn't matter as much as the characters themselves do and if there is not much continuity between episodes then that's really okay. That narrative continuity isn't what roleplayers are actually looking for – it's the relationships and shared experience that count, and in the roleplayer's mind, the memory of those experiences never ends.
Filed under: All the World's a Stage (Roleplaying), Analysis / Opinion, Virtual selves, RP







Reader Comments (Page 1 of 1)
FireMaster Oct 25th 2009 4:36PM
It sort make me thinks if those people who says that RP is a horrible playstyle really don't roleplay
skreeran Oct 25th 2009 5:10PM
I agree wholeheartedly. I don't RP in game, but I do lots of Forum RPing, and I've found that while new characters that I create usually start one or two dimensional, focusing on just a few features, they usually end up blossoming into much deeper characters as I continue to use them and interact with other characters. Personality traits that I had never expected them to have pop up as I face situations I hadn't expected.
sccorp.sc Oct 25th 2009 5:50PM
this ^^^
Also, David, I'd love for you to do a piece specifically on how PvP bg's, WPvE, or just PvP in general can factor into RPing.
David Bowers Oct 26th 2009 10:34AM
Okay, sounds interesting. We've covered PvP and RP in other articles, such as...
http://www.wow.com/2007/12/16/all-the-worlds-a-stage-rp-pvp-killing-in-character/
Does that scratch your itch? After reading that article, do you have questions left unanswered?
Sciarc Oct 25th 2009 9:23PM
I've been reading your recent columns with much interest and I'm considering trying some RP for the first time ever in my WoW career. Thoughtful and helpful - keep it up!
David Bowers Oct 26th 2009 10:35AM
I'm glad to hear it! Let me know if you have specific questions.
Know Oct 25th 2009 11:14PM
I read your column everytime it's out trying to figure out what the point of RP is. I still have no idea.
I'll probly keep reading though just incase I have an epiphany or something.
David Bowers Oct 26th 2009 10:37AM
I've actually talked a lot about the point of RP. If you go back to the very first article in All the World's a Stage, that's a big part of it.
http://www.wow.com/2007/09/24/all-the-worlds-a-stage-and-all-the-orcs-and-humans-merely-play/
You could also read the 3rd part of "WoW is a Work of Art," which was like a prelude to this column, and it's about the "point" of roleplaying too.
http://www.wow.com/2007/09/18/wow-is-a-work-of-art-part-3-all-the-worlds-a-stage/
Any questions in particular?
Know Oct 26th 2009 9:24PM
Thanks for the links! I'd missed those columns.
A Nonny Mouse Oct 26th 2009 3:47AM
"Vampire: The Masquerade...tended to be more about whether or not you could kill the bad guy than they were about everyone creating a story together"
I just lost a tonne of respect for you. Sure, individual groups vary and your experiences of the game may have been such, but the system AS PRINTED in the books was always about story and characterisation first, with overcoming opponents (let's face it, a lot of the time you're the bad guy, being a vampire) being something to achieve for the sake of plot. Heck, most of the time your foes would be overcome in a social manner without any physical confrontation, if played right.
David Bowers Oct 26th 2009 10:44AM
You're right, actually, there were a lot of things in the rules that seemed designed to foster storytelling, and they called it the "Storyteller" system and everything. Maybe it was just my particular GM, or maybe since it was my first roleplaying experience I just didn't know what was going on very well.
I recently tried out another game in the same system (this time Mage: The Awakening) and I found myself frustrated by various aspects of it. But again, maybe if we all understood it better we would have a different experience. I'd love to give it another try sometime :)
P.S. If you ever find that respect for me lying around somewhere, be sure to let me know. ;)
Amaxe Oct 26th 2009 1:19PM
If you're looking for ideas for articles, one of the issues my guild has is over what is canon and what is not and what happened when. For example, I've been trying to piece together a timeline based on the warcraft website, WoW RPG and books like Lord of the Clans and Rise of the Horde, and when one looks at the timeline, it seems that its hard to create a character to fit into the last thirty years of WoW history because of how compressed things are.
So we have several disputes over whether backstories are "authentic or not"
Any thoughts or past articles? Or thoughts from the readers?
Muchao Oct 26th 2009 3:17PM
My roleplay character exists in the world of Azeroth, so her experiences in that world are her story. I do use the MyRolePlay add on, and anyone who can read her bio can get caught up on where she is at this point in her experiences. If you've seen her before and saw how reluctant she was to fight, it might help to know that the reason she's more willing now is because she witnessed the murder of King Magni... her MyRolePlay profile mentions that. I've given her minimal background before her experiences in the game begin, though. Other than the fact that she's a mage and tailor because the trauma of surviving the fall of Gnomeregan made her nearly technophobic, there's not a lot to know about her that you can't learn just by interacting with her and watching her go about her business. She's evolving as I move through the game, and I'm not even always sure how she'll react to something until it happens. I don't have a story planned out for her that I roleplay... I just respond to events as they come from her point of view. (Which is often not the same as my own real point of view.) It is consistent, though. She travels with a paladin and has become very interested in the Light. If you really needed to find her, you could probably just wait in the Cathedral in Stormwind and she'd turn up there eventually with new questions she's seeking answers to.
What I don't really understand is why I often see people on my server asking how much roleplay really happens, and people often responding that it's pretty much limited to RP guilds. I see a lot of roleplay going on, and have had some wonderful interactions with people because of it! It's done right out in the open... maybe they're mistaking it for OOC conversations. Just because someone says, "Follow me! We have to help those poor orphans!" instead of emoting "The young paladin feels memories of the past stir within him... remembers the suffering as a boy that finally led him to the strength of the Light... and knows that it is his duty to protect the innocent..." etc, etc, that doesn't mean it's not roleplay.