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  • Storyboard: Profession discussion - the Spy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.08.2013

    Long-time readers will remember that back around the end of this column's first year, I wrote a series of columns about character archetypes. It was a series I'm quite proud of as a whole, and one that I've wanted to follow up for a while, but I had to wait until I had an idea that fit. That was when I started thinking about how that series talked entirely about who a character is rather than what he or she actually does. In reality, the two can be miles apart. Take my first choice of profession, the spy. A spy might believe that she's doing something for the greater good. She might see this simply as part of her duty and a necessary task. She might be doing this because she's fundamentally amoral, she might be hoping to find the answer to a puzzle she's long agonized about, or she might even be doing this because she just really wants to know secrets. But today I'm not going to talk about that. You want to make a spy; let's talk about what goes into that.

  • Storyboard: Play to the medium

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2013

    One of the greatest moments of education I had in college was when a professor sat down to discuss a story I was writing with me. He said to me, "Eliot, this story is never going to be as good as it could be like this." "Well, I'm learning. I mean, I could rewrite the --" "No, it isn't that you're not good enough as a writer, it's that this story isn't a novel. You're writing the best novel out of it that you can, but this is a story for a graphic novel. No matter how well you write it, it's always going to be a novelization of a comic book." That was the first moment that I really started to understand the idea of writing something for a medium instead of just writing a story in the form available to you. That there are some stories that just don't work in certain formats, whether that format is novels or comics or movies or even roleplaying. And it's why I'm talking specifically about the medium today, because it's an easy concept to miss but an important one to keep in mind.

  • Hyperspace Beacon: Breaking into SWTOR's roleplay community

    by 
    Larry Everett
    Larry Everett
    01.29.2013

    I've hit a wall in my personal gameplay. Most people run into it eventually when they are dedicated to one MMO like I am. Sometimes, I will move on to another game. Guild Wars 2 and DC Universe Online are calling me pretty strongly again. The problem I'd face if I did that is that I would be leaving behind my guild and the friends I have in Star Wars: The Old Republic. Not that I'm opposed to playing a game solo, it's just that my guild is the biggest reason I still play SWTOR. I still want to play the game, but my fourth alt is near 50, PvP disappoints me because of the Elite War Hero grind, and my raid group seems to be stuck on a single boss fight. It's not that I don't like the game; it's just disappointing at several turns. So how am I going to keep this game interesting? Well, I didn't join a roleplay server so that I can pwn noobs in PvP; I joined because of the community. Perhaps some of you are in a similar situation. Maybe you're looking for something else to do in the game, but don't know how to get started. Maybe you've always wanted to break into roleplay, but you weren't sure where to start. If so I have some tips for you.

  • Breakfast Topic: Are you a non-roleplayer on a RP realm (or vice versa)?

    by 
    Lisa Poisso
    Lisa Poisso
    01.28.2013

    I wish I could open this Breakfast Topic by inquiring if you are a non-roleplayer lost in a sea of roleplayers, but I think we can probably all agree that roleplayers do not make up the primary population of any roleplaying realm. The common line of thinking seems to be that you can dodge a certain amount of trolls and jerkfaces among the player population at large by making your home on the more "mature" roleplaying realms. Having ended up with characters on several roleplaying realms, I find this axiom more true than not (although you'll find the inevitable riff-raff on every realm). As Anne Stickney pointed out in a column examining the plight of roleplayers trying to protect their realms against an invasion of non-roleplayers, "The problem with roleplay realms in World of Warcraft is that roleplay isn't really enforced on these realms. Instead, they are designated as roleplay realms with the intent that those seeking roleplay will have a communal place to get together." She asks players to clarify their approaches by asking themselves the following questions: What do you do if you're a roleplayer and you see someone who obviously isn't into roleplay at all? Do you try to engage them in roleplay? Do you report them? Or do you simply let them be? If you're a non-roleplayer but want the atmosphere of a roleplaying realm, how should you conduct yourself once you're on that realm? "The best way for players both roleplay and non to get along is to simply treat each other with mutual respect," Anne writes. "Most non-roleplayers aren't out to harm the server or grief roleplayers. Most roleplayers aren't out to get anyone that isn't openly engaging in RP. As long as both sides remain friendly and respectful, they can get along just fine and work to make the server a better place for everyone." I'd totally agree with that -- but still, I'm curious if you've ever felt out of place on your home realm based on your roleplaying status. If you're a non-roleplayer on an RP realm, have you ever borne the brunt of criticism for contributing to the non-roleplaying population? Do you roleplay regularly on a standard realm, perhaps in a roleplaying guild?

  • Storyboard: One of us is going down

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.25.2013

    You and your group of roleplaying companions need something new to do. You've grown tired of sitting around talking about problems in the outside world or engaging in a non-stop soap opera drama wherein someone is always sleeping with someone else inappropriately. By complete coincidence, you and your companions all appear to be heavily armed and armored, leading to an excellent suggestion -- you should go out and get involved in a conflict! A fracas of some kind! What a concept! Sarcasm aside, long-running conflicts are a lot of fun when handled right. While I've talked about them in brief before, today I want to look at a handful of common conflict types and offer some tips about how to run them without tears. If you think drama can spill over into OOC channels when it's just a matter of pretend romances being spurned, you don't even want to know what happens when the knives come out.

  • Storyboard: Roleplaying for churn

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.18.2013

    Odds are good that you're going to be moving on from your current game of choice at some point. I'd even ramp those odds up to nearly absolute under certain circumstances (if you're the sort who claims newer games aren't engaging whilst hopping from game to game on a regular basis, for example). This leads to a bit of a problem with a lot of roleplaying stories because there's a very real possibility that your character's arc is going to be truncated as a result. It's not intentional, but it happens just the same. You spend time building up character relationships at launch, and then as the three-month mark rolls around, people start leaving, playtimes drop off, you get tired of some of the game's systems... and the next thing you know, the people who cared about the character you've been building for some time have all evaporated, leaving you to either make your character relevant again to a whole new group of players or just stop bothering. One of the things I've been both considering and playing with of late is the idea that maybe this can be embraced instead of feared. Rather than planning something of indeterminate length, you can try working with the assumption that you've got a more limited window to work within and pace yourself according to that.

  • Breakfast Topic: Would Blizzard-run dynamic events work in WoW?

    by 
    Lisa Poisso
    Lisa Poisso
    01.13.2013

    Once upon a time, I served as a guide in EverQuest. Guides were volunteers who went through a training program to become essentially non-staff customer service agents. We retrieved out-of-reach corpses, plucked players from the world geometry, smoothed ruffled feathers during spawn disputes, and a whole host of other GM-ish duties. But perhaps the most fun thing the CS team did was run loosely scripted roleplaying events. I remember my first event with great fondness, a simple scenario in which we took over the orc NPCs inside the keep of a newbie dungeon zone called Crushbone. After provoking the amazed newbies into charging the keep, we slaughtered them by the dozens (to their delight) and eventually departed as mysteriously as we had appeared. The event remains a highlight of my gaming experience. I'll never forget the astonished shouts of players trying to rally others while explaining that yes, the orcs really had come alive! With all of World of Warcraft's emphasis on story, I adore the idea of having some tucked-away corner of a zone spring to life under GM control. Of course, with so many realms and millions of players sprawling across the world, staffing such an endeavor on any sort of regular basis would require massive manpower. Could a volunteer crew manage a dynamic events team in today's World of Warcraft? Would you enjoy participating in dynamic events? Would you want the events to focus on nudging along the main story lines or filling in the backstory, or should they stick to bringing some previously unremarkable NPCs to life? If it were possible to bring the same story to every realm, how would you react if you were offline or otherwise unable to participate when it happened?

  • Storyboard: Hint, hint

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.11.2013

    During the last several months of Final Fantasy XIV, my main character did the unthinkable: She went to work for her old mentor alongside the Garlean Empire. Everything she was doing outside of personal ventures, up to and including rejoining the mercenary company she had previously helped found, was based around collecting information. She had quite the dossier by the time she was finished, too, having flushed out a number of secrets regarding both Eorzea's defensive plans and the Ala Mhigan resistance. Not that anyone knew this because it simply never came up. Part of how I screwed this one up came down to both my choice of roleplaying groups and my own work-based schedule in the game. But another part of this was the simple fact that I didn't make it clear quickly enough just what she was up to. I dropped some hints here and there, but they were lost in a rush of other events, and as a result that whole subplot never got explored, which is a shame, especially because I like to think I'm usually pretty good at dropping hints and getting others to catch on. So as I reflect on what I did wrong, let's talk about how to do it right.

  • Hyperspace Beacon: My top five wishes for SWTOR roleplay

    by 
    Larry Everett
    Larry Everett
    01.08.2013

    A few weeks back, I was nostalgically asked, "Remember those days when talking about Star Wars: The Old Republic was all about speculation?" Those days might be long gone now, but the beginning of a new year always prompts a resurgence of dreams of the year to come. And although I still love playing SWTOR, I believe there are many areas that could use some touching up. I attended a fantastic roleplay event this past Saturday on The Ebon Hawk server. It was just a social event, but there were added touches like prizes and an in-character scavenger hunt. As a member of the planning crew, I took a look back at what could make an event like this better. The execution of the event could be tightened up, but there are several potential additions to the game itself that would have improved the festivities. This prompted me to think about what improvements could make roleplay better in general. So here it is: my top five wishes for roleplay in Star Wars: The Old Republic.

  • Storyboard: To be the jerk

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.04.2013

    I've talked many times about the pitfalls of playing a jerk. What I haven't done is mention the benefits of playing one, starting with the fact that playing a jerk can be all kinds of fun. You've got your garden-variety jerks, you've got jerks who are stunningly competent and who treat everyone else as a lesser person because of that, you've got jerks who just don't care about other people, you've got jerks clinging to antiquated beliefs that don't line up with reality... so many jerks, so many ways to make mistakes. But also so many ways to play one correctly. Heck, you can play a character who takes pretty awful actions from time to time without issue -- why not a character for whom "awful" is the default setting? There has to be a way to make a jerk who works, right? The answer is yes, most definitely. Jerks are playable. But you have to be a bit more careful about it because as I've mentioned in previous weeks, if your first impression is "pointless jerk," no one will want to hang out with you. So let's talk about playing one in such a way that your character comes across correctly while still being worth a closer look.

  • Storyboard: Nobody gets your character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.28.2012

    Odds are good that you went through a stage as a teenager convinced that no one really got you. Sure, your parents told you that they understood, but they never experienced a love like what you felt or pain like you felt or ennui like you felt, and so on and so forth. You were the first person to ever feel certain things so acutely, and it was a tragedy that others thought they understood. It's also likely that you realized a few years later that none of the above was true, and if you were lucky, your parents were polite enough to point out that you thought you had the purest love of all time simply because you had no basis for comparison. (If you haven't gotten there yet, it's cool; we'll be here when you have.) Those around you understood better than you thought; it was more a matter of your not getting something. There are many roleplayers who seem to believe that their chief problem is that no one understands their characters. All of the drama and poor roleplaying is a result of other people not getting something crucial. I invite readers to draw the obvious comparison.

  • Choose My Adventure: Gaining favor with Darth Jadus

    by 
    Shawn Schuster
    Shawn Schuster
    12.26.2012

    While the holidays have put a bit of a halt to most of my playing time in Star Wars: The Old Republic this week, I did manage to achieve level 16 on my Imperial Agent. He's now living it up on Dromund Kaas, getting ready to storm a castle. But some conflicting info from within the Empire's leadership has our pal Xel'es looking to possibly take orders from a new commander. After this week's in-character story behind the cut, you can vote to choose my next move with Xel'es. Last week, you chose for him to become an Operative with Slicing, Underworld Trading, and Cybertech as his crew skills. I decided to make this week's poll something that wouldn't stop me from playing before the poll results came in, which killed a lot of potential playing time last week.

  • Storyboard: Mistakes at the creation level

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2012

    A lot of character mistakes come down to experimentation, essentially. You have what seems like a good idea, but it turns out in play that it's messy or annoying or unfun or whatever. There's nothing in the world wrong with that; you try something out and it either does or doesn't work. While good concept work does a lot to help you catch these things, sometimes good ideas won't work. But then there are problems that come up time and again based on a fundamentally bad assumption. Something goes wrong right from the point that you click "New Character" because you're making an assumption that can immediately be recognized as a bad idea. So I'm going to go ahead and list a handful of these problems that are bad ways to start off so that hopefully we can all stop making these mistakes in the future and make some exciting new ones.

  • Storyboard: The advantage of familiar characters

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.14.2012

    It's kind of fitting that my character most prone to wandering has wound up in several different games now. She's existed in one form or another for years now, and while she's hardly the only recurring character I've used, she's certainly the one most prone to hopping into another game. While the are always setting-appropriate changes to her backstory, core elements of her personality and history remain, so that by this point it's quite easy to figure out how she fits into a new game even if I have to hammer out the specifics. This leads to an obvious question: Why? It's not as if I can't come up with other characters, nor is it that she's always the best fit for the game. For that matter, she's not even suited to every possible setting. So why keep playing the same character? There are a few different reasons, all of which show off the advantage to playing the same character across several games instead of starting fresh every time you step into a new world.

  • Storyboard: The lies we tell ourselves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.07.2012

    We all have our delusions. Some of them are very conscious decisions, like ignoring the fact that Superman Returns is a thing that actually exists. Others are more unconscious, like people who genuinely believe that the ancient Mayans put together a calendar predicting the end of the world in a few weeks. But they're always there, and all of us have a full set of them bred into us from years of social interactions and peer groups. We ignore, we obfuscate, and we reject facts that do not line up with our opinions. Make your own joke there about gamers declaring a game is or was a failure. Our characters often see the world with a lot more clarity. It's not that they're devoid of opinions; it's that they tend to base those opinions on the real story instead of what they saw or felt or thought. That's all well and good, but perhaps it's time for reasonable things like facts to take a hike in favor of some good old-fashioned delusions. After all, if we're all deluding ourselves in real life, shouldn't our characters get to occasionally stick their fingers in their ears and declare they can't hear anything?

  • Storyboard: A second descent into madness

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.30.2012

    I had a lot of stuff to talk about on the subject of madness. As it happens, I had so much to talk about that I elected to split it up into two columns instead of writing one monster, scratching and crawling about in a lone column's space. And as I sat down to write this column, I realized that I have an entire column's worth of things to say about a single facet of madness: acting mad. Herein we come to the meat of what bothers me about madness as most players use it: It winds up getting used as something wacky. It's an excuse to do things that are wild and unpredictable because your character is so crazy. That bothers me because there's so much to be done with madness and so many ways to make it an interesting character trait. It's not something for casual or shallow use.

  • Storyboard: Hey, I know you!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.23.2012

    I am not a private person. I have a job that requires me to put my name on things, so that right there is a layer off the privacy shield. But beyond even that, I like to give shout-outs to people I think are cool and make my presence in a game known. It's no secret that I work here, it's no secret that I write columns here, and in most games that I play and write about regularly, my character names are kind of open secrets anyhow. Hence why I can walk around in Final Fantasy XIV and bump into people who tell me that they really liked an article I wrote, which is kind of a surreal yet awesome experience. All of this means that my reputation precedes me... which is not necessarily a good thing. While I'm all about keeping up the OOC communication, there comes a point for some players when their characters stop being Sven Ergunsdottir (played by Paul) and start being Paul's Norn guy with the name. There are challenges to playing alongside someone you know better in real life either because you know one another or because the person in question is a jerk who writes a bunch of readily available articles. So how do you handle roleplaying with people who know you very well?

  • Storyboard: The first stage of madness

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.16.2012

    Madness is a very powerful narrative tool. Unfortunately, it also gets used horribly, taken out back, and worked over with brass knuckles until it bleeds. Instead of diving into madness, players are most often more content to flirt with the surface elements, have a character who spits out funny non sequitors, or behaves with eccentricities. Let's talk about madness. Let's talk about using that effectively. Let's talk about making a character who's something more than just a crazy happy random quote machine, someone who is at once fascinating and disturbing and quite possibly unpleasant to be around because that is what madness is. There's a lot of potential for roleplaying there, a lot of stories to be told, a lot of consequences to be explored. So many consequences. What, then, is a madman? Where do we start when we discuss insanity in roleplaying? How can we impersonate it? What can playing that role accomplish?

  • 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.