roleplaying

Latest

  • Breakfast Topic: Where are the best special-occasion roleplaying spots in Pandaria?

    by 
    Lisa Poisso
    Lisa Poisso
    11.11.2012

    OK, roleplayers, let's share some secret spots. Mists makes it pretty easy to find beautiful locations for special occasions. Pandaria is just so darn gorgeous! Still, sometimes a roleplaying occasion calls for something in particular: a wedding gazebo, a serene spot for a memorial, a plaza for a fireworks celebration ... A couple of years ago, Dawn Moore offered up some wonderful roleplaying locales for the Cataclysm era. Then just last week, Anne Stickney gave us some ideas for everyday roleplaying hubs in Pandaria. You have to admit that idea about commandeering one of the deserted ships from Kun-Lai Summit/Jade Forest is sheer genius! But what about just the right spot for a one-off occasion? Those are the sort of settings that are the trickiest to track down. Where would you go for a wedding ceremony in Pandaria? What about something small like a birthday party, or something large like a community fireworks celebration? (Yeah, I'm thinking the potential for this next Lunar Festival has a reach much, much longer than Moonglade.) How about a sober yet uplifting setting for a memorial service? Have you stumbled across any locations in Pandaria that seem to be crying out to be filled by some sort of quirky special event -- someplace eerie or creepy, silly, formal and judicial...? You don't have to be a roleplayer to contribute to our list of ideas. What nooks and crannies have you discovered during your travels in Pandaria that seem to be perfect for a special occasion?

  • Storyboard: Community sites and what they can do

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.09.2012

    No MMO, to date, has a system to facilitate roleplayers interacting with one another outside of actual roleplaying. There are hubs you can haunt, there are things you can do, and there are addons in the games that support them, but at the end of the day, all you can do is throw your hat into the ring and hope against hope that no one is going to look at you strangely. Odds are good that you don't really want that experience outside of a high school dance and quite possibly not even then. So you need a way to know that you're getting in good with the roleplayers. In short, you need a community. I've been thinking of late about what community sites should be doing and what they actually can do. It's a point of contention because fostering a solid community relies strongly on having a central point of congregation, but trying to build a single community for an entire game's roleplayers is exceptionally difficult.

  • Why I Play: The Secret World

    by 
    Matt Daniel
    Matt Daniel
    11.08.2012

    I'll be the first to admit that I've been one of The Secret World's biggest fanboys ever since Funcom first announced its horror-flavored entry to the MMO space. I spent many a conversation extolling the game's many virtues to my gaming friends. "It's like real life if the universe were written by horror authors," I enthused, rambling on and on about the innovative investigation missions, the unique skill wheel progression system, the fresh modern-day setting, and so on and so forth. Then finally the fateful day came that TSW went live, and I loved it... for a while. But for some reason, it just didn't click, and so TSW sat unloved, guilt-inducingly staring at me from my desktop. Last week, I finally gave into the guilt and hopped back into the game. I had kept my subscription running, as I knew that even if I wasn't actively playing, I still wanted to support Funcom's endeavors with what I felt was a remarkably refreshing entry into the stagnant MMO marketplace. Last I left my Illuminati agent Rouage, he had hit something of a brick wall in Blue Mountain thanks to a very short-sighted and subpar character build. I figured I'd probably be replaying Kingsmouth and/or Savage Coast just to get the AP to rectify my build anyway, so I scrapped him and started from the beginning. This time, it clicked. So here I am to tell you why it clicked, and of course, why I play The Secret World.

  • Hyperspace Beacon: Returning to SWTOR

    by 
    Larry Everett
    Larry Everett
    11.06.2012

    With Update 1.5 and free-to-play looming on the Star Wars: The Old Republic horizon, many players are feeling the itch to come back to the game. Two and half years ago when I started the Hyperspace Beacon, I compared that itch to that of a freshly shaved Wookiee. Now it can probably be compared to a Gungan rash. But it's still there; you still have to scratch it. Unanswered questions remain. Has BioWare fixed the launch issues? Is there a compelling reason to play every day? And probably the biggest question of them all: Is free-to-play going to make SWTOR worth coming back to? Personally, I'd like to answer yes to all those questions, but I can truly speak only for myself. If you want a real answer, you're going to have to come back to try it. Hyperspace beacons in the Star Wars lore are stationary probes that navicomputers lock on to so that starships speeding through hyperspace don't crash into a star, planet, or other celestial object. Today, this column will be your guide through the reaches of internet-space so that you can find the information you need to get back into the Star Wars MMORPG. Angle the deflector shields as I boot up the navicomputer. We will make stops around the best fan sites for news, guides, and community building. If you've been away for a while, you'll notice that galaxy-scape has changed, but I will show you the new landmarks. If you're ready, punch it, Chewie!

  • The Mog Log: Roleplaying (community) drama

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.03.2012

    Well, the show's over, everyone. Nothing you do in Final Fantasy XIV matters any longer, in both the cosmic sense and the more immediate one. I hope you got what you wanted to get finished all done! This does not mean that what we do as a community doesn't matter; it always matters. It matters whether the servers are on or off. And that segues nicely into the latest community brouhaha that I've been witnessing, which is essentially a roleplaying schism handled in the way that only roleplaying schisms can happen. Roleplayers are one of the only groups that can still be just as active regarding a game we're not currently playing, odd though it might seem. I've touched on the Final Fantasy XIV roleplaying community more than once in the past. For some of you, I'm sure this is more or less irrelevant. But seeing as how the game's last save has taken place and there are no more relevant discussions to be had regarding drop rates, quest difficulty, or anything else, would it really be so bad to take a step over and look at how the character-building half lives?

  • Storyboard: Plotting concepts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.02.2012

    There's an uncomfortable paradox in roleplaying as regards plotting in advance. If you plan out your character developments in advance, you're not really roleplaying so much as laying out a pre-determined plot that other people are forced to fit within. On the other hand, if you don't plan out anything, you don't have any conflicts driving your characters, meaning that you're trying to force yourself into other character plots in the hopes that you might develop some relevance. Stated more simply -- plotting out your character in detail or not plotting your character out in enough detail are both equally detrimental to your roleplaying. Ever since I've been writing this column, I've been trying to develop a good way to actually handle this issue, and a fairly recent post from Websnark actually kicked me down a new path. For ease of reference, I'm calling it plotting by concept. I can't say that it works perfectly forever and ever, but it's been producing good results for a while, so I'm just going to outline how it works in the hopes that other people can find it useful too.

  • Breakfast Topic: Can you role-play by yourself?

    by 
    Olivia Grace
    Olivia Grace
    11.02.2012

    I make no bones about the fact that I'm far from an experienced roleplayer. This isn't one of those Breakfast Topics where I'm expressing an opinion and asking if WoW Insider readers agree with it or not. This is one of the ones where I genuinely don't know the answer to a question, or even if there is an answer to a question, and asking you all! As per the title, the question is can you role-play by yourself? It seems to the novice roleplayer that a good part of RP is done solo, in general at least. Maybe I'm wrong but it seems logical that you would devise your character and your back-story by yourself. Perhaps your character's story is shaped by others, but the seed, the core of the story is created by the player alone. Once this back-story, or the seed thereof, is established, it seems to me, again as a novice, that roleplaying is essentially a group activity. It seems hard to create a meaningful character without at least some kind of interaction. My thoughts are drawn to a female troll who is always behind the bar in Silvermoon City on one of the most famous EU RP realms. Were she to never have any customers, would she still carry on working behind the bar? Does her roleplay rely on the presence of others? And does yours? Have I completely missed the point here? It's highly possible. Or maybe it's just that roleplaying is more fun with others, most of the time at least. What do you think? Could you, hypothetically, roleplay in a satisfactory way without ever interacting with another player?

  • Hyperspace Beacon: Roleplaying conflict in SWTOR

    by 
    Larry Everett
    Larry Everett
    10.30.2012

    Like many of you, I'm eagerly awaiting the launch of Update 1.5 for Star Wars: The Old Republic, which will hopefully happen next week. Although I have been on the test server and tried out the new content, I don't want to give my impressions until it's officially launched. So this week, I've decided to address an issue I've seen crop up more and more in the roleplay community that has nothing to do with the pending game update. In any good story, there is conflict -- physical, interpersonal, or otherwise. In MMO roleplay, a good chunk of conflict turns physical. After all, most of our characters are highly skilled warriors and other combat specialists, and physical conflict is the natural course. That means that roleplayers then have to be highly skilled at PvP if their characters are to be highly skilled, too, right? Don't get me wrong, I love PvP, but this supposition always rubbed me the wrong way, especially in a game like TOR where there is a large disparity between PvE skills and PvP. So what kinds of physical conflict resolutions are there if it's not straight-up PvP? And doesn't the dueling system in TOR limit itself to one-on-one dueling? How do you resolve that issue? Excellent questions. I'm glad you asked. Let's dive in.

  • Storyboard: RP 101 - The mechanics of interaction

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.26.2012

    There are a lot of times in life when you're expected to figure out the mechanics of something by jumping in facefirst. Your first time roleplaying is among them. You know about all of the groundwork you need to do before you start roleplaying, and you know about what happens when you are roleplaying, but the first time you roleplay is going to be filled with a lot of awkward half-starts and confusion over what you're supposed to do at any given moment. So it's a lot like the first time you learned how to ride a bicycle. Yes, I was building up to the bicycle analogy; what did you think I was going for? Part of this is because most people have The Friend Who Roleplays, who introduces you by example; you don't need to find out how it's done because someone who already knows is showing you. But maybe you don't have a roleplaying buddy or anything beyond a desire to see what all the fuss is about. Rather than discussing anything more abstract, I'm going to talk about the bare mechanics of roleplaying -- stuff to do when you start, stuff to keep in mind, and the pure mechanical aspects of conveying a character through text and a few model animations. This is both easier and harder than it sounds.

  • Hyperspace Beacon: Will free-to-play save SWTOR?

    by 
    Larry Everett
    Larry Everett
    10.23.2012

    Last week, I discussed the reasons I still play a game that literally a million people have quit playing. I believe a huge part of that discussion stemmed from my expectations of the game. I truly believe that many people expected Star Wars: The Old Republic to be the answer to all MMO problems and Wookiees. Of course, no game could ever live up to that dream. I attempted to curb some of those expectations in a few of my articles, but some community desires were just beyond the scope of BioWare's plans for SWTOR. This led to disappointment and a lot of unreal prospects for the game. On that note, I'd like to take a look at the free-to-play plans for our Star Wars MMO. Many players hope that F2P will finally launch SWTOR in the right direction. Others believe that if SWTOR had launched F2P, we wouldn't have seen the mass exodus that we saw in March. (Of course, there are also those who claim that F2P is just the next step toward fail and that the game will shut down in less than a year.) Personally, I'm a fan, so I'm hopeful. However, I take that hope with the realization that this could definitely be the beginning of the end for SWTOR. Ultimately, the potential for success hinges on the disparity between what the players want and what BioWare delivers. Will F2P save SWTOR?

  • Storyboard: In praise of in-game stereotypes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.19.2012

    Unicorns are very rare. Every one you meet will be the last of its kind. Odds are decent that you've heard that joke before. It's especially funny from a roleplaying perspective because you can substitute all sorts of things for "unicorn" in that sentence. Vampires, for example. Or werewolves. Defectors from another faction. Magical offspring of major storyline characters. The rarest of all breeds is the character that seems to fit perfectly with the setting steretypes. Roleplayers tend to view stereotypes as one of the seven deadly sins, up there with naming your character after a major lore character and ERPing in public. (It's not the usual list.) This is unfortunate in the extreme because there's a lot to recommend stereotypes beyond the usual. So before you sit down and make a character directly playing against a stereotype, please, stop and keep a few things in mind. Not only are stereotypes not bad, but they actively verge on being good.

  • Storyboard: Playing the role and playing the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.12.2012

    Roleplayers are usually keenly aware of the split between roleplaying in the game and actually playing the game. Roleplaying does not tend to play nicely with the actual game, see. The game expects you to perform a variety of tasks to accomplish things, and none of those tasks is accomplished when you're sitting in town and talking about metaplot elements with RPers. At the same time, you want to roleplay, and roleplaying is not really accomplished by just playing through the game's content and reaching the level cap. You have to strike a balance between the two, something that's often very difficult when you compare the nature of the game to the nature of the characters you play within the game.

  • Some Assembly Required: Citadel of Sorcery interview reveals a dynamic world

    by 
    MJ Guthrie
    MJ Guthrie
    10.12.2012

    When word filtered to us that a new virtual world was in the works with unique features, I said what any other sandbox-loving player would: Yeah ri... er, I mean, "Show me what you've got." And that's exactly what the folks making Citadel of Sorcery did! And they didn't just tease me with a couple of phrases and leave me dangling; they offered a deluge of information about the upcoming game. In fact, they sent me enough to complete five different articles. That's more Some Assembly Requireds than you can shake a stick at. Not only did I get to learn many facts about Citadel of Sorcery, but in sitting down and talking with Philip Blood, Director of Game Design at MMO Magic, Inc., I also got to experience first-hand the passion that the developers have for their game. Philip graciously answered a barrage of questions (perhaps part of the reason the interview grew so long!) and helped paint CoS as a game that might satisfy the longing of players who yearn for a vibrant, living world where their choices make a difference. Unlike traditional games, CoS promises a vast world where each player will experience the game in very different ways. In all, the game sounds innovative and exciting. But don't just take my word on it; check out the details for yourself in this in-depth interview.

  • Chaos Theory: Reticles and roleplay in The Secret World

    by 
    Jef Reahard
    Jef Reahard
    10.11.2012

    Funcom is a lot of things, but quitter isn't one of them. The company and its flagship The Secret World title have been through the proverbial poostorm in recent weeks, but the devs are doing their damnedest to come out swinging. What in tarnation am I talking about? Joel Bylos' state-of-the-game letter from yesterday, of course. The newly minted Game Director dumped a wall o' text on us that hinted at a couple of exciting developments in store for everyone's favorite horror/conspiracy MMO. Let's chat them up after the cut.

  • Storyboard: Hobbyists

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.05.2012

    When was the last time that one of your characters did something fun? I don't mean something that amused you or a night of roleplaying that made you smile. I'm wondering about the last time that one of your characters got to cut loose and enjoy himself or herself. The equivalent of you having a night to just sit down and play your favorite game, except tailored for that character's particular interests. My guess is that it wasn't all that recently, partly due to the fact that you've probably never been terribly clear on what your high-level paladin likes to do for fun in the first place. And it's something I've mentioned in passing before, but generally hobbies take a backseat to personalities and relationships in roleplaying. Not that there's no merit to all of that... but there's a lot of merit to figuring out what your character finds fun and working it into your roleplaying.

  • Storyboard: Making character relationships work

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.28.2012

    Character interrelationships are the heart of roleplaying. The interesting part of your character isn't his background or his personality; it's what happens when you put him in a room with several other people and let the whole thing move from there. You're trying to create an entirely different person who will build an entirely different set of relationships in an entirely different world. Unfortunately, some of those relationships can feel a bit... forced -- as if you're trying to find a connection where none exists, or as if you've jumped past some important elements of characterization that would make everything seem clearer. In short, a lot of your relationships feel as if they were cut from the Star Wars prequels. I harp on verisimilitude a lot in this column, but that's precisely because roleplaying depends on the illusion of reality in each interaction. If your relationships in roleplaying feel real, it does wonders for grounding the characters and their interplay in reality and giving substance to everything else you do. So I think it's worth noting some obvious stumbling points and some ways to help relationships feel more organic.

  • Officers' Quarters: 4 radical ways to help your guild stand out in Mists

    by 
    Scott Andrews
    Scott Andrews
    09.24.2012

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Today we stand at the precipice of a new era. In less than 24 hours, Mists of Pandaria will usher in what could be called the Fifth Age of WoW. The long wait through 2012 has been hard on guilds, but that time is now over. If your guild has made it this far, you should be proud of that, but this is not a time to rest. This is a time to ensure that your guild will thrive. In this new era, the best method to recruit players will not change: finding ways to set your guild apart from the dozens of others on your server. Here are four ways to do just that -- but be warned! These are not for the faint of heart. 1. Offer tutorial runs of the new dungeons. Blizzard's new guild mentoring program is a great idea, but just because your guild wasn't selected doesn't mean you can't be a force for good on your server. This strategy requires patient guild members who have run the dungeons in beta or who get a lot of practice in the early weeks of the expansion. Start an initiative on your server in which, one night a week, you offer to run players through dungeons while teaching them the boss mechanics. Players will very much appreciate the chance to learn the runs in a low-stress and constructive environment rather than the merciless meat-grinder boot camp of the dungeon finder.

  • Storyboard: RP 101 - What is roleplaying?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2012

    Two weeks back, I received a comment asking, in all seriousness, what was the deal with roleplaying. The author of said comment opined that as near as he or she could tell, it was mostly just talking like your character and developing a bunch of strange romances. If that comment had only listed vampires in there, really, I could have stopped writing this column altogether. All right, there's more to it than that. While I've spent the past 120 installments of the column dealing with creating characters, playing respectfully, and producing stories, I've never actually put down a definition of what roleplaying is. I've never liked opening off by defining roleplaying because it's an awkward beast, and the explanation is always shoehorned elsewhere. So today I'm going to kick off at least one and possibly more columns answering the very basics, starting with the obvious -- what the heck is roleplaying?

  • Storyboard: Private party

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.14.2012

    Ms. Lady and I were in the midst of roleplaying in Star Wars: The Old Republic, and it was going well. As it so happened, this particular bit of roleplaying involved her pureblood Sith lord doing the Sad Sith Dance and singing the accompanying song. Explaining why this was a logical step in the scene would require a whole lot of explanation of the characters involved, and I don't think you really want to read me waxing poetic about my characters for a thousand words. (If I'm wrong, please, do tell. It'd certainly make for several weeks of easy-to-write columns for me.) It's enough to know that there is a Sad Sith Dance and accompanying song. The important point is that just like the song says, voices carry. When said Sith was exiting the cantina, he found that there was a small crowd of people on the upper floor, people who hadn't said anything but could have very well been listening in. And that brings to mind the issue of privacy in roleplaying, something that you both strive for and try to avoid at once because of the nature of the interactions.

  • Storyboard: Only good once

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2012

    Truce Sokolov is a character I like to hold up as an example of how characters can take on lives of their own. She was created as more of a throwaway than anything, a Draenei Shaman whose main character trait was being kind of shy. Flash-forward a year, and she was my main character on the Alliance side of the fence, fleshed out into a strong and capable woman hamstrung by her lack of faith in herself and a resentment of her militaristic environment. She defined a large chunk of my roleplaying in World of Warcraft. So I've tried to port her over to other games. And it has never worked. To date, I've created about a dozen different Truces in different games, and absolutely every one of them has tripped at the starting gate. Or imploded on the launch pad. So as I sift through the wreckage of yet another incarnation of the character, it seems apropos to discuss characters that only work in a single incarnation no matter how hard you try.