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All the World's a Stage: Ten Commandments of Roleplaying

All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.

WoW
Insider is not Mount Sinai, and I am certainly not the Burning Bush, but there is a need for a clear, concise list of "do's and don'ts" which new and experienced roleplayers can refer to in times of need. I therefore submit the following commandments as a guide and a reference to roleplayers throughout the World of Warcraft.

Obviously the list of essential rules I lay out here will be different from a list you might make, but hopefully the basic ideas remain the same. In addition, being as I am hardly a prophet of the Almighty, I reserve the right to edit these commandments over time as times change and new insights emerge.

1. Thou shalt not play God.

You only have control over the actions of your own character. When roleplaying with others, you must never ever use an emote or action which denies others the right to choose their own actions in response to yours. For example: "Moosis glares with white hot anger at Faro" is acceptable; "Moosis glares so intensely that Faro's face melts" is not. Whether or not two people's characters are fighting with each other, their act of roleplaying itself is essentially cooperative -- even in a battle of emotes, both players must work together to tell the story in an interesting way, neither one presuming what the other will do.

Continue reading All the World's a Stage: Ten Commandments of Roleplaying

All the World's a Stage: Authentic class

All the World's a Stage is a source for roleplaying ideas, suggestions, and discussions. It is published every Sunday evening.

Sometimes it can be difficult make your character feel really authentic. Very likely, you work in an office in real life, for instance, and perhaps you daydream of burning up all your paperwork. You certainly don't cast hellfire and summon demons to wreak havoc upon the world, so naturally you have no personal understanding of how a warlock would really behave.

Of course it helps to do some research on the lore behind your class, but in fact even lore writers are only imagining. No one in the world has practical experience of what any of the Warcraft classes would be like. Even classes like priests and hunters are so heavily fantasized that there is a great difference between the class and its real-life namesake.

Imaginative extrapolation is the name of the game here, and as always when imagining things, it helps to try and root your character's class-based behavior around some tried-and-true character quirks, things that will make everyone who interacts with you feel compelled to say to themselves, "Wow! That's just the sort of thing a <insert your class here> would do!"
Read on for some practical quirks, with links to more resources on the characteristics each class would display.

Continue reading All the World's a Stage: Authentic class

All the World's a Stage: Something to remember me by


All the World's a Stage is a column for creative minds, playing with roles every Sunday evening.

The best characters in novels and movies often leap into your mind from the moment you first see them -- something they say or do sets them apart and captures your interest, and from that time on, you're hooked.

Likewise, when we roleplay, our characters should always have some memorable trait which can hook other people's interest. Too often, I see roleplayers focusing too much on dark secrets that they only reveal to their closest friends, and neglecting those mannerisms which could give everyone they meet an instant and profound impression of their character. Of course, if some people prefer to roleplay this way, that's fine. But to my mind, roleplaying is best when it avoids cliquishness, and the best roleplayers are those whose characters stay with you, even if you never see them again.

When I'm creating my own characters, I think of such memorable traits as "gimmicks," but that word usually has a negative connotation that doesn't apply in this case. For now, the best word I can think of is "quirk." It's an instantly recognizable pattern of behavior or speech that can let others know who your character is right away. Below you will find some of my favorite quirks I have seen people use in their roleplaying in WoW, each of them entertaining and inspiring it its own way.

Continue reading All the World's a Stage: Something to remember me by


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