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  • Storyboard: You've got to make a living

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.20.2013

    Your character does something to stay alive. No, I'm not talking about fighting off demons or flesh-eating wolves or whatever else you blunder into on a regular basis. I mean that your character either needs to construct shelter, gather food, and produce clothes himself, or he has to pay someone to do it. Yes, most games probably allow for the possibility that those wolves contain enough meat, articles of clothing, and end tables to provide all of the above. That would be a separation of mechanics and story. It's much more fun than watching most of your characters die of infections caused by mild scrapes against rusty metal. As a roleplayer, you need to think about what your character does for a living, not just because it gives you an explanation for what's going on when you aren't playing (although that certainly helps) but because what we do informs a lot of who we are as people. It's always better to show than tell, and nothing shows quite as nicely as character occupations done right.

  • Nethaera fills in the blanks on Connected Realms

    by 
    Anne Stickney
    Anne Stickney
    09.14.2013

    With patch 5.4 up and running, many players have been wondering about the status of the new Connected Realms feature. Questions have run the gamut from wanting to know the exact criteria of putting two realms together, to wanting a list of the realms that are scheduled to be connected. Most importantly, players have been wondering if the Connected Realms feature has actually been enabled, or if we have yet to see if the process has taken place. Community Manager Nethaera filled in some of those blanks in a series of updates posted on the official forums. The first two realms that have been scheduled for connection are Boulderfist and Bloodscalp. The system will be rolled out over time, much like what we saw with the Cross-Realm Zones feature -- players won't suddenly see all realms introduced to the Connected Realms feature all at once. Blizzard intends to keep realm types together as much as it possibly can -- for those on RP realms, this means if your realm is connected to another, it will likely be another RP realm. Nethaera went on to note that faction balance, something that has caused many players to struggle on incredibly lopsided realms, may not be the ultimate reason for a connection. But perhaps most importantly -- as of Friday, no realms have been connected. Any server restarts or messages about Connected Realm restarts in game are absolutely not an indicator that your realm has been connected to another -- it's simply some of the work that needs to be done in order to enable the connecting process, should it need to be utilized. For now, it seems that players are still isolated on their own realms -- but there should be further updates to the thread if that changes. For more information on the implementation of this new feature, check out the thread on the official forums.

  • Storyboard: Trigger-happy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.13.2013

    Graham Chapman passed away on October 4th, 1989, leaving behind a legacy of work that included the groundbreaking Monty Python oeuvre. To avoid having his funeral service become a media circus, the five surviving members of the comedy troupe held a separate service on December 4th, two months later, memorializing their friend and fellow creator. John Cleese delivered a eulogy for Chapman, and after claiming how many people would be sad for the loss of such a creative and talented soul, said the following: "Good riddance to him, the freeloading bastard; I hope he fries." To some people, this might seem like the epitome of disrespect. To others, it's the finest possible testament to the life of a man who loved making jokes and pushing boundaries on acceptable topics. The problem is that in a roleplaying environment you can wind up pushing the boundaries without realizing it, making someone uncomfortable or broaching subjects that someone feels are beyond the pale. And you have to deal with these situations quickly before OOC inevitably creeps into what's going on.

  • Storyboard: Nobody wants to play with you

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.06.2013

    You want to roleplay. Oh, boy, do you ever want to roleplay. You have pages and pages of character backstory, you have your character's voice down, and you can cycle through emotes like a champ. (There's no championship for that, I know. Bear with me.) Your only problem is that when you walk into the room, everyone quietly turns away and discusses how urgently he or she needs to get to the next dungeon, and well, it's late. Bye! It's just like at prom, except this time you can't assume that people were just turned off by your decision to wear Groucho Marx glasses. So why does no one want to roleplay with you? Obviously I can't tell you exactly why people don't want to roleplay with you. There are a lot of variables that I probably don't know about. But I can at least give you some ideas about why you might be encountering some problems and how you can fix them, since you deserve the same sort of fun that everyone else is having. Sit down and let's figure it out; there's no judgment here.

  • Storyboard: Making a challenging character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.30.2013

    You don't build muscle by lifting weights that don't challenge you. Once a given set of weights doesn't challenge you any longer, you need to move on to something heavier or you're going to stop getting stronger. It's a pretty simple principle: Challenging yourself makes you stronger all around. So long as you play the same roleplaying character, you're not going to improve as a roleplayer. For some people, this is fine. Roleplaying is something you do, you're happy playing one sort of character, and that's what you do. But for others the point is being able to shift into different characters, to come up with something new and exciting and then wind up with more interesting stories to experience. You want to get better, to make even your more familiar characters feel different. That's why you give yourself challenges. And when done right, challenging characters can force you to grow in new ways and make for a better roleplaying experience for everyone.

  • Storyboard: That was a poor decision

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2013

    Having a new kitten in the house is sort of like watching a slideshow of poor choices. My kitten knows, for example, that the older cat of the house doesn't want to wrestle all the time because she's made this clear in the past. And he knows that right now she's not happy to see him, as evidenced by the fact that she moved somewhere else when he entered the room. Despite all of that information, he still runs right up to her and pounces on her, then acts completely shocked when she smacks him to the ground and hisses with anger -- as if this outcome was not only unexpected but somehow cruel. I've talked before about the importance of making bad decisions with a character, but it's hard to gain the necessary immersion in a character's mind to make decisions that are meant to be believable while still missing the forest for the trees. So instead of offering positive advice, I want to give advice on how to make dumb and short-sighted choices that will later explode in your character's face due to poor reasoning. Think of them as reverse life-hacks.

  • Storyboard: Getting to know you (hopefully)

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.16.2013

    In real life, I'm not what you'd call a social butterfly. More of a social weevil, or a social stick insect, or a social whatever arthropod it is that hides and avoids talking to people. The point is that I'm not really grand at parties. This cannot be who I am in roleplaying terms, and not just because it's not roleplaying in the strictest sense but because a roleplaying character who never roleplays isn't. Some of my characters are incredibly gregarious, some are more insular, but all of them need to find some way to interact with others or the entire system falls apart. Some of you reading this have never had a problem walking up and introducing yourself to someone you've never met before, which is great. You might even be able to stop reading now. For the rest of us, the question remains: How do you strike up conversations with new people for roleplaying?

  • The Daily Grind: How do you define roleplaying?

    by 
    Bree Royce
    Bree Royce
    08.16.2013

    Like many of you, I've gone through so many stages of roleplaying; I started out as most people do, playing an idealized version of myself in Ultima Online. In EverQuest, I found myself funneling my roleplay into fan fiction and formal events because there was so little time between dungeon camps and raiding to actually step into a role. Star Wars Galaxies was my turning point; I finally became truly immersed and willing to play full-time as characters totally different from me, and that's partly because the game encouraged non-combat roles and activities. I never had to fight the game to be a real person in that world. And yet in the years since SWG's heyday, MMOs have pushed me away from formal roleplaying once again with mechanics and frustrations and contradictory goals. At best, my roleplaying now takes the form of respect for other roleplayers, in not breaking character where it might be annoying, and in selecting gear and names and planning backstory more than in participating in whatever epic plot my server's RPers are weaving. It still feels like roleplaying in my head. But is it? Without stepping too far into Storyboard territory, we're wondering today how you define roleplaying. Would you consider each stage of a roleplayer's evolution equally valid, or does it only "count" when you're actively participating? How do you express your RP in modern MMOs? 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!

  • Storyboard: Brother from the same mother

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.09.2013

    An awful lot of characters seem to be only-children. In some countries this is pretty normal, but it's certainly not normal where I'm living. Pretty much all of my friends and contemporaries have at least one sibling. So it seems a bit odd that your roleplaying characters don't have any fellow family members to talk to. The realistic reason, of course, is that most of us don't spend a whole lot of time thinking about those siblings. And in some cases it's entirely reasonable to say that your character might not know her several half-siblings. But in the interests of verisimilitude, it's worth thinking about this, even if you never want siblings to become a major focus of roleplaying. You can come at this topic from two angles. You can talk about how to handle siblings, or you can talk about the impact of siblings. For this column, I'm going to focus on the former. What are the options for including your character's siblings?

  • Storyboard: Prophetic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2013

    Not every game is well suited to prophecies. Star Trek Online doesn't lend itself to vague pronouncements regarding the future, for example. Other games, such as The Secret World, seem to sustain themselves almost entirely upon prophetic vagueness, whether that's regarding mystical secrets or your bank statement for the month. And in a world filled with prophecy, it's tempting to have characters start joining in on the fun and prognosticate the future themselves. It works in books, movies, and games, after all. Of course, the thing is that a book, movie, or game is written before the fact. You can easily write a prophecy that lines up perfectly with something far down the road because you know what happens far down the road. Roleplaying, on the other hand, is not happening with a script, which means that your guesses about the future feel less like prophecy and more like someone randomly stabbing in the dark and hoping to hit something. (So more like actual prognostication.) So how do you make prophecies that don't fall apart when life happens? Here are some tips, naturally.

  • Storyboard: Are we still having fun?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.26.2013

    Roleplaying events, like any other sort of roleplaying, require a bit of give and take. The person organizing the event puts in a lot of work coming up with a plan and being ready to adapt to changing circumstances, sometimes to great effect and sometimes to... less great effect. But it's not all down to the organizer. If you're actively participating in the event, you have a certain level of obligation, just like you have an obligation to actively participate in a tabletop game. Nobody likes the guy who isn't paying attention and groans with exhausted relief when you finally get to the part that he was waiting for. Organizers are supposed to make sure that the road to the fireworks factory is neat, but what can you do as a participant to make sure that your interest stays up, even during the parts that drag before you get to the fireworks factory? As you've probably, guessed, I have several suggestions.

  • The Daily Grind: What do you do when you're out of content for a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.20.2013

    I've subscribed to Star Wars: The Old Republic since launch, but right at this moment I'm running a little low on things to do. I've got almost every class story completed; my high-level characters have explored all the content I care about. There are still a few more things here and there, but the newest patch can't come soon enough. And that raises the question of what you do when you just don't have as much to do any longer. Some people switch to exclusively roleplaying. Some people farm. Some people log in to chat with guildmates, and some just don't log in any more at all. What about you? What do you do when you're out of content for a game? Do you want to explore all the content first, or do you just explore the bits that interest you and then decide you've seen enough? And when that happens, does it mean it's time for a break or time for you to leave? 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!

  • Storyboard: Happening before it's even happened, part 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.19.2013

    Two weeks ago I wrote a column on the ups and downs of planning RP developments before they take place. I ended on the note that it's very important to decide exactly how much to plan ahead, but then I ended the column before actually offering any guidance on how to determine how much to plan ahead. Instead, I promised to talk about that... in two weeks. In television, this is what is known as a cliffhanger. It gets you back in time to watch the next episode, you see. Like so many other elements of roleplaying, there are no hard and fast rules about when something is or isn't a good idea, but there are certainly guidelines. So let's look at some questions to ask yourself before you plot out your roleplaying ahead of time, simple inquiries that should let you know whether this is worth planning ahead for or not.

  • Storyboard: Grieving in character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2013

    Grief is not the same as being sad. Being sad is something I've discussed before, and it's a temporary emotional state. Grief is a filter, something that colors your whole perception and pushes you into a holding pattern of regret and sorrow. Real grief colors even things you do that make you happy so that even as you're smiling and laughing there's a pall over what you do. It's the way you feel when you lose a parent. Or a lover. Or a nation. Or almost anything profoundly important that you can lose, that you weren't ready to lose, that you don't know how to exist without. The point is that it's a very important human emotion, one that is going to come up in roleplaying. But it's also a problematic one because you have to convey what is in large part an internal sensation externally. So how do you get the sense of grief across without just making your character into a constant font of moping?

  • Storyboard: Happening before it's even happened

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.05.2013

    I've been doing something I almost never do as I prepare for the relaunch of Final Fantasy XIV: I've been planning ahead. Let me rephrase. There's always some planning that goes on beforehand, usually between Ms. Lady and me. But that planning is generally a bit more abstract, a vague set of character goals. I'm not only going in with vague ideas of what will happen now; I'm going in with an answer to one of my main character's central problems as soon as the relaunch starts. It is the exact opposite of vague in every way, shape, and form. There's something to be said for knowing what path you're taking before you go in, but there are also some pretty major drawbacks. Today, I want to look at the idea of planning roleplaying events and interactions before the game has gone live, preparing for things that will happen before they actually can happen. It's a road fraught with perils, drawbacks, and disadvantages... and a few advantages despite all of that.

  • Storyboard: Both sides of roleplaying

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.28.2013

    I don't mind disagreeing with someone, but I really like to know why because the why usually leads to more interesting conclusions. You won't be surprised to know that I spend a good portion of my time thinking about how the divide in roleplaying has happened. It's definitely there, and it often gets painted as a divide between newer and older players. There are people who point to Star Wars Galaxies as one of the greatest games for RP of all time, and there are those who look at it and just don't see what the big deal was. It's too much to come down purely to difference in taste. The idea has been rolling around in my head for a while, but a few discussions on the topic finally pushed me into the conclusion that what we're looking at is a split between ramblers and orienteers. We're treating two distinct hobbies as the same thing because they've got a lot of overlap, but despite what we think, that overlap is narrower than it seems at a glance.

  • Storyboard: Operatic soap

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.21.2013

    If you've never watched a soap opera before, you owe it to yourself to do so at some point. I don't just mean a single episode; I mean spending a month or so really following a show, unraveling the plot and character interrelationships, and trying to really get what's going on. Let me tell you, these things are crazy. Silver age comics crazy. And they're dying out, so you want to catch them before they're gone. Despite that, I generally use soap opera as a pejorative term because while the shows might be entertaining, they're not good at character development or drama or nuance or most of what makes RP enjoyable most of the time. They're well-written only insofar as they're written to convince you to watch the next episode, not in the sense that they form any sort of overarching narrative. And while RP can creep into that territory at times, that's generally a problem rather than an acceptable endpoint.

  • Storyboard: Roleplaying hasn't gone anywhere

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.14.2013

    Certain phrases just tend to stick in my craw. For example, the idea that back in the day MMORPGs really supported roleplaying, but now they don't any more. You can't really lose yourself in modern games. You get the idea; I've talked about this before. The calls that roleplaying is dead are quite convincing except for the fact that roleplaying continues and does not appear to be going anywhere. If anything, I'd argue (from anecdotes, so without much scientific merit) that roleplaying populations seem to be expanding, which makes sense, since with more and more people playing games online, more and more of them are going to be totally keen on pretending to be an elf. But I can understand the sentiment because from another perspective it can seem totally on the mark. So I'm going to just go for the simple version and discuss the ways in which things haven't changed all that much after all.

  • The Soapbox: The soft launch scam

    by 
    Mike Foster
    Mike Foster
    06.11.2013

    Back in the golden days of video games, there was no such thing as a soft launch. Nintendo didn't send out test copies of Super Mario World to special "backers," and Sega didn't ship half-finished Sonic games with promises of further content updates. Games, for the most part, were played only after they were finished, printed, packaged, and shipped. Even on PC, beta testing was more of an earned honor exclusive to players that showed dedication to a title and its community. Here in these modern times of Internets and always-ons, however, things are different. It would seem as though developers need only make enough game content to shoot a reasonably convincing trailer before the publishing team can begin collecting money by slapping a "BETA" sticker on the webpage and offering fans early access. Over the last few years soft launches have become increasingly common -- especially for creators of online games. The line between "in testing" and "done" is becoming blurred, and publishers are reaping the benefits while players suffer.

  • Storyboard: For me, it was Tuesday

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.07.2013

    I want to tell you a love story. It's not a happy one. It's about Daniel and Rachel. Rachel loves Daniel. She didn't expect to fall for him, but she did. The problem is that Daniel doesn't love Rachel back. More than that, he can't even conceptualize feeling for Rachel what she feels for him. She acquiesces, acts as a friend, listens to Daniel talk about his true love Samantha. She watches Daniel date Olivia. She gets attacked by Olivia for her affection. She pays attention to the fact that Daniel still talks about Samantha when she's been gone for a year, even though Daniel doesn't mention Rachel at all if she's not around. This is not a happy dynamic for Rachel, but it is certainly dramatic. The problem is that Rachel and Daniel are characters, and Daniel's player is making a point of being aloof and dismissive toward Rachel because that's the whole point. So how do you ignore Rachel without making Rachel's player feel left out of roleplaying?