This installment of All the World's a Stage is the second in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.
If you've seen Lord of the Rings, or read any other fantasy story in which orcs are portrayed, you probably think orcs are hideous humanoid monsters charging mindlessly forward to slaughter helpless innocents. Azerothian orcs are significantly different, however, with a shamanistic culture that prides honor above all other virtues.
But unless you've played World of Warcraft or Warcraft 3, you probably wouldn't know that. The orcs of Warcraft 1 and 2 were pretty squarely in "bad guy" territory, and it is only with the story of Thrall's rise to power and return to shamanism that we find out what the orcs' true history is.
Ironically, the story of the orcs is a bit like that of the horrors of modern Nazis and the lore of the ancient Jews mixed together. Imagine that the vast majority of your species came under the sway of a terrible and evil leader, utterly determined to commit genocide against your peaceful neighbors. After carrying out this deplorable task, your people sought a new enemy, and found a new world to destroy. In the midst of this conquest, however, your people's political leadership failed, the way back home was cut off, and you all ended up as slaves in exile, lethargic and utterly without hope. Suddenly, a hero appeared to unite your people, overcome your former masters, restore your ancient faith, reclaim your dignity, and establish a new homeland.
What follows is a brief account of the events most orcs know about or lived through, and a glimpse of the effects they would have had on your character.
This installment of All the World's a Stage is the first in a series of roleplaying guides on every race in WoW, in which we find out all the background information you need to roleplay a particular race or class well without embarrassing yourself.
I know, you're thinking "wait a minute, I'm already a human, aren't I? Isn't roleplaying a human in WoW just like being a human in real life -- plus some sword and sorcery, minus some boring office jobs and unpleasant bodily functions?" The answer is no, it's not so simple -- there's a bit of history and culture at work in Azerothian human society that all roleplayers of human characters need to be aware of. Otherwise, it's easy to fall into the trap of inconsistency with the Warcraft lore and the roleplaying that everyone else is trying to do within it.
Suppose for example that you say "Hi! My name is Walter and I was raised on a farm. Now I've come to Stormwind to have adventures and become a hero!" You may find the never-seen-danger-before style of new hero interesting to roleplay, but it would be very unlikely to find such a human in the actual Warcraft lore: ever since the orcs first came through the portal 30 years or so prior to the setting of our game, every human nation has suffered terribly as the human race barely survived 3 huge waves of devastating warfare, with some whole nations of humans completely wiped out. No human growing up in that time would have been untouched by the conflict -- and if you want to roleplay a human, you ought to know about it.
Similar issues exist for all the available player races in WoW; there are certain details about your race's history that you need to know in order to roleplay well. So today we will provide you with the basic knowledge you need to be a human. We'll leave the in-depth lore to other columns, though -- today is just a basic roleplayer's primer on one race, with other races to follow in the future.
All the World's a Stage returns today to shine a brutal but loving eye on the intricacies of roleplay. We do this by looking at the craft of roleplay itself, and the people who love it. We might not be ready for Jerry Springer, but we're pretty sure this week's column is going to have a little debate behind it. Michael Gray fills in this week for David Bowers, and talks about letting roleplay exclude some other forms of play in the World of Warcraft.
We're not a big Guild. All told, we probably have about twenty to twenty five people who come online at various times to talk, chat, and play together. We have some structure, but we're mostly a motley of friends who hang out. Our raiding effort takes place because our raid leaders woke up one day and said "By Wrath of the Lich King, we're going to be able to progress in ten man content."
We're also a roleplay-ish kind of Guild. I say "ish" because we're not full immersion players. We have some light story notions. For example, I have the vague idea that our raid's main healer is the son of our raid's main tank -- that's mostly because they're the same human model, but one has light blonde hair, and the other has old, graying hair.
So, when we come across folks into the roleplay and immersion a little more than we are, we're sometimes not quite sure what to make of it.
All the World's a Stage returns today after a week off due to reasons beyond the comprehension of mortal man. Mysteries abound in World of Warcraft, and roleplayers are there to enjoy them.
In roleplaying, one's own character is never the center of the story -- this is true. But from another perspective, your character is always the center of the story -- and this is also true. It seems like a paradox, but it's actually a way of understanding your own relationship to the world.
In most stories, the main characters are usually the ones who have the most impact on the world around them: they are the heroes who save the day, fall in love, and make the choices that determine the ultimate outcome of the plot. In a way, the whole story circles around them, like planets around the sun. The structure of Warcraft lore is built with the stories of characters like this, whose choices made the World of Warcraft what it is today: Arthas, Thrall, Jaina Proudmoore and the like.
But the roleplaying community of imaginative characters is not such a centralized system. When immature roleplayers fail to understand this, they end up with a chaotic mess where everyone wants to steal the spotlight. But mature roleplaying environments are quite the opposite: they are cooperative rather than competitive, and quite unlike traditional storytelling patterns. Where traditional stories are like a solar system, with main characters around which all the other characters revolve, roleplaying in WoW it is like the expanding universe itself: a web of interconnected stories and characters in which the center appears to be nowhere and everywhere at the same time.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players. Michael Gray fills in this week for David Bowers to talk about how you can handle delicate subjects while achieving your roleplay goals.
I can't speak for anyone else, but one thing Momma always warned me about is that there are a few topics you just don't talk about over dinner or in polite company. Sex, drugs, money, politics. If you're like me, your sweetheart gives you that look if certain subjects are brought up. "Don't even get started," that look warns me.
I admit, I can be a powderkeg about feminism, racial equality, and general "do the right thing" subjects. But these issues do come up during the course of roleplay. There are more than a few victims among WoW's characters, and there are certainly some bad guys who'd do despicable things.
If you're going to play with hot-topic issues, there some things you can do to help keep everyone's sensitivities in mind.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players. Michael Gray fills in this week for David Bowers to talk about how you can flesh our your character, and help it leap from the screen into everyone's imagination.
Your background sets up your character's story. It's where your character comes from, and often describes what motives your character's actions. But it's infinitely helpful to define more about your character than just the time the Horde ravaged your family and wrecked the estate, and maybe talk about...how he feels about children, or the summer holidays.
Let's talk about how to flesh out a character, behind the cut...
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players.
Blizzard definitely cares about roleplayers. They listen to us and there's a special place for us in their hearts -- which is natural, because in many ways, their whole world has its own story and background which means a lot to them, and while all players get to see that story unfolding through their activities in the game, roleplayers are the ones who participate in that story by making their own stories within it.
The problem is that Blizzard and its roleplayers are on pretty different wavelengths when it comes to what roleplayers want to receive and what Blizzard wants to provide. Blizzard wants to give us more neat toys and perfect places to enjoy, with lots of lore and story behind them -- and while this is all very interesting and everyone enjoys it, most roleplayers are wishing they had more sandbox-like tools, spaces and items they can easily bend or shape in their own ways, to use for their own purposes.
Blizzard may care, but do they really understand? Read on for insights Blizzard may be missing.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players.
A friend of mine recently complained that lately leveling has been extremely tedious. Even with characters he might feel excited about at first, he eventually gets bored after just a few quests. We talked about this for a little while, and he brought up the fact that if he was going to play WoW by himself he might as well play a single-player game instead.
It got me thinking that, in spite of all the demand people have for more solo and casual content, this is significantly better when we play it together. Even when I play by myself, my eye is always on my friends list to see if someone I know is going to show up and chat with me. Thinking about my friend's problem, I thought maybe it would really help if he and I were to go questing together -- so we found the two characters we had with the smallest level gap between them and we decided to go at it. Rather than just just going through the motions of killing the various enemies listed on our little quest sheets as if we were buying groceries or something, we made it into a neat little roleplay experience.
In fact, there are lots of quests in the game that are very appropriate for roleplaying. When you get together with your friends to level up and quest together, you can focus on the quest that has the deepest possible connection to your own character, or the one with the most intrinsic storyline. Of course there are many other throwaway quests you can do along the way, like "kill 10 Generic Humanoids" or whatever, but it works best to pick one that seems to have some meaning to you or your character and start there.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players.
There are degrees to roleplaying. Some people like it "light," so that it never gets too intense, you never have to actually "work" to make your character profound or lore-worthy, and it's generally just a fun way to pass some time. Others like it "heavy;" they view their characters as works of art, taking special care to make their characters believable and interesting, and sometimes planning special roleplaying events for their guild to enjoy. Some even try to do everything in-character, from repairing armor to marking out targets with raid symbols.
Recently I joined just such a full-immersion roleplaying guild, and have been trying out their particular style. To be fair, I still have a number of friends on my server that I usually speak out-of-character with, because that's what we're used to, but for everyone in this guild, I do my best to stay in character at all times, with everything my character says and does. To some this may seem like an unnecessary pain, but to others it's a fun experience. Here are a few of the advantages and disadvantages of this type of roleplaying.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players.
Last week, we took a look at how roleplaying a death knight will be different from roleplaying other classes, because death knights come pre-packaged with elements of a backstory for you to flesh out: they have, for whatever reason, at one time joined forces with the Lich King, learned from him how to be a death knight, and now are breaking free of his influence and striking out against him.
As Medeni pointed out in her comments, however, this can potentially lead to a kind of unlikable "celebrity in rehab" type of personality. Imagine, if you will, the death knight known as Marisoo: formerly a paladin of the Light, she sought to destroy the Scourge that plagued her homeland of Lordaeron, but eventually, as she was consumed with vengeance and hatred, she joined the Lich King instead of destroying him. Having learned to turn corpses into slavering ghouls and call forth armies of the undead, she eventually thought better of the whole "wickedly destroy all life" thing and decided to destroy the Lich King after all, only this time she would use his own power against him! Muahaha.
As you can see, there are some pretty obvious flaws in this idea. First of all, the first half of it is almost a direct copy of Arthas' own tale, and, while I can certainly appreciate the power of that story, and the possibility that other paladins could have gone through something similar, roleplayers who want to play a death knight character must realize that it's going to get old fast. Just as death knights aren't just human paladins, we can't all go around copying Arthas, brooding on how moody and wicked we've become. We have to come up with new ideas that fit the death knight mould.
When you look at games like World of Warcraft versus games like Dungeons and Dragons, you can see that in some ways they are just the same, while in others they are vastly different. Thematically, they're both about romping through a fantasy world having adventures, and depending on the kind of activity you enjoy most in your games, the actual content of either one can be very similar. The difference lies in the user interface: WoW takes over your computers screen and presents you with intensive graphics, while D&D relies on paper, dice, and your imagination.
While WoW is obviously a child of the early 21st century, all the practical tools used in D&D have existed for thousands of years. One might well wonder: "why didn't Plato (or any other suitably wise old figure out of history) ever think of putting together a dungeon adventure?" A recent Escapist magazine article asks that very question, and then provides us with a bunch of theories about what roleplaying is and why people do it. All these are interesting in themselves, but they leave me wondering "but wait... why didn't Plato ever think of it?" The answer I think the article is trying to give is that roleplaying is actually a form of social innovation that couldn't have existed before, because the culture and ideas to give it form hadn't developed until the '60s.
So tonight when you get home and log into WoW, especially if you are logging in to roleplay your character, remember that you are participating in an activity that is on the growing edge of human civilization. Just as, all those hundreds of years ago, it was a great innovation for the Greek playwright Aeschylus to bring two actors onto the stage at once as opposed to letting one actor and a chorus carry the show -- in our own era, the way players get together today to collaboratively create worlds, characters and stories with one another is a new and exciting innovation that never existed before. Roleplaying itself is one of many brilliant and beautiful examples of how society and culture continue to evolve and progress well into the the future... and beyond.
When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the world's a stage, even if just an electronic one.
We don't know a whole lot about death knights in WoW yet, but what we do know is already enough to show that death knights are the class with the most background story already laid out for them ahead of time: The death knights we will be able to play are former servants of the Lich King who have now turned against him and joined the Alliance or the Horde instead. This background story is built into the class -- something each and every death knight roleplayer will have to take into account when they roleplay their character, and it will have ramifications upon everyone else in the entire global society of Azeroth as well.
Some other classes have a great depth of lore behind them as well, such as druids, paladins and shamans, who look to Malfurion, Uther, and Thrall for inspiration. These classes certainly look up to their heroes and follow in their footsteps, just as, in some ways, death knights follow in the footsteps of Arthas. And yet for other classes that has little effect on each individual's path to becoming a practitioner of his or her particular abilities. The transition from normal shmoe to level one hero is left vague for the player upon character creation, unless, as a roleplayer working on a backstory, he gives it special attention.
Indeed, some classes are pretty straightforward, and don't necessarily suggest a story at all. Instead, they present us with an image, or an idea -- when you play one of the existing nine classes, you can fit right into the role without a story, because the role feels like a basic archetype you already understand.
Getting into character isn't all that easy. First of all, as Matt demonstrated last week, one must have the desire and the gumption to just do it. You can't sit back and say, "But I don't know how to do it right!"or "But what if people don't like my roleplaying?" or any other excuse like that. You have to put your fingers to the keyboard and just start playing your role. Whether people like it more or less depends upon a bunch of things, including your skills and knowledge about how to do it well, but first and foremost it depends on your willingness to go out and try things out -- then look back and learn from your experience. You won't stop having problems and making mistakes, but you will get better over time.
Today I'll share with you one idea I found that helped me a lot with a problem I was having: when I found myself having a bit of trouble "logging in" to a particular character's personality, I found the concept of the "Character Diamond" to be extremely valuable in pinning down exactly who this character is, how she would respond, and what it feels like to be inside her head. This concept was originally thought up by a screenwriting teacher named David S. Freeman, but it has gone through a bit of modification to suit the MMORPG world. So, with permission from the folks at Dramatis Personae who first taught me about it, I would like to sum it up for you here as a starter's guide and reference for making character diamonds of your own.
All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.
Your character is like an arrow. He was launched from the birthplace of your imagination with the aim of creating spontaneous stories with other creative people. Your character's personality is the particular direction he travels in, and his background story is the bow which set him on his way.
The bow-string tension that gives a good backstory its momentum is its lack of resolution. The desire to find resolution propels your character forward into the game, but it doesn't predict with certainty where your he or she will end up. Realizing this can free you of a great burden: your story doesn't have to make the New York Times Bestseller List. In fact, the whole idea here is to purposely leave your backstory unfinished, ready to be resolved through roleplaying. Too much emphasis on a dramatic background leaves you with not enough room for an interesting foreground, and little else to contribute other than the saga of your epic past.
Obviously, people aren't logging into WoW to read your miniature novel. They generally won't want to hear your backstory unless they specifically ask you about it (which they might!), but even then they'll care less for its narrative value and more for its ultimate impact on your character as a person. It's best to think of it less as a story in itself (e.g. "How I got to be this way"), and more as a prologue to the story you want to roleplay (e.g. "How do I get out of this mess?"). Its purpose is to set up challenges for your character to overcome with other people, and it should establish a direct line to your character's desires and aspirations.
All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.
Some people don't want to worry about staying in character; they just want to come home, play a game and chill out. That's fine, they have the choice to be a regular player and do what they enjoy. But for those of us who seek the path of the roleplayer, we ought not to stop there.
We spend a lot of time in WoW doing all the same things other non-roleplayers are doing, whether it's questing, instances, or PvP. In the process, it can be easy to let one's character slowly drift away from a genuine personality, and into a mere avatar for your own personality as a gamer in a computer game. After all, your character must do a lot of things in order to progress, many of which are game-oriented goals rather than story-oriented goals. You need boss loot, Badges of Justice, Arena points and a bunch of other things that don't always translate well into very interesting character motivations.
It's easy to rely on old standby motivations so much that they become excuses. We might say, for example, "I'm trying to help the Shattered Sun Offensive to prevent Kil'Jaeden from entering Azeroth!" or "I'm hoping to attack Pathaleon the Calculator and take from him his prized sword: The Sun Eater!" And these are fine reasons for characters to do things, but we must remember, there's nothing really new or interesting about them. Every one wants to prevent disaster, or acquire new weapons -- but what about such a desire reveals who your character really is? How can you make normal gaming goals and activities into an opportunity for interesting performance and immersion in a fantasy world?