Lessons GMs Can Learn from World of Warcraft 132
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."
Re:EVE (Score:5, Informative)
WoW is not a panacea. (Score:5, Informative)
"Many massively multiplayer games require that you kill endless armies of the same boring enemies to level up. You can do this in WoW, too, but the quest system is so robust and rewarding that you don't actually need to."
No, instead you can either go and kill 1 guy (and bring back some trophy), go and kill several guys until they drop the loot you want, go and talk to someone, go and get something, go and take something, or go and do several of these in a chain. The quests are pretty much the exact some gameplay wrapped up with different names and faces past level 12.
And, of course, once you reach 60, you do these for reputation purely on top of the runs into molten core to get your purple set. I hope you like loot gambling, because it is a week between instance resets, and it can be up to 4 weeks for some people to get 1 extra bit of purple gear if they play all the time.
Seriously, I could sit and play DS or GBA for hours while "playing" WoW (where playing consisted of clicking on an enemy, and then waiting for it to die; repeat). I read several novels while doing it also.
"3. Travel should be easy"
yea, and you should get your mounts at level 30. The level 30 to level 40 slog is very much punctuated by periods where I spent up to half an hour moving from one location to another in order to finish some of the mail-man style quests. That sucked.
"In nearly 200 hours of gameplay, I can count the number of times I've logged off frustrated on one hand. "
Says a person who hasn't been ganked by the elite guards that are around Southshore during a particular quest. I was killed 7 times in the space of a few minutes, and I was level 38 at the time. It wasn't fun.
"WoW's developers tweak the game through patches -- many players would say they tweak it too often, but the principle is sound: Don't be afraid to change things that aren't working,"
You know what's not working for me? Starting alts at level 1. If I'm spent the hours to get to 30, start me with a level 10 alt. If I'm 40, give me a level 15 alt. Max it out at say level 20 alts for level 60 main characters, and make it an option upon character creation. Nothing sucks like having to wade through the 20 hours of repetitive "I'm a newbie who can't play WoW" every time I want to get at alt out of the baby area and into the main part of the game.
Of course, WoW does have strengths as well.
"6. Style should shine through"
I agree here: WoW gets this right. Everything fits well together. No other MMO I've played is quite like this (except possibly Ultima Online, circa 1999).
Re:What is a GM? (Score:5, Informative)
GM, at least in the tabletop paper and pens and dice roleplaying world, means Game Master.
He's the person who makes up the quest, who sets up enemy encounters, who is the final authority on what happens. The better the GM, the more enjoyable the game. Creativity is a blessing in a GM.
Re:What is a GM? (Score:2, Informative)
Now, as to why the /. submitter didn't explain it, that's a whole different ballpark.
Re:WoW is not a panacea. (Score:3, Informative)