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Posts with tag lord-of-the-rings

All the World's a Stage: Background story

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.

Continue reading All the World's a Stage: Background story

Two Ring to rule them all

Two Ring to rule them all,
Two Ring to find them,


Two Ring to bring them all
and in the darkness bind them.


Forget The 1 Ring folks, Massively lead and WoW Insider blogger Krystalle Voecks came across The 2 Ring today via a Live Journal entry. For many years World of Warcraft players all around Azeroth have been on the look out for this seemingly missing piece of loot, and in patch 2.4 they will be rewarded via the daily fishing quest.

The ring features +22 to the primary five stats, making it (wait... let me make sure my math is right here...) 22 times better than The 1 Ring.

I'm not sure of it's use initially. It's a well rounded stats ring, so perhaps a druid or other hybrid class might be interested in it if they find themselves changing roles often enough. However for a single role / gear set, there are a plethora of better choices easily obtainable.

Of course, with that said, it makes a helluva nice ring to start off at 70 with.

Is WoW popular because it is fantasy?


Richard Bartle at Terra Nova asks an interesting question regarding MMORPGs in general, wondering why so many of them tend toward the fantasy genre. Did Lord of the Rings have such a phenomenal impact on our cultural imagination that it made every story (or gaming environment) even loosely based on it more likely to succeed, or is there something deeper here?

The question sparks an interesting discussion which I encourage you to read. It certainly makes me think about WoW in a new light. Suppose we imagine that Blizzard had made a different decision about which franchise to develop into their first MMO: would World of Starcraft have been as popular as World of Warcraft is today if its gameplay was more or less just as good, or is the science fiction environment inherently less appealing to the masses than fantasy?

To me, it makes sense that Blizzard chose the Warcraft franchise over Starcraft (or even Diablo for that matter), not just because it is fantasy, and certainly not just because it draws on elements of Tolkien's literature, but because it draws on a wider range of mythic elements, contains more layers of conflict, and generally provides a greater diversity of opportunities for a new gamer to find something he or she likes in it. What's your opinion?

All the World's a Stage: Raiding and RP don't mix, or do they? -- A question of continuity.

All the World's a Stage is brought to you by David Bowers every Sunday evening, investigating the mysterious art of roleplaying in the World of Warcraft.

The Warcraft storyline is part of a great tradition of fantasy literature, and, as with any form of storytelling, the entire span of WoW lore involves a series of events and changes. Arthas wasn't always the Lich King, Illidan used to be able to wear shoes, and your character was once a little child, with no spells or epic weapons at all. All these things fit together in a single story universe, in which the progressive changes taking place in the story made the world what it is today.

But what is it today? Is Illidan now dead or alive? Is VanCleef dead or alive, for that matter? As a gaming environment, any boss you kill today has to be there for me to kill tomorrow. The WoW game world needs to remain basically unchangeable -- but over time this can stifle a roleplayer's sense of immersion in its narrative. To illustrate the impact this sort of immutability has on storytelling, let us take a page from a certain fantasy story you might have read, and see how it might work as a WoW raid instance.
Welcome to Mines of Moria! This raid instance will reset in 6 days, 10 hours and 41 minutes.

[Raidleader] [Gandalf]: Beware! There are older and fouler things than orcs in the deep places of the world. Follow my glowing staff!
[Raidleader] [Gandalf]: ... and um... get ready to pull that first group of orcs. Kill order is skull, x, circle... Gimli, can you offtank that cave troll?

Continue reading All the World's a Stage: Raiding and RP don't mix, or do they? -- A question of continuity.

All the World's a Stage: And your life is a mine rich in gems

All the World's a Stage is a weekly column by David Bowers, now published on Sundays, investigating the explorative performance art of roleplaying in the World of Warcraft.

For some, the whole process takes 5 minutes. They log in, click on "create new character," choose a race, a class, painstakingly compare each and every face and hairstyle, type in a name, click "accept," and they're done. Some take their time by paying a visit to the forums of each class, or asking their friends about which race is best -- but who sits down and makes up a story idea, a personality, and actual characteristics for characters these days?

Roleplayers do, of course. But how? What if you'd like to try out roleplaying but you just don't know where to begin creating an actual character, rather than just an avatar for yourself in the game? Each roleplayer tends to have his or her own way, but there are are a number of things they have in common. One of the first things to remember about designing your character concept, is to make your character essentially human, relatable, based on real experiences that you know about.

Mine your life. Think of what kinds of experiences you are familiar with, and which of them could be used as the foundation for another person's life, a new character with a story to tell, and a personality to engage other people's interest. Today, I'll give you a couple examples of how I tried to do this, and explain some of the pitfalls people often fall into when trying to make up an interesting character.

Continue reading All the World's a Stage: And your life is a mine rich in gems


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