Spiritual Guidance: Of lore, the forsaken and shadow priests


In addition to being the author of Wednesday's shadow priest edition of Spiritual Guidance, Fox Van Allen is an accomplished songwriter. After Dawn Moore refused to use Power Infusion on him during a lengthy raid encounter, Fox wrote the song In the Air Tonight. He mailed Dawn front-row tickets to his first concert performance, and as he reached the chorus, a bright spotlight engulfed Dawn. She cried in shame. It was awesome.

Regular readers of Spiritual Guidance know that over the last month, I've been putting together a leveling guide for aspiring shadow priests. In the last installment, I made a seemingly innocuous comment about shadow priests' being able to take the talent Shadowform at level 40:
We're able to make that fateful decision to forsake the light in exchange for causing more destruction more effectively.
I was literally describing the game mechanics; staying in Shadowform requires you to give up the spells in the holy tab. One of our commenters, aramis, used the line as a launching pad for an interesting comment that addressed a very basic question for us shadow priests: What the heck are shadow priests supposed to be, anyway?

I won't reprint the entire comment here, but it's definitely worth reading. The gist of it can be understood by reading just the first few sentences:
Mr. V-A, we don't FORSAKE the light as Shadow Priests. On the contrary, we embrace it ... We accept the light as the balance of ourselves. Life is about balance: pleasure and pain; good and evil; life and death; light and shadow.
Is aramis right? Follow me past the break as we explore a little bit of shadow priest lore, dip our toes into the cold waters of shadow priest roleplay, and try to solve an identity crisis that most of you probably don't even realize exists.

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Spiritual Guidance: Of lore, the forsaken and shadow priests originally appeared on WoW.com on Wed, 21 Jul 2010 21:00:00 EST. Please see our terms for use of feeds.

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WoW.com Guest Post: Creating lore-based characters that aren’t Mary Sues


Anna writes about roleplaying, healing, raiding and creative writing over at her blog, Too Many Annas.

One of the most frequent criticisms leveled at any kind of roleplay or fan-written fiction is the presence of the dreaded Mary Sue.

If you're not familiar with the term, a Mary Sue is a character who is overly idealized, has few or no actual flaws and functions as a wish-fulfillment or fantasy for the author. In WoW, this type of character is also frequently tied to major lore figures - the stereotypical lovechild of Thrall and Jaina (or some other such invented tie to a major character).

Unfortunately, sometimes this turns into an avoidance of all lore information in an attempt to not make the character Sue-ish. In a world like Azeroth that has a lot of really well developed lore, that can result in characters who are dangerously ambiguous and don't have any connection or history.

So how do you write a lore-based character without toeing the Mary Sue line?

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WoW.com Guest Post: Creating lore-based characters that aren't Mary Sues originally appeared on WoW.com on Fri, 09 Apr 2010 09:00:00 EST. Please see our terms for use of feeds.

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All the World’s a Stage: Anonymosity

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

Roleplaying is a journey of trust you take with strangers. You may now and then start out with a group of people you know in real life, but for the most part, the people you roleplay with have no idea who you really are, or why you are sitting here at the computer. You can tell them if you want to, but most people don't ask. Roleplayers tend to keep personal details private, and don't intrude on one another's space.

Besides, other roleplayers don't necessarily care that much about who you "really are" either. They're there to get to know your character, not you as a person, unless your character first makes a very good impression and they decide that they actually want to be friends as real people. Even though you respect each other as people who share the same interest, there's still a distance between you which either (or both) of you may wish to maintain.

And yet, the relationship you have is one of trust. It's not at all at the same level as a best friend of course, but you still have to trust one another in a very creative sense -- you rely on each other to create interesting things for your characters to share with one another. You're not just buying a shirt from a salesperson or holding the door for a passerby -- you're exchanging behavior and language in an unpredictable and totally interconnected way. Any little surprise a stranger brings to an interaction may completely alter the whole game session and stick in your mind as one of your most memorable gaming experiences. Roleplayers have to trust other roleplayers to help make those experiences positive, even without knowing anything at all about one another. Sometimes two characters can even become very close friends, even though the real people behind them do not.

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All the World's a Stage: Anonymosity originally appeared on WoW.com on Sun, 06 Dec 2009 22:00:00 EST. Please see our terms for use of feeds.

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All the World’s a Stage: We don’t need no narration

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

Throughout my career as a roleplaying columnist on WoW.com, I've been talking about roleplaying as a way to tell stories, but last week a comment by Zombie, as well as those made by a few others on the same topic, caused me to think about roleplay stories in a new way. Perhaps what we roleplayers do isn't actually storytelling so much as it is character development through interesting and somewhat disjointed anecdotes.

There's really no beginning, middle, or end to a roleplayed character in WoW. Instead, what you get is a mishmash of events and experiences, which you may then string together into a story in your mind if you like. But even if you don't, you can see that most of us don't really expect for a narrative to develop from a clear beginning, through various plot developments, and finally lead into an exciting climax. There is something else roleplayers want to get out of their experience, even if many of us have trouble articulating exactly what it is.

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All the World's a Stage: We don't need no narration originally appeared on WoW.com on Sun, 25 Oct 2009 16:00:00 EST. Please see our terms for use of feeds.

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All the World’s a Stage: Attitudes about roleplaying for the first time


All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

We've talked before about getting started in roleplaying, as well as how to find the right group to roleplay with. But there's also another aspect the question of roleplaying for the first time, which is that inner attitude people feel towards it.

I often see people leaving comments on All the World's a Stage, saying that they have some sort of story for their character inside their heads, but they don't let it out, for various reasons. Some don't feel that they have the right social space to let it out, and find it difficult to connect with others in such a way that their internal idea can actually take shape in reality. Others feel as though roleplaying isn't for them, even though they clearly seem to have the gift for it. In both cases, their roleplaying is limited to their own mind, where no one else can hear it or benefit from it at all. For every one who posts something about it on a site like this one, how many more just think about it, and never say anything to anyone?

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All the World's a Stage: Attitudes about roleplaying for the first time originally appeared on WoW.com on Sun, 18 Oct 2009 22:00:00 EST. Please see our terms for use of feeds.

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All the World’s a Stage: So you want to raise up the shadows of doom


Today, All the World's a Stage concludes a series on "how to be evil," bringing the bad guy back into your fantasy roleplaying, complete with ideas, methods, warnings, and practical examples. Be sure to check out steps 1-3, steps 4-6, and steps 7 and 8 on the path to evil!

Your friends keep telling you, "you can't play Arthas, man! Nobody's going to believe that your little human death knight is actually the Lich King in disguise. Get real!" But your idea just won't go away. You admit that creating a human death knight named "Ahrrthyss" might not be the best way to go about it, but you're in this guild which is devoted to fighting the Scourge, and you want Arthas to be a part of your story, not just an NPC who shows up in some quests and at the end of a raid.

We've already discussed a number of ways to be a villain in WoW - so you look at them to see if you can get one of them to work for you: The most obvious is to just start a new character and designate it to be one of your guild's antagonists, but the problem here is that making Arthas as an actual player character is way too Mary Sue. Such a tactic usually only works for very subtle villains (more like flawed heroes really), or for short-term possession, and your guild has done 3 "possessed by the Lich King's power" type stories already. You need something new! Another choice is to create a disposable villain, perhaps, some agent of the Lich King, which could be interesting, but still doesn't put you in touch with Arthas himself.

But there is another way, which many people have not thought of: to put the villain entirely in the shadows of the background, let him never actually be seen, but let his effects be felt based on what happens to the heroes. Arthas can indeed play a huge role in your story, without ever having to appear in person. It has been done to great effect before, even in novels. Sauron, anyone?

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All the World's a Stage: So you want to raise up the shadows of doom originally appeared on WoW.com on Mon, 12 Oct 2009 16:00:00 EST. Please see our terms for use of feeds.

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All the World’s a Stage: So you want to be possessed


Today, All the World's a Stage continues a series on "how to be evil," bringing the bad guy back into your fantasy roleplaying, complete with ideas, methods, warnings, and practical examples. Be sure to check out steps 1-3 on the path to evil here.

It's been said that the secret to writing a good story is not having a really interesting hero, but rather an interesting villain. The hero himself is defined by the villain in many ways, just as a sports team becomes famous only once they've defeated the last year's champions, or a runner breaks the world record for speed, a hero needs someone to test himself against, a great obstacle for him to overcome or destroy. If the villain is interesting, then the hero will be interesting too.

It is natural, then, for a roleplayer to want to test his own heroes or those of his friends against some obstacles as well. Many of us sit down with the intention of creating a really interesting challenge for our guildmates to overcome - but in our creative endeavor we must remember that danger lurks behind every corner, and creating a villain in itself is a task with significant obstacles to overcome. In fact, one might say that the greatest enemy of such a roleplayer is none other than his own self, the ghost of cliché lurking just outside his field of creative vision.

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All the World's a Stage: So you want to be possessed originally appeared on WoW.com on Sun, 27 Sep 2009 20:00:00 EST. Please see our terms for use of feeds.

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