roleplaying

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  • The Soapbox: Stop ganking, you ganking gankers

    by 
    Mike Foster
    Mike Foster
    01.28.2014

    For me, player vs. player interaction is a necessary component of any online game. The urge to engage with skilled human opponents is the reason I spent countless hours defending flags in World of Warcraft and likely the main motivating factor in my slide away from traditional MMOs and toward MOBAs like Dota 2 and Blizzard Entertainment's upcoming Heroes of the Storm. Simply put, I like a good fight. I especially like a good fight when it occurs unscripted and out in the wilds of the world. If you catch me unaware while I'm grinding out one of TERA's BAMs or plucking gold from an ore vein in Aion, I'll be more than happy to cross swords (or trade frostbolts) with you. Winning or losing isn't important to me; the constant threat of attack heightens my enjoyment of and connection to the game's universe. Unfortunately, open world PvP doesn't attract exclusively those people interested in fair fights. And in the games that make it possible, a certain small segment of players is working hard to ruin everyone else's good time. I speak, of course, of gankers.

  • Storyboard: How to say goodbye and mean it

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.24.2014

    So you know it's time to say goodbye. Your previous group of roleplaying companions just isn't filling that need you have for roleplaying, and that means it's time for you to pick up shop and move on. Great. Your metaphorical bags are packed, you're ready to pick up shop, and all that remains it to figure out where you're going to go. Right. That part. Where are you going to go? When you've been with one group of players for a while, it's tempting to see the game in pretty narrow terms because the focus narrows. The game is less about the whole server and more about the people whom you spend your time with in the game, naturally. But when you take away the group that you've been immersed in for so long, you're back to looking at an overall environment you hadn't considered. So here are some tips to make leaving as painless as possible.

  • Storyboard: Being who you aren't

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.17.2014

    There is, as I have discussed, a group of roleplayers for whom the game is the thing. If the game doesn't allow you to be a moisture farmer, then why would you want to pretend to be a moisture farmer? Similarly, if you're not actually a master of the marketplace or sitting on huge assets in the game, why would you want to pretend that you are? I am not one of those people. I'm playing a financial wizard partly because I am not a financial wizard. And it's not that I don't love games where that's a viable option, but that's a different discussion. However, this does raise the question of how you can pretend to portray something you aren't intimately familiar with. If I'm playing a doctor, I'm going to run into the simple problem that I'm not a doctor in real life (full-time writers rarely receive extensive medical training). All of roleplaying is some degree of pretending to be something you're not, but how do you do so when it's something that's a bit harder to fake?

  • Storyboard: Maybe I should go

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.10.2014

    Friendships don't always last forever. The people who made great roleplaying partners a year ago might not make such great partners for you today. Sometimes it's time to stop hanging out with the same old crowd and start finding yourself a new group to call home. Maybe it's a clash of personalities. Maybe it's a change in characters. Maybe it's just that you know as long as Tim and Anna are your main roleplaying partners you're going to be doing the same three plotlines from here to eternity because Tim really likes those three plotlines. The point is, there comes a point when it's time to say farewell and move on to a new group. So when is it time? That's a slightly more difficult question. Obviously, the people you gather around you for roleplaying are people you like to roleplay with; otherwise, you wouldn't have them around you in the first place. Telling them that you just don't want to any longer is a bit of a step. So let's talk about the when, and in a couple weeks we can talk about the how.

  • Storyboard: What housing does for roleplaying

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.03.2014

    Those of you who read the other meanderings that I post on the site already know that I am very, very unhappy about the mess that Final Fantasy XIV has made out of housing. You don't need to hear about it again, though. What's far more relevant is addressing a question that at once seems screamingly straightforward and yet barely gets answered: Why does housing matter so much for roleplaying? Pretty much no one argues with the basic premise that housing is a boon for roleplaying, but that discussion usually stops there. It's assumed that the reasons it's helpful is self-evident in much the same way that having a game that does not set fire to your face is desirable. But it's useful to examine why at least affordable entry-level housing in a game is important for roleplaying and how it can lead to benefits for the community as a whole.

  • Storyboard: Working without /random

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.27.2013

    Two weeks ago, you might recall, I ranted about using random rolls as a mechanic of resolution when roleplaying in MMOs. For those of you who can't be bothered to go back and read the whole thing now (which I totally understand; you probably have holiday games burning a hole in your pocket), the core point was that random rolls don't actually tie to anything for resolution and wind up coming off as an obvious and unfun kludge for the sake of random resolution. "Well, if you're so smart, why don't you come up with alternatives?" And I did. Readers also had some wonderful suggestions and feedback in the comments last week, which make the article even more worth reading, so really, go ahead and take a look at it. This week, I'm taking a look at how you're going to resolve conflicts in roleplaying without relying on what amounts to a coin flip. And as you may have expected, they're all taking tips from tabletop games.

  • Storyboard: You ruined your own event

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.20.2013

    You're running a roleplaying event, and it's going well. It's lively, people are having fun, characters are playing off one another well, it's ideal. So you decide to push things a little further, to take things up a little more, and the next thing you see is people mumbling excuses and leaving until you're left with one or two people who remain less as a function of fun and more as a testament to bitter determination. What in the world happened? I'll tell you what happened: You ruined your own event. This has kind of been a week for me of people ruining good stuff, which makes this week's column unintentionally apropos. A lot of roleplaying events start out great, with everyone invested and happy to be present, but they quickly dissolve when a few well-intentioned but poor choices are made by the people running the event. And while I can't chronicle every possible pitfall, I can at least talk about the most common ones that I see again and again.

  • Darkfall gets emotes, chat bubbles, deployable cannons

    by 
    Jef Reahard
    Jef Reahard
    12.18.2013

    Either Aventurine has an impish sense of humor or there really are Darkfall players who want to do more than stick the pointy end into the other man. The game's latest patch adds chat bubbles and emotes to the open world and open PvP fantasy sandbox, along with new deployable cannons and city cannons. You can view a list of additional patch features and fixes on the official Darkfall website.

  • The Daily Grind: How do you relax in-game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2013

    It's no secret that I'm kind of big on roleplaying. So you might think that when I log in to Final Fantasy XIV or World of Warcraft or whatever I'm playing on a given day that roleplaying is how I chill out... but you'd be wrong. Roleplaying is just as high-intensity for me as challenging content. How do I relax? Dailies. Repeatable quests. Just slowly working up to better gear or more money or otherwise zoning out and enjoying myself. Yes, it's all automatic and a little boring, but it's the equivalent of sitting in front of the television and spacing out. I'm not forced to think about it too much, and next thing I know it's time for something else and I've got a pile of money and stuff. Everyone has their own ways of relaxing. For some people, roleplaying is that way. Some people find high-level dungeon relaxing. Some people craft or just chat with others. So how do you relax in-game? What's your low-stress way of just derping around? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Breakfast Topic: Where are the chairs?

    by 
    Lisa Poisso
    Lisa Poisso
    12.17.2013

    Sometimes you receive a letter from a reader that makes you say, "Chairs? Hunh. I mean ... Hunh. Dude's got a point. Chairs." Here's the letter, in all its (ahem) upstanding passion: What do we want? CHAIRS! When do we want them? NOW! What will we eat if we don't get them? BRAINS! Take a walk through the classic capital cities of Warcraft, specifically the Horde cities. While you take this tour I have a challenge for you – count the number of chairs that you can find. This number might startle you. The specific cities of Thunderbluff, Orgimmar, and the Undercity are largely if not completely vacant of such fixtures save for two thrones. This also largely applies to the nearby cities and housing for those races. Visit the Cross Roads, visit Tarren Mill, and other smaller factional holdings and you will notice a trend of a lack of chairs. To its credit, Brill has -1- chair. In fact there is an overall lack of much in the way of viable living space for the classic races of the Horde. So what gives? More so why is this important and how might it be reflected in the coming content? Among the Horde players there is a growing concern that this lack of basic fixtures will be missing from the Horde's Garrisons if current content is any means to speculate. Since the garrisons will be Orcish in style, will the lack of basic fixtures also be reflected in the Garrison?

  • Storyboard: Don't fight with /random

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.13.2013

    Most of my Storyboard columns center on larger issues, providing advice in some way. This one does not. This one is purely about one of the elements of roleplaying in MMOs that I particularly dislike: using in-game random rolls to determine the outcome of actions during tense scenes (or out-of-game rolls in games that don't support /random or /roll or something similar). This is a time-honored practice in MMOs, but I've never had many nice things to say about it, to the point that I wrote an entire column about dueling without even discussing it. In practice, it makes sense, casting otherwise unresolvable situations back to the realm of tabletop gaming. What's not to like? Lots of things. Resolving conflicts with random dice rolls is unsatisfying and to be avoided at all costs. And if you want to compare it to tabletop gaming, you're making a lot of logical leaps that don't hold up under scrutiny.

  • Flameseeker Chronicles: The trouble with Scarlet in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    12.10.2013

    Scarlet Briar has a lot of enemies. She's set up a little empire at the top of Guild Wars 2's hated character list, roasting marshmallows on the thousands of critical forum posts she's inspired. ArenaNet already has the living story's current arc planned out, but that hasn't stopped a number of forum posters from demanding an immediate stop to Scarlet's involvement and a complete retcon of the character. I think that's a silly thing to ask for, and I don't believe anyone would be pleased with the results if it happened, but disliking her is valid enough. Wintersday will be the last GW2 content release of 2013, and it's been confirmed that Scarlet won't be putting in an appearance to ruin the holiday. To borrow ArenaNet's TV show metaphor, I'd say it feels as if the last few living story updates were sort of the season finale, so I think it's a good time to look back at our controversial primary antagonist and her role in the story.

  • Storyboard: Why am I still here?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.06.2013

    Sometimes, the biggest problem you face isn't whether or not you can find dramatic roleplaying but whether or not your character has a reason to keep subjecting herself to it. I ran into the problem recently in Final Fantasy XIV. As a player, I enjoyed what was going on with one of the many organizations my character belongs to. The problem is that she wasn't enjoying it, and she didn't have any reason to keep subjecting herself to it. She didn't like most of these people, she didn't need money or resources from them, and she wasn't really deriving any benefit from it any longer. Obviously, I wanted her to stick around. But every so often you find yourself in situations where your character isn't happy and wants to leave... and has both reason and opportunity to do so. Two weeks ago I talked about getting someone out of your life; now it's time to talk about keeping a character in the mix.

  • Storyboard: Pacing and numbers in roleplaying

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.29.2013

    I attend a lot of roleplaying events. This is not a surprise to anyone, I'm sure. What also probably isn't a surprise is how many of them turn out to be slow, meandering, and generally not all that great. It's like wading through any bunch of player-generated content; you've got a lot of people who have a great idea in their heads to the point that they'll ignore signs about how badly that idea will shake out in reality. A lot of it comes down to two major issues: pacing and numbers. In some ways, this is an extension of the problem of people not playing to the medium, but it's also a problem of pacing and overall event flow. If you're not thinking about how you're pacing an event, you haven't fully thought things out, and if you aren't thinking about what that means for the people attending, you're going to wind up with a lot of bored people complaining via whispers.

  • Storyboard: Now I only want you gone

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2013

    Roleplaying friendships are like any other sort of friendship. The person you started roleplaying with at the launch of the game may not be someone you want to keep roleplaying with through the whole of your time with the game. The question isn't whether or not this will happen; it's when it will happen and what you're going to do when you realize that you don't want to play with this person any longer. What sounds like the simplest thing in the world becomes much harder due to the simple fact that none of us likes telling someone else, "I don't want to interact with you any longer." That means you've got to read the signs and derive a lesson -- and also learn the way that your signals are going to be read, even if you don't mean it that way. So what signs do you get, what signs do you send, and what do you do?

  • Storyboard: Using the fourth wall for good

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2013

    I don't remember much of the poetry course I took in college whilst pursuing my (ultimately useless) English degree, but I do remember my professor quite vividly. The first day of the class he stood up in front of the room and wrote a line from renowned poet Theodor Geisel: "It's fun to have fun, but you have to know how." In his case, he was leading into a discussion of the rules of rhyming schemes and such, but he also admitted that the lesson is applicable to a lot of other things. Case in point: using the fourth wall in roleplaying. MMOs lean on the fourth wall all the time, some more or less than others. But roleplaying generally steers clear of it because leaning on it too heavily can really screw with the overall roleplaying atmosphere. So let's talk a little bit about what the fourth wall is and how you can use it with care to enhance roleplaying rather than damage it.

  • Flameseeker Chronicles: How Guild Wars 2 can step up its roleplaying game

    by 
    Anatoli Ingram
    Anatoli Ingram
    11.12.2013

    I'm a roleplayer at heart. My characters have backstories and relationships and hobbies and favorite foods. They have careers beyond "Necromancer" or "Guardian." They have homes and responsibilities. All of them have their own little places as supporting characters in the much larger story of Tyria. Sadly, I've never found Guild Wars 2 to be the most welcoming MMO for RP, mostly because none of the above can really be expressed well through gameplay. There's a lot of emphasis on epic stories and your character influencing the world and being a hero, but because GW2 is such a combat-focused game, it's hard not to feel as though my characters are too busy being epic to have lives outside of tireless badassery. That confuses me because so much of what ArenaNet wants to do ostensibly revolves around making the game world seem more alive, and I can't think of a better way to accomplish that than by giving players the tools to help create that feeling for ourselves.

  • Storyboard: Breaking game mechanics for the sake of roleplay

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.08.2013

    Sometimes your max-level character in World of Warcraft is supposed to still be a student. Sometimes your Trooper in Star Wars: The Old Republic is an expert at hand-to-hand combat with a techblade that you can't wield. Sometimes your Final Fantasy XIV is a gunsmith in a world where guns clearly exist but aren't available to players. Sometimes you've found something that the game itself is directly at odds with in your roleplaying. I'm not talking about lore; I'm talking about the game mechanics. And while I've brushed up against this before, I've never actually talked about how to deal with situations that the game mechanics explicitly forbid. You are X, and the game tells you that you cannot be X. So what do you do? I can assume you can get over the point of saying that you're something that's slightly at odds with the game mechanics, but how do you explain the fact that your character should be something that the game won't allow?

  • Storyboard: You are what you pretend to be

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.01.2013

    It's the day after Halloween, and that means we all take off our costumes. Or to be more accurate, we all take off the costumes that other people get to see. We're still wearing costumes just the same, except we call them our normal personalities and hope that no one notices. None of this is shocking. We all know that we present ourselves differently to different people. You don't act the same way around your boss that you do around your closest friends, you don't treat strangers like your mother, and so forth. It's part of the human condition: We put on different faces depending on whom we're dealing with at any given moment. Do your characters do the same? They should. Even if they aren't technically human, most alternative options in games still have more or less human thought patterns. So let's talk a little more about putting on a brave face for the outside world and what it says about your character as a whole.

  • Storyboard: This is your next character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.25.2013

    Coming up with a new character concept is hard. Not as tough as it could be, obviously, but it's still challenging. For some people, the hardest part of roleplaying is figuring out whom to play, and once you figure that part out, the rest is just down to the execution. But coming up with a character concept requires hard work, careful consideration, and quite possibly a few blood sacrifices. Or it requires someone who wants to do a Halloween column that's more about dressing up than the usual plague of ghosts and demonic pumpkins. In today's Storyboard, I'm going to just give you your next character and make it as easy as slipping on a costume. I'm even giving you choices. I'm even making it more of a system than an outright list, so you can use it from here to eternity. It's everything you could want except for more familiarity with the game's lore.