Lessons GMs Can Learn from World of Warcraft
Martin Ralya writes "As a tabletop RPG gamemaster, I've been thinking about what GMs can learn from World of Warcraft ever since I first logged in. After close to 200 hours of WoW time, I've come up with 9 lessons GMs can learn from World of Warcraft."
I read the article and I still dont know.
Must be very important whatever it is.
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Ah, but all the things that WOW does well aren't what makes a good role playing experiance. For instance a high fantasy game where everything is epic can be just as much fun as a low fantasy game where the conquests are small and the people real.
I think the author misses the point. The strong part of a table top role playing game is that there isn't limits. Players don't have to go and kill all those bad guys to finish the quest or complete the mission in a way the GM ever imagined. To make a table top game more like WOW would be to short change players.
1. Everything should be fun
I don't disagree with this in principle, but one player's fun is another's tedium. I know a player who loves big soap operas focused on her character... not fun for the rest of us. OTOH, I don't mind combat, but the soap opera doesn't have fun -- she thinks it's boring.
And there's a difference between working with your players, and catering to them. Sometimes the lows make the highs stand out more.
3. Travel should be easy
Not necessarily. Being able to easily go from point A to point B in a fantasy game robs both places of their uniqueness.
The inability to move quickly also sets up tension. One campaign I DM'd had the players encountering a cursed artifact, which had to be hand-carried to its destination. (Teleports were randomized.) It made the game a lot easier than "OK, we take the sky cab to the big city"
5. Every class should have lots of things to do
Again, it comes back to working with players, versus catering to them. If a player is told that the game is going to be mostly role-playing, but creates an undead-slaying machine, I don't see the DM as being responsible for throwing in numerous combat encounters with skeletons.
8. It's okay to make changes after the campaign begins
9. Err on the side of being over-the-top
It really depends on the campaign, setting, and style. I definitely wouldn't say these are "hard and fast rules".
If you needed to play WoW to learn these basically common-sense principles for GMs, I am going to have to flamebait and say that you were probably a mediocre GM before you learned all these "lessons" from an MMORPG.
Why not fork?
I'm not a WoW player, but I did play a character up to level ~11 or so, and I was BORED out of my skull. I would do a quest, and while the description might have been thorough, I wouldn't call it fun or ideal. "In order to become a master ranger, go kill 10 beetles"
That doesn't do it for me. Maybe the high-level quests are fun, but then, that's not a good system, grinding up a ladded of xp and gear, the latter being hoarded by higher levels and sold at extortionary prices just to get to the fun.
I constantly compare other MMO-style games to Guild Wars, because ANet did a great job. When you start off, you're "recruited" by Sir Tydus, and told to go train to help the Ascalon Guard repel Charr invaders.
Compare that to killing beetles. I liked WoW, although it wasn't quite my style, but there are some things that just click or don't click with players. If you like it, you like it a LOT. If not, you play something else.
Despite my opinions on WoW, I think TFA points out the good foundations for a great game.