All the World's a Stage: What's my motivation?
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.
When creating a character for roleplay, it's a good idea to have goals for that character in mind -- things that he wants to accomplish over the course of his lifetime in WoW. We've talked before about creating memories and moments that stick with a character; today we're going to talk about incorporating those memories and moments from the past into the future. Along with using these memories to create realistic goals, you can also use these memories as direct ties to your character's motivation.
When creating a character for roleplay, it's a good idea to have goals for that character in mind -- things that he wants to accomplish over the course of his lifetime in WoW. We've talked before about creating memories and moments that stick with a character; today we're going to talk about incorporating those memories and moments from the past into the future. Along with using these memories to create realistic goals, you can also use these memories as direct ties to your character's motivation.
With roleplay, it's not just about what your character remembers and what he's experienced in the past; it's also about how those memories affect the actions your character takes in the future and how he reacts to what's happening around him. These memories, these events from the past should affect and lead into what your character is up to today. As your character travels around the world, doing quests for quest givers and dungeons and other numerous errands he carries out every day, he should have some sort of motivation for what he's doing, a reason for carrying out all these tasks. Without motivation, a character lacks a reason for existing.

To figure out what exactly it is that makes your character tick, you want to look at two things -- first, the memories your character has of the past and how those affect him, and second, what your character knows, the information he's got a really solid grasp on. Take all that information that you've pulled together from his past and look for the common thread between all the memories and information, that one thing that unites all the information into a cohesive whole.
For example, a character with memories largely associated with war or conflict, times that she's been in battle, fallen comrades -- when looking at all that information, you can pull a character that's either fiercely protective of her world, her friends and family, or perhaps one that's withdrawn, bitter at the sheer amount of violence in the world today. Or maybe she is the endless optimist -- despite all the sorrow present in his lifetime, she still manages to see the good in things. There are endless possibilities in this process, so pick one that seems like something you'd enjoy playing out.
Once you've got that background for your character's personality, you can draw your motivation from that. Perhaps that eternal optimist is traveling the world to find the good in people or to share his optimism with those that are battered and worn from the struggles of war and conflict. Perhaps that bitter warrior has made it his life's purpose to wipe out those that seek to harm the world. Again, the possibilities are endless.
When you've got your character's motivation established, you've got a reason for your character to be traveling throughout the world. That reason plays heavily into how they interact with other characters. The eternal optimist is going to have an interesting time interacting with characters who don't share his bright outlook on life; the bitter warrior may spend her time butting heads with those that don't share her darker views of the world.

You'll notice that when I give examples of motivation, they are incredibly vague -- there's a reason for that. You want to keep it simple; overcomplicating your character can sometimes lead to locking yourself into a path you may not want to necessarily follow. One problem some roleplayers face is confusing "motivation" with "goal for my character to obtain." If you give your character one very, very defined goal, it leaves you with a big fat "What now?" when you've finally reached that goal and conquered it.
How does that work, exactly? Well, let's look at a couple of examples.
Example 1 Kronk the orc witnessed his father's death when he was very young. The killer wasn't an Alliance soldier; it was his father's second-in-command, who was seeking to improve his status in the Horde army. Since that day, Kronk has vowed revenge on the orc who took his father's life. To that end, Kronk has been training in order to improve his strength and combat awareness, so that his father's life might be avenged.
This isn't a bad story at all. Kronk's got motivation for traveling around the world -- he's training to get his revenge on the orc that murdered his father. That certainly gives him the drive and potential to travel the world. Every battle he participates in only serves to give him more experience in combat, which should make killing the villain of this story a breeze. But there are a few questions that need to be asked in this situation, particularly in regards to RP.
Example 2 Keia is a simple woman who avidly follows the teachings of the Light. Though she participates in battles, she much prefers to let others do the fighting and instead use her powers to heal those that are ailing. Fiercely protective of others, Keia would like nothing more than to be swept off her feet by a charming and handsome man, get married and live happily ever after.Is the killer a fictional, made-up character that will never be encountered? If this is the case, Kronk's never going to get his revenge. This means his life is going to be spent in a constant state of "I must do this," but the "this" will never be obtained. While the story itself may be interesting and engaging to start with, over time, the constant "I must find my father's killer" may grow a little old, both for characters that interact with Kronk and for Kronk's player.
Is the killer actually someone that Kronk can kill? If the killer is another roleplayer, then Kronk's player has set it up so that that ultimate conflict can actually occur. This is good, but is the roleplayer behind Kronk's nemesis okay with having his character killed? Or is this going to be a situation where Kronk won't be able to complete his task?
What happens after the killer is dead? If Kronk has devoted his life to this one purpose, what is he going to do after that purpose has been fulfilled? What's going to keep him from simply going back to Orgrimmar and retiring, happy and satisfied that his task has been completed? What new conflicts will keep him engaged with other roleplayers?
Again, it's not a bad story. It seems to be a pretty realistic, simple goal. This is actually a situation where a lot of roleplayers falter. Romantic relationships can be really fun to roleplay through. But when the sweeping fun of getting caught up in a relationship ends, players can often find themselves getting bored, restless, and desperately wanting to end their character's romance.
What is it, exactly, that causes the problems? It's pretty simple -- you spend your time focused on completing one event. Let's take Keia as an example. A player spends the majority of their time in the mindset of needing to seek out an in-character relationship for the purpose of getting married and "living happily ever after." Once that "happily ever after" is achieved, the player finds himself bored beyond all reason. Why? Because the player has been living so long with the thought of "getting into a relationship" that that's where the excitement comes from -- the "happily ever after" is an afterthought that provides no real excitement.
The same problems apply to the character of Kronk. Kronk's player gets so caught up in "finding the killer" that when the killer is dead or dealt with, there's nothing for the character of Kronk to latch onto, no where for him to move on. With both of these hypothetical situations, it's a matter of getting stuck in the process for so long that the character becomes the process.

The key to avoiding these endless loops of repetitive roleplay is to keep your characters' motivations distinct and separate from the paths they follow and the goals they seek to achieve. They should have a reason for doing what they are doing. They should have something they're trying to accomplish. But that reason, that goal shouldn't be the be all and end all of those characters' existence. In real life, we are not our motivations -- they shape us, they help us choose a path. But that path can and will change at any moment, whether we like it or not. Our goals are simply points where we succeed, but reaching those goals often opens other goals for us to reach.
There is a distinct difference between motivation, goals, and the path you follow. It's easy to confuse the three, because they interplay so heavily. Remember to keep your characters' motivations clear, but give them the fluidity to change at any moment. Give them goals to work toward, but don't limit them to a single outcome, and you'll see yourself having far more adventures, interacting with many more people, and in general having a better time all around.
Filed under: All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 1)
RussGreene Feb 27th 2011 4:15PM
This is actually great roleplaying advice; perhaps the most useful thing this column has put forth. Given the sheer depth and breadth of WoW's narrative, I can definitely understand why having a cut-and-dry "My character wants to achieve X" motivation can be extremely limiting.
I know she's almost turning into Warcraft's version of Godwin's Law, look at Sylvanas. Before 3.3.5, she was almost one-dimensional, though very engaging. The only real character interaction we had with her was when she sings The Lament of the Highborne; otherwise, she's all "Grr grr hate Lich King grr grr." Now that she's done that, her character has been forced to progress in order to keep current with things, and that growth (while highly divisive) makes for a much more interesting character and storyline.
Reminds me of what I'm doing with my undead warrior. He was present at fell during the Culling of Stratholme, and now serves Sylvanas. He acts as a sort-of ambassador and example of the Forsaken to other organizations and groups, and wants to do everything he can to secure Lordaeron for the Forsaken. That's why it doesn't seem unlikely for him to go make friends with the Kaluak one day, fend off Alliance in Arathi Basin the next, and talk high-society politics in Orgrimmar the day after that. He's clearly defined in his origins, knowledge of the world, and goals, but not to the degree that he's straightjacketed.
Raginghobo Feb 27th 2011 5:42PM
I've entertained the idea of trying out some RP for a long time. These articles are pretty good at giving direction and telling you what to avoid, But its great to see some examples of peoples characters and how they fit in.
Now all I need is an Oceanic roleplay server.
Xantenise Feb 28th 2011 12:43AM
@RagingHobo That'll come the day the dance studio does.
Artificial Feb 27th 2011 4:40PM
OMG... Billy Joel AND Pitfall Harry in one blog entry... retro overload!
Spacegoat Feb 27th 2011 5:05PM
This video contains content from Vevo, who has blocked it in your country on copyright grounds.
btlcryct Feb 27th 2011 6:12PM
Kind of off-topic, the ferry in that video is in my hometown, Rocky Hill, CT. It goes between there and Glastonbury. It's the oldest continually running ferry in the country. It's been run for a last one day a year since 1655. The railroad bridge he's standing on is in Portland, CT.
And now back to our regularly schedule program.
Feitan Feb 27th 2011 6:24PM
Motivation at the start is great and all, but what happens when you just find yourself at a place where your toon is just... tired of it all and you can't find a motivation at all for the character that fits?
You mentioned that sometimes finding the motivation becomes the process but what happens when once you have an extensive backstory that was created through actual roleplay, and presently what happened in the backstory .... the best way I can put it is just that they "broke" your character, rendering them in a depression; unplayable. There are times where it was attempted to continue finding her place in it all, but she just stayed the same.
Is it time for a reboot and retire the character?
natowarhead Feb 28th 2011 12:24AM
I've been wondering something similar.
What is a good way to reboot a character without rerolling or changing server or race?
I'd like to redo my character, but don't have time or inclination to level another character of the same class.
Xantenise Feb 28th 2011 12:48AM
Chuck stuff at a wall, see what fits. Expose him to as much as possible. Eventually, something will change him.
Shadda Mar 1st 2011 10:18AM
I don't know... It might be fun to have a character succeed and then go, "Okay, what now?" In the first example, maybe Kronk realises that revenge wasn't as satisfying as he though it would be and goes on to do something more meaningful (or lashes out in frustration and does something he later regrets). Maybe he becomes a fugitive for killing off an officer of the Horde, or perhaps he learns there was more to his father's death than a subordinate looking for a quick promotion. Lots of potential consequences. :)
Joakim Feb 28th 2011 6:04AM
Would it be viable you think, creating a warrior or paladin who is, well - a coward (in the eyes of others, who yet do not know his/her backstory)? I'm kind of nurturing an idea of a fury warrior (or ret pally), who - thanks to Things That Happened At the Academy - already has somehow been jaded with fighting; the thousand yard stare, you know. Shell shock.
I'm thinking, perhaps he/she was one of the poor bastards who stood in the fire and survived when Deathwing struck at Stormwind (yes, I'm leaning towards Alliance since I think their "destiny" is easier to understand than the "blood & Honor!" stuff of the Horde; eventually, your own views seep into your player character).
Is it possible to be scared stiff in every (dungeon) fight? Or will it be a perpetual level 1 "shine ye armor for a copper" on a box outside the AH?
Maybe I'm just thinking way out of the box of rules Blizzard has trapped us in, with a world of brave hero's. Maybe there's no room for PTSD characters in Azeroth. But still ...
(This is an example of the "seepage" I mentioned; I'm having a hard time forgetting the images of broken soldiers at a WWI rehab. Youtube it, if you like. Even if the azerothian mindset is totally different, I believe anyone - hero or grunt - eventually has had enough. Just look at all the scared peons.
So what happens when someone thinks, (to paraphrase Siegfried Sassoon in his poem "Attack") - Oh Elune, Make it stop. What?
Perhaps it's easier to "translate" a character with PTSD in a pen & paper RPG, but it would be a challenge, don't you think?
shomechely Feb 28th 2011 9:55AM
I'm curious how a character with such a paralyzing mental disorder would even function outisde a padded room at the Abbey? Does he overcome this disorder enough that he can venture outside and kill wolves and Orcs?
Nagaina Feb 28th 2011 3:04PM
My suggestion? There are multiple manifestations of post traumatic stress in real life -- perhaps your character more clearly displays some of those manifestations than others. For example: *hyperarousal* is also a characteristic of post traumatic stress, and can manifest as a heightened propensity toward aggression, anger, and irritability as well as an autonomic fear response out of relative proportion to the stimulus. In short, your character could easily be a Fury warrior with an extremely short fuse who nonetheless has horrific flashback nightmares that interfere with his ability to sleep and make him temporarily avoidant after he experiences such a flashback. The mental paralysis is something he experiences in a more transitory way.
Choline Feb 28th 2011 5:03PM
I play a character with, essentially, PTSD.
The thing about mental illnesses and things like this is to remember that each person reacts to them differently. My rogue - a former soldier during the Third War - was definitely mentally affected by what happened at Mt Hyjal. When I quested her through the place, she essentially shut down and just did the tasks at hand with a grim face, a sort-of "This needs doing, and I'm going to do it, but I really don't like it." There were a couple of really bad points with flashbacks and stuff (she hardly slept and snapped at everyone who moved slower than she thought they should), but in the end I feel like Choline got the closure she needed and now she's moving on and continuing her work.
PTSD and other mental illnesses aren't always overblown and dramatic, and they don't always interfere with absolutely every aspect of one's life. It depends on how your character would cope. If they cower in fear and avoid their (for lack of a better word) triggers, that's fine. But it's just as valid to have a character grit their teeth, tell the flashbacks to shut the hell up, and go and fight.
Part of deciding to put such things into your RP is doing a bit of research and, of course, as Anne said in the article, not letting the mental illness or condition be the crux of your character.
I think it could work; you just have to decide how to arrange it such that the character can experience the world and interact with people in a semi-functional way -- if only to give you, the player, something to do with him or her. :D
Joakim Feb 28th 2011 10:33AM
Well ...
the orcs DID burn down the winery.
(Sometimes, it's the most trite action that gets you in a killing mood. Just don't show me any dragons.)
Dakos Mar 3rd 2011 1:55PM
"Happily ever after" is something that should only ever happen in stories and movies, rather than in RP. A movie that actually plays up on this is Shrek 4. At the end of Shrek 3, the ogre has got the girl, had kids, saved the kingdom without getting stuck with the responsibility of being king, and lived happily ever after. At the start of Shrek 4, it goes through his infuriatingly boring repetitive everyday life, showing how he gets more and more disillusioned with it.
If you have a character that is ever going to have a "happily ever after" from their goals, you have to be ready to walk away from that character when you're done. Otherwise your RP will end up stagnant and stale. Like the last few seasons of Gilmore Girls.