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  • RP Spotlight: Impermanent death

    by 
    David Bowers
    David Bowers
    01.29.2008

    Mystic Chicanery's Nibuca says she isn't really a roleplayer, but nonetheless has made an interesting observation with big implications for roleplayers. "If Azeroth were real," she asks, "what would be the cultural implications of an impermanent death?"We all know that death is a one-way journey in reality: death's permanence affects everything we do in this world -- all our laws, customs, and moral values. Yet in Azeroth it is not so: the main consequence of dying is a tedious and expensive "corpse run" for your ghost to retrieve your body. If this sort of impermanent death were a reality on Earth as it is in Azeroth, then everything about our world would be changed. As Nibuca points out, people would take risks with their lives much more lightly, execution would no longer be the ultimate punishment, and doctors might sometimes find it easier to let their patients die and then resurrect them, rather than deal with the mess of curing their sicknesses.Roleplayers have to be somewhat careful not to let impermanent death and other such necessities of computer gaming become realities from their characters' point of view. After all, if the rules of Azerothian reality were the same as the rules we have in the game -- where death never lasts and good gear is the ultimate goal -- then there is really nothing of importance at stake for any of the characters in the Warcraft stories, least of all yours. That kind of world would effectively be just a game, whether it was real for its inhabitants or not. Can you imagine how real life would be different if death were impermanent like it is in the game? Would such game-world realities enhance our own real world, or reduce it to trivial meaninglessness?

  • RP Spotlight: Pets can be more than decoration

    by 
    David Bowers
    David Bowers
    01.09.2008

    In WoW social situations, combat and non-combat pets alike usually just take up space looking pretty. Hunter and warlock pets have many actions they can perform to help fight an enemy, of course, and for a normal gamer there's no reason they would need to do anything more. But sometimes, as a roleplayer, if you pat your pet wolf on the head, you might expect it to look up at you with those adorable puppy eyes; or if someone else pats its head, you might expect it to bite their hand off. However, with the emote system as it is, we can only type out custom emotes with our own character's name at the beginning of the sentence, never the pet's.There's a way around this problem, which is actually quite obvious once you think of it, yet roleplayers rarely use it, so far as I have seen. If you write the possessive apostrophe-S as the first part of your character's custom emote, you can make your pet seem to do something on its own: "Isabeau 's pet wolf growls and bares his teeth." It takes a little bit more typing, and it leaves a space between your characters name and the apostrophe-S (since that's built into the emote system), but effectively it lets you roleplay two entities at the same time. Hunters and warlocks can use the PetEmote addon to help make this a little more streamlined. Our reader Ellyndia, for instance, roleplayed a very introverted character that normally would not introduce herself to others, but using such custom emotes, she could have her Jubling walk up and interact with people first to get conversations going. Pets can reflect what your character is thinking but not saying out loud (by hissing or purring perhaps), or they can do anything that such pets in real life might do. Special non-combat pets such as the Children's Week kids, the interactive Animatronics, or even the magical Mojo, could all be especially fun to animate a little now and then. Certainly this technique would become very annoying if overused, but in moderation it can add a extra spice of humor, entertainment and even a touch of realism into the game.