All the World's a Stage: Sealed with a KISS

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.
Over the last few weeks, we've gone into character development -- how to fit your character into the Warcraft timeline, how to avoid the curse of the Mary Sue, and an exploration into the meaning of godmoding and how to avoid taking too much control in RP. While character development and rooting a character into lore without letting yourself get out of hand is important, there's something even more important that roleplayers should avoid at all cost: complexity.
Over the last few weeks, we've gone into character development -- how to fit your character into the Warcraft timeline, how to avoid the curse of the Mary Sue, and an exploration into the meaning of godmoding and how to avoid taking too much control in RP. While character development and rooting a character into lore without letting yourself get out of hand is important, there's something even more important that roleplayers should avoid at all cost: complexity.
KISS stands for "keep it simple, stupid," and it definitely applies in the context of roleplay. It can be applied to character descriptions and backstory, but what we're going to talk about today is how it applies to the roleplay you jump into after you've come up with that backstory and character that you're eager to play. A roleplay character, despite being a character, should never be taken down the route of a storybook character -- they are two entirely different animals, and confusing one with the other can quickly cause roleplay opportunities to dissolve into thin air.

When you're dealing with developing a character, the process is similar in terms of roleplay vs. storytelling. You want to create a compelling character that people will enjoy reading about or interacting with, depending on which medium you're developing that character for. Give that character a reason for existing, one that works within the confines of the universe they happen to be in. But once that character has been created, that's where the paths abruptly diverge.
With storytelling, once you're done creating that character, you have to write the rest of the story for that character. What they're trying to accomplish and achieve, what they run into along the way that keeps them from achieving their goals, the final showdown with whatever villain they happen to run into along the way -- all of these are things you should definitely take into consideration and expand upon when writing a story, because people expect to see all of this over the course of the book.
With roleplay, however, this is exactly what you don't want to do. Why? Because by mapping it all out, you're limiting yourself from any random interactions or circumstances along the way that could be absolutely fascinating to play through. That's what you should be looking for with roleplay -- an opportunity to take characters around you and use the interactions with them to further your own story, as well as getting involved in theirs.
It's perfectly okay to have goals for your character, and the character you choose to roleplay should have a reason that he's out and about in the world. However, making those goals too complex means you run the risk of the "me" syndrome. In other words, every interaction you have with every character you run across immediately devolves into a conversation about your character, your character's problems, your character's hopes and dreams ... You see where this is headed. Much like real life, people can only stand so much of a person if the subject of that person's conversation is always himself.

Confession and story time -- I am guilty of doing this myself, with the first character I ever attempted roleplay with in vanilla World of Warcraft. My background in roleplaying comes from tabletop games -- Dungeons and Dragons, GURPS, and a little White Wolf thrown in here and there. But more importantly, my background prior to World of Warcraft was primarily as a writer. With those tabletop roleplaying games, one created a character by the roll of the dice and then let the GM tell the rest of the story.
However, with WoW, there was no GM. So when I decided to try my hand at roleplaying, I took the stance of a writer and developed a backstory for my character that fit within the Warcraft timeline and gave her something to do. She was raised in Darrowshire, sent away at a young age just prior to the town's downfall -- and completely ignorant of the fate of her town and her former friends. Her entire story was devoted to her return to her hometown and subsequent discovery of the horrors that existed there. I worked carefully to fit each detail of that character into existing lore so that she wouldn't play as a Mary Sue, and I set the major goal in her life as the eventual return to her hometown.
To my server's credit, there was not a roleplayer on the realm that actually went out of their way to tell my character her town had been overtaken by Scourge some time after she left. Most, when presented with the standard response to "where are you from," delicately changed the subject to more pleasant things. So the discovery of Darrowshire's fate was a complete surprise for the character, and one I looked forward to playing out with unbridled glee.
But what I discovered was that by limiting my character's development to that one moment in which she finally stepped back into her home, I left her with absolutely nothing to do afterwards. I held that return to Darrowshire close to my heart, looked forward to it the entire time I was leveling, and by the time I'd reached the point where she could go, the amount of buildup I'd done around the event in my head far outshone anything that happened when the event actually occurred in game.
It made the actual experience of roleplaying the situation far less entertaining than I could have hoped. Not only that, but the other roleplayers I was with didn't really have the same connection with the event, so the whole thing felt almost ... flat. It was like I'd been writing a story, and I'd been the only one reading it -- nobody else seemed to care. And after it was over, I soon lost interest in the character, because I had nowhere else for her to go.

By creating one major goal for my character as if I'd been writing a short story or a piece of fanfiction, I'd boxed myself into one course of action that completely limited whatever roleplay I could get my hands on. There wasn't a lot of discussion with other players about what their characters were doing, and I barely paid attention to any other story threads thrown my way by other players, because I was so intent on that utterly amazing moment that I had written out in my head.
This is where the KISS principle comes in. Keep it simple, and more importantly, keep your character flexible. Don't fixate on one eventual outcome -- while that may work for storywriting purposes, it doesn't work in terms of roleplay. Sure, a character is a character, and roleplay can be a story -- but if you've already written out the end of the book, then you're drawing yourself into a box from which there is no escape.
Go ahead and give your character some major goals to work toward -- but don't get attached to those goals, and don't insist that those goals actually come to pass. As another example, I see many players focused on having their character get into a relationship, and they spend all their time roleplaying courting, leading into dating, leading into being engaged and ultimately, leading into an RP wedding.
Once that wedding is over, the player is left with a dissonant "what now?" in terms of story. The entire focus of roleplay is so fixated on getting into a relationship that by the time the relationship actually happens, the player has no idea what to do. Typically, a split follows this so that the player can get back into the far more comfortable territory of trying to find a relationship, and the whole mess starts all over again.
It's a vicious cycle that can end up hurting other players, because their stories are now so intertwined in yours that your abrupt departure leaves them with nothing to do. The same happened when I abandoned my character, once the goal of Darrowshire had been reached. Friends my character had made and stories she was involved with simply disappeared, leaving several people having to scramble, think of a reason why that character was gone, and fix their own stories.

It wasn't a terrible mistake to make; it was an amateur mistake that people first getting into roleplay can and will easily fall into. So how do you avoid it? By keeping it simple. Again, create goals for your character, but don't get attached to them. Instead, use them as an impetus for your character to be doing whatever it is that she's up to -- but allow your character the flexibility to have those goals change as events around her warrant. Let the goals change as the situations your character is involved in do -- after all, life is a series of events and reactions. The events we encounter change our reactions to future events.
By keeping it simple and allowing the roleplay to fall where it may, you'll open up to any kind of possibility other players happen to throw your way. This keeps you way more engaged in the community of players around you and enables you to not only further your own designs, but to help other people accomplish whatever it is they're after. That give and take, the camaraderie and social aspect, is ultimately what roleplay is all about.
As for the character I abandoned so long ago -- I don't really regret the decision to make her, nor do I regret the mistakes I made. It's a cautionary tale of sorts, one that taught me what this odd animal of MMO roleplaying is all about: neither story nor tabletop, but somewhere in between, a story where the ending isn't quite established, and a campaign where the GM is myself.
Filed under: All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 1)
Necromann Jan 30th 2011 6:47PM
Bunny lovin'.
Moeru Jan 30th 2011 7:19PM
I'm guilty of this. My paladin had a single focus. Killing Arthas. Now, I'm getting to the point where I need to figure out what it is she lives for, truly. It's a nice process though, since it's like she's going through a midlife crisis herself. Living so far by vengeance, she has to find another way to drive herself.
Cephas Jan 30th 2011 9:27PM
I think I know someone with a similar problem. Her name's Sylvanas. Maybe you could ask her what she did after she lost her single focus of killing Arthas.
On second thought no, don't do that.
Moeru Jan 30th 2011 9:31PM
Well, I've always wanted my own Undead army.
Fletcher Jan 31st 2011 1:42AM
There's Maiev Shadowsong, too.
Mel Jan 31st 2011 10:06AM
And all the Death-Knights, too!
Maybe you could form a self-help group?
Rai Jan 31st 2011 10:22AM
"Hi, I'm Moeru and I'm suffering from lack-of-Lich King syndrome"
*about five hundred death knights reply with "Hi Moeru"*
Rhogan Jan 30th 2011 8:09PM
Well, I do like to start a story and finish it. I feel like once I finish my character's own story line, I go and do what my faction tells me, finding my own character's goal in the act.
For instance; As a Draenei paladin who had just started his trek from the Exodar in Burning Crusade, I was bent on returning to Draenor and finding what happened to the people who were left in places like Zangarmarsh, Terrokar, etc. After finding out how bad Illidan had been in the Outlands, I made it my goal to continue on to Shadowmoon and eventually face down with the big baddy in his own temple.
Once I had accomplished that, I decided to follow the Alliance into Northrend. Now, I never really got particularly avid about fighting the scourge until it came to when I assisted in the defense of Wintergarde. From that point, and the Wrath gate, my ultimate goal became to defeat the evil Lich King and save Azeroth from the scourge.
Now that that's over, he is trying to assist in the recovery and exploration of the newly destroyed Azeroth. In that furthering, he may find another goal for him to accomplish. The story takes him from finishing one story, to starting another.
You have to look at it almost in the way that they decided to go with Thrall. From the time when he was an upstart leader of the Horde, he's been involved in multiple stories that span a pretty decent amount of time. Even with the passing of the mantle of Warchief, he is still extremely involved in Azeroth's history.
Jai Jan 30th 2011 9:15PM
Great reference to "The Office" with the "Keep It Simple Stupid". :)
Darkdust Jan 30th 2011 9:37PM
...you know that predates The Office by many years, right?
Aruhgulah Jan 30th 2011 10:08PM
By more than several years. It's been used at least since radio & radio advertising came about. :)
QuantumBear Jan 30th 2011 10:37PM
I like to call this the Inigo Montoya syndrome, because that is who I think of whenever someone tells me they are in this kind of problem.
Moeru Jan 31st 2011 10:31AM
I was going to ask why people seem to have a problem with my character's goals prior to Lich King's death, since I don't see why killing him would be any different to seeing, let's say, Queen Azshara' brought to justice' if you're a Night Elf, but upon checking out the troll posts I realized that they've trolled other posts as well.
Thanks for the comments guys :D
phaedra Jan 31st 2011 6:33PM
I'll admit - I'm a little confused as to why returning to Darrowshire is such as awful goal. The really, really interesting part would be what happens next. Does she try to fight the Scourge and regain the town? Does she declare vengence on those who caused the Scourge? Does she go mad with grief and turn her back on all she had previously believed in?
To me, returning to Darrowshire would be a great roleplaying start.
While I can understand the purpose of not setting goals in roleplaying, we do it in real life. Go to college, graduate college, get a job, etc. After every goal is met, another one presents itself.
Jim Jan 31st 2011 2:34PM
I am completely new to RP having never even gotten the opportunity to play a tabletop RP game, but I would really like to try it out. These articles have been a great help on figuring out who I'd like to create and how to create them without making a mistake early on. I was wondering if there are any addons, suggested realms, etc. I should get? I was also wondering how the dungeon finder tool is used. Do I just accept that if I pug something it will be OOC so I don't force RP on someone that doesn't want any part of it or should I only look for groups the old fashioned way, through good ol fashioned trade chat? Thanks for the great articles and any advice anyone can give me.
Windhorn Feb 6th 2011 3:37AM
I have a couple questions to ask about Blood elf RP, not sure were to ask. I tried the WoW forums, but all I got was "don't play belf, roll ___"
So here goes;
1. Is it unlikely that your blood elf would like to be in the horde?
2. Would a blood elf magister be able to be in the horde army?
3. Is it frowned upon if you live somewhere else than Quel'Thalas?
4. How would a blood elf ambassador feel about the other races? Would he have enough experiences to have a positive view about the other races of the horde?
Basically, I don't want to RP a dick.