Let's Talk About Sex, Baby  

Posted by Dristanel in

I realize I am posting this in effort to have a serious discussion, and yet the first thing you see in relation to this article is a picture of a shirtless male tauren. Two things: 1.) What am I really supposed to screenshot for this topic? Srsly. 2.) Who doesn't want to look at a stunning specimen of manbeef, really? Naeobi doesn't know what she's missing.


Alright. I planned to respond to Windsoar's proposed topic today, but that will have to wait a bit. I feel it's time to finally make what may end up being a controversial post. It may also go unread forever and ever, thus proving the inverse theory correct. I'm not going to say I openly shy away from controversial topics, but it's not why I blog. If I have something to say, I'll say it, but constructively. Sorry for anyone expecting a flamewar, but this is going to be no different.

I'd like to take some time to comment on the latest WoW.com post, specifically the All the World's a Stage article entitled "Intimate relationships between characters". First of all, huge props to Michael Gray for tackling this subject in a mature and respectful way. I expect he will get trolled well and thoroughly for venturing into one of those 'Oh, we don't talk about that...' things, but since he's been brave about it, so will I.

But I do have some thoughts, some which conflict with Mr. Gray's, though most in agreement.

However, it inevitablly seems that most roleplay characters pair up. It's part of many storylines. The growth of romance is a fun story, and often allows roleplayers to put many of their characters' most deeply held secrets on display. Of course, as with many healthy relationships, the romance can eventually grow into sex.

You may recall from a previous post, I agree with the fact that roleplaying a romantic entanglement often leads to new levels of character growth and storyline exploration. It also gives you a default partner for anything you're cooking up. I don't necessarily agree that most roleplay characters pair up - sometimes it just makes no sense, or the players really aren't interested in that aspect of character growth, and that's perfectly acceptable. In my experience, some of the best stories involve romance. Some of the best stories also have nothing to do with the subject. It depends on the writer and the story they wish to tell.

Roleplaying sexual relationships has lead to a lot of less-than-savory stereotypes about roleplayers. The Goldshire "cyber inn" jokes and Cybermoon tropes seem like the staple of every roleplay realm's official forums. And there's certainly been examples of erotic roleplay being taken beyond normal bounds.
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No kidding. I take for granted the fact that we know Goldshire will be filled with cybering like I take for granted the fact that the more I whine about catching terrorfish, the more likely I am to catch one on the next cast. Windsoar pointed out just that: It's well-spread in the Roleplaying community and on roleplaying servers, but those new to the art may have no idea what they're walking into. Without touching on the source of the conflict for this past week, I agree that it can be terribly disorienting. And does it give the rest of us a bad name? You bet your bacon it does. But to me, there's a difference between 'erotic roleplay' and cybering.

So what to do if you're roleplaying a romantic relationship? Well if it's a normal, healthy, adult relationship, there's going to be sex involved at some point. This isn't fluffy bunny land, folks. We don't just REALLY REALLY love each other and then the stork brings us babies. And among humans (and humanoids...?), sex is used as a source of pleasure, comfort, validation, and any number of other things.

Michael Gray's first suggestion is probably the most widely-accepted route: Just agree that it happened.

The two of you can simply decide that the night happened, and leave it that. Pick up your roleplay immediately after the night has taken place, and start roleplaying through the emotions and interactions each character would have after the fact.

This is a tactful, respectful way of doing things and is probably the most appropriate method, especially if you barely know the person roleplaying alongside you. He's right: No matter how you slice it, sex is largely carried out in rather predictable ways. Insert tab A into slot B, continue. But what happens after is generally very tell-tale of a character and the relationship they are in. Does he wait until she falls asleep before getting dressed and leaving without a word or a note? Does she pretend to be asleep, praying he'll stay this once, then fall to pieces once the door closes? Intimacy is a big deal. Or... it's not. Depending on how your character reacts and how they feel about the other person, the bit of time after sex is extremely revealing.

Mr. Gray's next suggestion, if you need some details, is to:
Keep the descriptions very high level.

Keep in mind what you're trying to get out of the roleplay. If you're after a thrill, then sure, the detailed, visceral descriptions are probably what you're after. But if you're trying to explore deeper, more intricate emotions, then stick to the pivotal actions that will set up that roleplay.

I think it depends on how you define 'detailed, visceral descriptions'. If it's the caliber and quality of what you'd find in most fan fiction, then sure. Do us all a favor and keep your measurements and slang to yourself. There's porn, and then there's erotica. Most erotica can pass with a strong R rating. I'm not talking about sixty different ways to describe a body part, here. I'm referring to Mr. Gray's catch-all high level descriptions. We're all adults. We know how sex works; what generally occurs. But how someone approaches the act can be as telling as what happens after. The author is bold to touch on the subject of impotency - one can also conjure scenarios in which a first-timer has trouble keeping their enthusiasm in check, leaving a partner unsatisfied. Or that it's obvious she's thinking of another man the entire time. These are emotions, and of a 'higher level' than the physical act itself. Motivations for every action, from being a little too rough, to worshipful and reverent.

The next suggestion I completely agree with:
Stay in communication with the player.

This should be a given, really. No matter how shittily you might treat a one-night-stand in real life, your roleplay partner deserves to know what's what. Ideally, this conversation should occur both before and after. I've noted that I have correspondence I tend to send entitled 'Lines and where to cross them'. I'm very open and easy-going about this, but yes, there are some things I just won't tackle. I generally tend to defer to my partner and adjust to their comfort level, as it's typically lower than my own. But I will say this: I usually have a decent idea before this discussion ever occurs. I don't tend to delve too far into in-character entanglements with folks I don't know quite well. For me, there's just way too much room for confusion and misunderstanding otherwise.

But, then, you need to not make any assumptions about what happens in the future. (Boy, how many dates have gone poorly because of people making this error in real life?) Just because you've engaged in intimate roleplay once doesn't mean that it's going to happen again. Heck, if you're not after the visceral details, you may just decide that there's no point in further roleplaying the intimacy. Just kind of agree that the characters are active, inactive, or intermittent; then, move on with your roleplay.

Couple things with this. First, let's be realistic. People have sex for different reasons. An intimate relationship may start off as just a way to sate mutual loneliness, but one or both parties may develop some attachment down the line. This is character growth and evolution and a large part of why I am so vocal about this. These things absolutely can change a character, for better or worse, and if you're comfortable with it, they're worth the effort.

For a time I was working as writing lead on a NWN2 mod, and I made it my personal mission to handle the romantic subplots because the majority seen in commercial games are complete and utter crap. One thing we sat down and hashed out was the line between realism and player enjoyment. Does unrequited love happen? Absolutely. Does someone really want to play through that in a video game? Well, I would, but I'm a masochist. I'm going to assume the general population has no interest in their game life sucking that hard, though it is certainly an interesting option for NPC relationships.

The point is, character intimacy should revolve around where you want the relationship and the story to go. If you're looking to harden your character and give him a swift kick in the teeth, sure, have him fall for someone who's just in it for the physical gratification. But always, always discuss it. Don't assume your partner just wants it to be all roses and puppydogs, either. Quite frankly, the white picket fence and 2.5 kids is terribly boring, and I would personally never want a story to end up so perfectly, but some folks do, and that's okay! It's their character, they can play it the way they want. Similarly, I can joke with someone about being a complete and total bitch to my characters and wanting to disrupt their happiness at healthy intervals to keep things interesting and facilitate character growth.

There's a reason most books and movies end at a pivotal relationship scene. First kiss. Intimacy. Marriage. Kids. Very few stories deal with the fact that relationships are fucking hard work. Marriages can get stale. Domestic disputes over money and family can tear a rift in a happy couple. People in committed relationships can turn to others for comfort, rather than working out the pre-existing issues. And sometimes, as anti-climactic as it is, people just fall out of love. You can use these things to grow a character. He knows she's cheating, so what does he do when she tries to placate him with sex? She's been up all day and night with the kids, but he's feeling neglected. Does it lead to a bigger fight, or are they able to set aside some alone time?

Whatever happens, you need to be in agreement. Even if that agreement is 'Let's just see where it goes'. As for playing out every sex scene, I agree that it's wholly unnecessary. But at certain points, it should probably be revisited. Maybe she was nearly killed in the Citadel, and what starts as an argument leads to passion which leads to the exposure of fears about losing one another. Perhaps there's finally more to it than the physical stuff, and the characters are going to have to face the actual emotions that come along with a relationship. Even if you're using the 'Okay, so here's what happened...' method, it helps to have something off of which to work.

The author's last point is another common sense thing to me. So common sense, I'm just going to paraphrase it: Don't fucking brag about who your character is banging. I've joked about it, sure, and I have some characters that won't hesitate to be boorish and loud about the subject, but if I thought for a minute it would bother the person I was roleplaying with, I'd forego the jokes and behave myself. In-character relationships can often get out, especially if you're in a guildhall or someplace around people who are bored and/or like to gossip. It happens in real life, too. But nobody needs to know how it was handled on the bolts and screws level. That's between you and your partner, and no one else.

So to conclude this rambly wall of text, I want to thank Michael Gray for taking on this subject with decency and discretion. Hats off to you; hopefully with more open topics like this, we can do something about the reputation perpetuated amongst and about roleplayers as a whole.

Why I Blog  

Posted by Dristanel in ,

Gypsy gives me way too much credit. She probably thinks I started blogging with some lofty goals to help people and be an approachable member of the WoW community. Really, I just like to hear myself talk. Or write. I only like to hear myself talk when I'm severely inebriated and everything is just so damn funny.

But I've been blogging for a few months now, and I intend to stick with it. I've fallen into a looser schedule than I would like, but I am still writing and still thinking of new things to write and share. They say the first couple of months is the hardest, and I've gotten past that particular hurdle, coming out on the other side with 155 subscribers as of today and a couple hundred views a day. That's... just mind-boggling to me, honestly. I've been linked by WoW.com three times already, and linked repeatedly by long-time bloggers I respect the hell out of. It makes me think I must be doing something right.

So why do I do it?

Despite the snarky opener, I really don't blog for myself. If I did, I'd be done with it now. There's only so much of myself I can stand, really. The truth is, I started this blog to show myself that I could. I'm very good at starting things strong with plenty of enthusiasm, but I become easily distracted by other projects and tend to lose motivation. It's why I have a hard-drive full of short stories, but no completed manuscript, despite working on the same one for about five years now.

I love paladins. Always have, always will. And I feel like I am fairly competent at playing one. So I wanted to share what I've learned with a community that I've found to be surprisingly warm and receptive. Without the community, I wouldn't be here. That's plain and simple and it's never going to change. Even if I don't keep up with responses for every comment, I do read them all and appreciate every one, even (and especially) the ones that disagree with me. Show me a new way of seeing things and I will take a good, earnest look. I don't believe this makes me less confident in my own view, just better able to understand those around me.

I intended this to be more of an informative blog, but that just isn't me. I'm way too fond of sarcasm to be serious all the time. But I'm also not nearly interesting enough to blog about any random thing on any given day. So I write with the hope that I can get people to laugh or nod in empathy while learning something new. I poke fun at my own mistakes because no one should ever take themselves that damn seriously, and hopefully someone out there can learn from my idiocy.

Despite working retail for five years, I like people. I like meeting new people and learning their point of view and where they're coming from. And that's really what blogging is, to me. I have blogs in my reader from classes and playstyles I would never enjoy, but the authors of said blogs are entertaining and present well-phrased ideas that even I can understand. I have folks that I have read for years with whom I now share a common hobby as well as the drama that comes along with it. And as common sense as it should be - no one wants to blog into a void, after all - most every blogger wants to converse with their readers. These are the unofficial Warcraft community representatives with whom you can actually talk, one-on-one, in a laid-back environment.

I suppose that's what I aspire to be. It's cliche, and I'm ripping off Gypsy here too, but there's really no better way to put it: If one person says to me 'Thanks, your writing made me smile / helped me / got me inspired to blog' then I've done my job. That's what I write for.

CLCBPT: Your One-Stop Holy Paladin Tracker  

Posted by Dristanel in

You may have noticed from my hideous screenshots that I don't use a lot of mods. It's not that I'm against mods; anything that makes my job easier gets a big thumbs up from me. Really, it's just that I'm lazy. I had a nice UI, but when the patch broke it, I didn't really bother to update and mess with all the fine details again. Still, there are a few things I can't live without: DBM and Grid always make the list, as does Pally Power. Recount is handy, sure, and I like keeping FlagRSP up-to-date. But this isn't about any of those mods. In fact, this is about a mod that I just reinstalled a couple weeks ago:

A little thing called CLCBPT.

Hey. I didn't name it. If I named it, it would be called Pretty Pink Paladin Pony Ptracker. (The P is silent.) Alas, it is what it is, and I can never remember the actual letters for it, so I have to rely on browser history to fill in the blanks past the CL.

CLCBPT, more formally called Paladin Beacon of Light, Sacred Shield Tracker, is just that: It tracks your buffs. Specifically, it tracks Beacon of Light, Sacred Shield, Judgments of the Pure, and your Flash of Light HoT on a Sacred Shield target.

Now, I know you're probably not all that impressed. There are other mods that can do the same thing. Heck, you can even configure Grid to do most of that. But let's think about this for a moment. This mod is just for paladins. It is our own. Our precious. And it does a few things that you can't really get without mating two mods together to get some weird babymod. And I don't really recommend that. It's almost as bad as breeding Pokemon that aren't the same type. We just don't go there, folks.

The main reason I like CLCBPT is because it is very visual without being in your face. You can see from the screenshot above, it shows countdown bars for my buffs, including my FoL HoT. It will also flash a warning and play a sound when the buffs are about to drop off, which is very helpful if you're caught up in a busy fight. Best part about this? If you're using the Beacon of Light glyph, you can stop wasting your mana recasting Beacon too early. Before I glyphed, I got into the habit of just refreshing Beacon before every pull. With an extra minute on the timer, I was losing a ton of mana for no reason. Unfortunately, waiting could mean I wouldn't have Beacon up when I really needed it. But with CLCBPT running, I never miss a Beacon, nor do I recast it too early. Additionally, the uptime of my Sacred Shield and FoL HoT is much higher, and I am never without haste from Judgments of the Pure.

So what do you do with CLCBPT once you've installed it? Configure it, of course! You can go into Options > Interface > Addons to access the menu, since I know you won't remember /clcbpt. I sure don't. Once you open it up, you'll see a few options to mess around with. First, click the Anchors button and move the timers where you'd like them. I have mine arranged right beside Grid. After that, you have a few different categories. Fortunately there's nothing too in-depth, so it doesn't take long to configure to your liking. Let's run through the options:

Scans per second: This is the refresh rate at which CLCBPT will check your buffs. Default should be fine.

Player

Growth: This is how the stack of cooldown bars grows. Default is up, with JoTP on the bottom, then Beacon, Sacred Shield, and FoL HoT.

Width/Height: I'm trying to think of something witty, but I'm having trouble channeling the snarky.

Font/Font Family: Oh and you can change the font. Woo. Hoo.

FoL HoT (fol)

I'm not making separate points for this. It'd make me feel silly. You can enable tracking here, change the color of the bar and its texture.

Beacon of Light (bol)

Ditto, except now you can play a sound and fade out a graphic as a warning. We'll get into global values of warnings in a minute. For now just check Pulse Warning and Sound Warning.

Judgments of the Pure (jotp)

Second verse, same as the first!

Sacred Shield (ss)

You know the drill.

Group

It took me a bit to figure out what this is, since it has the same options as Player. In a nutshell, enabling this allows you to spy on other holy paladins. You can see their Sacred Shield and Beacon of Light in the same way that you can see your own. Nice for tracking multiple Beacon targets in a raid. Or for shits and giggles in a pug when you're complaining to your guildmates about the fact that the so-called holy paladin isn't keeping Beacon up. Note that this doesn't appear to track their JotP or FoL HoTs, so no snickering about that.

Warnings

This is actually the main meat of this mod in terms of configurable options, and probably where you'll spend the most time. These are the global settings for all of your warnings. Essentially what a warning will do is show the spell graphic and play a sound once your buff is about to run out. Simple, but handy.

Pulse Duration: How long it flashes the graphic in seconds. Keep it short; you don't want it distracting you.

Pulse Position Horizontal/Vertical: Where the graphic shows on your screen. The default 0/0 coordinates will place it right over your character, which is fine by me. I tried putting it under Grid, but I never saw it over there. Apparently I need something more obvious.

Pulse Size Max/Min: The graphic starts out at a certain size and pulses to a smaller one. These are percentages of the original graphic size. Default is 150% start and 100% finish which works well for me, but if you're trying to cram a lot into a UI, you may want to set it smaller.

Warn Time: When you want the warning to show. As a default, it will show 3 seconds before the buff is about to expire. Note that you can set these individually for each buff. For example, if you want JoTP to flash when your judgement spell is off cooldown, set it to 42.

And... that's it! Really. It's a lightweight, simple mod and though it isn't something I'd call a necessity, it's very handy. And it makes pretty bars and graphics, which is what really counts.

Field Medic's Guide: Professor Putricide  

Posted by Dristanel in ,

I have very mixed feelings about the Putricide fight. As a fellow healer on my team said, it's controlled chaos if you do it well; very predictable, fairly easy to heal once you get the hang of it. But there's a ton going on, and a lot of movement depending on the method you use. Not exactly a paladin's best friend. However, it gives us a chance to break out some quick usage of spells we may have gotten lazy with in our comfy straight heal-bomb fights. Putricide always puts me at about half HPS of what something like Festergut would have me, so this is not one of our strong fights for sheer output. Where we shine here is with versatility and a quick response time.

Preparing for the Raid

There isn't much in the way of differing preparation here. Get your flask and your food - most anything is fine, though heavy crit or SP may prove beneficial to some - and, you know. Show up. In 10-man we 2-heal this, though with the 5% buff it may be possible for most raids to get away with 3-healing if it's truly needed. It certainly does give a bit of leeway. I have somewhat of a perfect world in that my other two healers are generally a druid and a holy priest, so we've got a bit of everything covered on our team. For 25, we were running 6 but I fear we may have to knock that down to 5 once people get the hang of the fight and darting out of the avoidable damage.

If you haven't done so, I recommend setting Sacred Shield to a keybind. For this fight, I change mine out with Cleanse. You can try a castsequence macro with Sacred Shield, Flash of Light, and Holy Shock, but I tend to find it distracting more than anything.

Professor Putricide

The good doctor has the following abilities in his quest to destroy all life on Azeroth:

Slime Puddle: Tossed on the ground through all phases. If your abomination tank is quick, they shouldn't be much of a problem to avoid.

Unstable Experiment - Green Ooze: This is always the first experiment cast. Creates a green ooze that will target a player, make them immobile, then come pounce on their head. It will proceed to pounce on other players until it is dead.

Unstable Experiment - Gas Cloud: Chooses a target and puts 10 stacks of Gaseous Bloat (a DoT) on them. The player must kite this experiment; if it reaches them it blasts everyone near them for a significant amount of damage.

Tear Gas: Signals the change between phases. Rogues can get out of this and stab the boss while he's monologuing, but the rest of us get to stand there and wait.

Choking Gas: Starts with Phase 2. Two flasks are placed on the ground; standing near them does damage to you and reduces your chance to hit. Not as much of a worry for a healer, but you want to avoid them when they explode.

Malleable Goo: This is your big menace, especially as a holy paladin. Starts in Phase 2, bounces toward a target. Damages on impact with a high splash radius, but most importantly, increases casting time by a whopping 200% for 20 seconds. Do not want.

Mutated Strength: Phase 3, essentially makes the Professor 50% meaner.

Mutated Plague: If the room filling with slime wasn't enough of an enrage timer, this'll do it. Stacks on the tanks, pulsing outward to damage the raid. If it stacks too high, you're guaranteed death.

The Strategy

Phase 1

First thing's first: Step away from the cleanse button. If you've just done Rotface, you may be a tad cleanse-happy. Unfortunately, Mutated Transformation shows as a dispellable debuff on Grid and you can, in fact, remove it. Doing so knocks the abom tank out of the vehicle and forces them to get another potion, losing valuable time in the process. My raidmates have learned that when the start of the fight is followed shortly thereafter by swearing from me, I've accidentally cleansed this debuff. Now I just move cleanse off my bar for this fight.

Depending on your raid, you will form up on the orange or green side. The raid leader for our 25 prefers the green side, our 10 man leader prefers the orange. If you're forming up on the orange, you have some time and space to get things ready. Toss a Beacon on the abom tank once they are in the vehicle, then pop off a few quick heals on folks who get caught in slime puddles. The Putricide tank should not be taking all that much damage just yet. Once you see the warning for Unstable Experiment, get ready. You'll see the target on Grid and get a warning in DBM - throw a Sacred Shield and Flash of Light on them as soon as possible, and collapse into them. If the slime reaches them and you're thrown into the air, hit a Holy Shock on the way down. If the slime has chosen a new target, repeat the process as quickly as possible.

Note that if you start on the green side, all melee are going to get damaged and knocked back, and you'll have far less time to react. Be prepared and adjust accordingly. Quick, reactive heals are the key for both of the initial phases.

Head to the green side if you're not there already, but be wary. If your tank is moving the Professor, he may be taking increased damage from lack of block/dodge/parry. Don't be afraid to stop for a moment to get off a Holy Light. You can always catch up before the experiment drops. When it does drop, same thing as last time. Put up a Sacred Shield + FoL HoT on the target, Holy Shock if they need it. Because of the nature of the Gaseous Bloat debuff, they will take a lot of damage initially, tapering off as time wears on.

Ideally you will get to Phase 2 before the third experiment drops. We usually get him down before the second, but we've had times where the Gas Cloud is up. Either way, when you see the warning for Tear Gas, hit your Divine Plea. It will tick through the stun and provide some mana if you need it.

Phase 2

Keep up with the experiments as before, but now you need to be aware of one more nefarious component: Malleable Goo. This is easy to avoid, but surprisingly easy to get caught in, as well. And boy, is it embarrassing when you do. Fortunately, DBM gives a warning not only when it's targetting you, but when it's near you. If you see this warning, just strafe out of the way. The only problem comes if you are switching sides or otherwise moving around and dart into the Goo's path. Don't get Grid tunnel-vision here: You will get smacked in the face.

The choking gas is of very little concern for you; just move off of it before it explodes and you should be fine. Putricide is pushed into Phase 3 at 35%, giving you another chance to hit Divine Plea during Tear Gas. You want to have no experiments up at this point, and ideally no slime puddles, as well.

Phase 3

Here's where things change up quite a bit, and if you're not expecting it, you're guaranteed to lose a tank. The abomination will disappear, leaving you with one tank to Beacon and one to Sacred Shield. Your raid should not be taking much damage, and it's more important that you focus on the tanks at this juncture. Tank swaps occur quickly, so I don't recommend switching Beacon targets unless you actually have a moment to breathe.

You'll need to stay ahead of the tanks here, thus ahead of the slime that will be swiftly filling the room. Don't let yourself get backed into a corner; you can't afford to blow your bubble for something so silly. Now is the time to pull out all the stops. Once your tanks start getting to 3 stacks of the debuff, blow talented Lay Hands for a bit of a buffer, use BubbleSac (make sure you're in the same group as the tanks!), even Aura Mastery if you're running Devotion Aura; every little bit helps. Pop your cooldowns - two piece T10 + Divine Illumination is excellent here - and heal your ass off. After what amounts to a short, hectic phase, he'll either be dead or your raid will explode. Hopefully it's the former.

Loot

10 Man: Rippling Flesh Kilt Normal / Heroic | Chestplate of Septic Stitches Normal / Heroic

25 Man: Conquerer's Mark of Sanctification Normal / Heroic

Shared Topic: Positive Random Dungeon Stories  

Posted by Dristanel in ,

I'm a little late on this, but I think in general since I've tried to keep a fairly upbeat vibe this week, it was a good time. Also gives me a chance to toss some of the WoW.com folks toward the Blog Azeroth community, which is a good thing in my book! And apparently I have no other shots of Putricide, so the guide will have to wait until Monday.

The March opener Shared Topic suggested by Zan of Altoholic Anonymous prompted us to write about a positive dungeon experience with the LFD tool. With so many horror stories, it's sometimes hard to remember the average groups that progress without incident, but the truly great are sure to stick around. Plus, I take screenshots of everything. Except Putricide. But to answer this topic, I have not one but two excellent PUG stories, both of them from restosham land. One is pre-80, one is post.

The Oculus

Y'know, I'm one of those crazy folks who actually likes Oculus. Even pre-nerf I didn't mind it. But a few Saturdays ago, I was not in the mood for dragon-related shenanigans. I was looking for something quick and easy to help grind out that last little bit to 80. What I got was Oculus with four people who had never been there before. I considered leaving. I'm not proud of it, but it is what it is. I wasn't awake at the time and was just trying to knock something out before I had to start on the boring stuff people, you know. Actually pay me to write.

I did stay, though. The folks there were slow to admit they hadn't done the instance before, but they did say it, which I appreciate. I had someone from Shattered Halls (seriously!) whisper me a few days back in gratitude for some helpful instructions for HoL/HoS, and I really don't mind doing that. I think most people don't mind doing it, and the rest are just dicks, so who really cares. Moral of this mini-story? Speak up if you haven't done an instance!

The drakes were a bit rough, as expected. They got a crash course in all the drake abilities, and I hopped on my green and allowed it to nom itself to near death. No, I didn't fall off this time. I've definitely never done that. Not ever!

But the point is, we got through the instance, and now four people understand how to do Oculus. Curious thing about it, while I seem to get it every day on heroic, I got it all of once on normal, and while helping a friend's shaman to 80, saw neither hide nor hair of it. It's very possible, then, that new 80s are coming into heroic Oculus having no clue what's going on. Suddenly the tank drops, the rest of the group whines, then whatever hodge-podge is left scrambles to finish because everyone hates the place so much. God forbid you actually get aggro from one of the drakes, your ass gets vote-kicked faster than you can parachute down into the rocky depths below.

The Oculus is a shining example of how the vehicle system failed miserably, but c'mon! It's not those poor PUGers' fault.

Forge of Souls

I dare look upon the Host of Souls, ayep. Though I was a bit scared about doing so. My first PUG experience in Heroic Forge was... not pleasant. The tank kept rushing ahead, then on the ghosties toward the end explained to me patiently 'u no u can decurse rite'. I was like '4 srs?' and he was like 'y rnt u doing it'. I kinda lost it, since said beartank had just consecutively pulled two mobs that rip the group to shreds without me even being in range. I had to Chain Heal my ass off to catch up. And yes, I do know that particular curse inhibits heals on the target. But... it was on the tank. I wasn't going to be terribly broken up about watching him die.

But for this one, I got some really nice folks, pictured in the screenshot above. We blew through the place pretty easily, and chatted quite a bit about this and that. They encouraged me to roll on things, complimented me on my healing, and all-in-all made it a very positive experience. I'm fairly sure this was right after yet another horrible Old Kingdom run, so I definitely needed it. And I will say this: DPS wasn't off the charts, the tank wasn't raid geared. Folks still did things they shouldn't have, including myself.

All of that didn't matter one bit. They were great people and were actually social in a social game. (I know, right?) So kudos to you folks, especially the two from Ghostlands.

Honorable Mention: Apathetic Culling of Stratholme

I had almost forgotten about this one or it would be near the top. Super late one night I got into an 'Already in progress' Culling of Strat. Certainly doesn't bode well, in general. What I popped into was four guys (I want to say from Velen?) from the guild Apathy who were giving each other shit while they waited for another healer. The timer was still viable, so I scooted my hot human butt up there and healed through the waves with only a few words between their quips.

Once it slowed down inside the inn, I stated the obvious: Your guild name is very misleading. I expected a 'lol' or blank stares, because the last time I asked someone about their guild name (V is Forever), I was met by a rousing chorus of 'lol idk'. But these guys snarked right back at me, and I was very pleasantly surprised. We continued discussing the ironic nature of this situation through the gauntlet, got to the Guardian of Time with 5 minutes to spare, and got me a drake I can't even use yet, since all the apathetic dudes already had theirs. Or they just didn't care.

There are a few more positive dungeon stories I could recount, probably just as many as the truly horrid, but those ones stand out to me as having improved my day for running them. In the end, this is a game played with other people. If I wanted to be alone or with a select group of folks, I would fire up the console or sit around a tabletop. You have to take the abysmally bad with the super-awesome, sometimes. Unless you're from Apathy. Then I guess it really doesn't matter, does it?

The Role of Morale in Raid Progression  

Posted by Dristanel in ,

I need to tell you guys a secret. Sometimes, when things aren't going too well and we spend four hours in an endless wipefest, I get a little cranky. I know. Hard to believe. But it happens. And since we've been banging our heads against Blood Wing (10) and Festergut/Rotface (25), I'd begun to dread the weekend and its jam-packed ICC schedule.

Let me bring it back a little bit; break it on down for you folks, old school. Well. Not that old school, just back to Ulduar when my tank was my main raid character. See, once upon a time there was this girl who had never really raided before. She'd done Molten Core - 5 minute blessing and cleanse bot for 40 people, no less - and Karazhan, even some Zul'Gurub back in the day. But not much else beyond that. Then when WotLK released, she got into some Naxx 10 runs and had a blast. When Ulduar came out, she was recruited into a second ten-man to work on the content. But it was slow going, and while she liked tanking, it was hella stressful. She started to get super bitchy - a real downer for her team - when everything just kept going to hell. She didn't have much faith in her team. Really, not much faith in herself. Didn't really help that she had someone echoing those feelings every Friday and Saturday night, as well.

So she took a break from raiding. Got her paladin to 80, geared him for holy. Rejoined her team in ToC, which in and of itself was a huge morale boost. She started making an impression, and felt better about herself and her approach to raiding. By the time ICC came out, she was feeling great, finally gaining some confidence in her abilities and her usefulness to the team. But then said team lost a tank. And a DPS. And someone else every other week. Things got rocky. She considered joining another team, but she stayed, determined to make it work. With every night of silly mistakes, though, she felt herself getting more and more frustrated.

That brings us to present day, more or less. I've admitted before that I can be a control freak. I have a tendency to try and lead things when I don't have any business doing so. And I'm sure my personality clashes with several others. Also, I can just be a bitch. But I don't like wiping over and over and feeling like I am one of the few putting in an effort. I know that's not true, even if my teammates are easily distracted. But it sure does feel like it sometimes.

A few people have been talking about the 5% buff, calling it a pity buff. In some ways, I agree. I see where folks are coming from. But... I'm never going to be a hardcore raider. I come from a 'carebear RPer lolololol' background. The only reason I'm raiding now is because WotLK has made it accessible and my guild has made it fun. I enjoy the accomplishment. The teamwork reminds me of my days playing youth sports. But boy howdy is it frustrating sometimes.

So I don't mind getting a nudge to compensate for the fact that folks like to stand in fire or yammer on in Vent when they should be paying attention. I'd like to get the Lich King down while we still have the 10% buff, at most. But other than that? I'm good. Because on Friday night we blew through Lower Spire and Plague, getting our third ever 10-man kill of Putricide almost flawlessly, then Saturday we beat down the Blood Council and Queen Lana'thel, a fight none of us had seen prior to that night. I still felt like I worked for it, because we had to make a good many adjustments. And it was still satisfying to see the achievement spam at the end.

On Sunday, after a good month plus of trying, we hammered both Rotface and Festergut down on 25, getting our ret paladin her Shadow's Edge, and 5 more frost emblems from the weekly which we... inadvertently cheesed. Apparently if someone is outside the door during Rotface and happens to be targeted with Mutated Infection, he will despawn, allowing folks to have the Rotface and Festergut residue, thus completing the quest. <.<

This weekend, I plan to kick Valithria in the teeth. Or heal her in the teeth. Whatever. Maybe even get some solid attempts on Sindragosa. Hell, maybe even get Putricide down on 25. We got him to Phase 3 last week, which was great! And I feel better about raiding than I have in a long while. I'm actually looking forward to this weekend, rather than counting the hours before I can go back to RPing.

So, yeah. It may be a pity buff for some. For me, it's a little nudge in the right direction. A morale boost that will help me enjoy PvE again and make me less of a bitch. And I'm okay with that.

On a side note, the Rotface video will have to wait for a bit, I'm afraid. Not everyone was comfortable with it and I have to respect that. However, I am open to suggestions for other videos that may help folks!

Making the Most of the World Around You  

Posted by Dristanel in

The Lunar Festival has come and gone, and thanks to some very bossy people my shaman now has the Elder title. Don't tell said bossy people, but I actually had a pretty fun time doing this. Oh, I still hate the fact that you have to spend hours upon hours just running from place to place, and while waiting for Wintergrasp to be Horde controlled again Saturday night was fairly epic, it was also epicly annoying. What made it tolerable was (1) doing it with a friend and (2) having an in-character reason for all the running about.

I'll confess, I'm probably never going to get the violet proto drake, even though I've now officially done all of the meta achievements. Problem is, they're scattered across four different characters. While Elder is hard-earned for my shaman, it would be laughable on my deathknight, and the same is true for many of my other characters. I do the holidays and achievements that are appropriate for them because I lack the motivation to bother otherwise. So yes, I've done What a Long, Strange Trip It's Been, it's just never going to be officially recognized. But I'm okay with that, as such motivation has made some of the more tedious holidays at least tolerable.

Roleplaying is an excellent medium in that it can be done in so many different ways. Probably the most memorable for me (and the most enriching) is when an RP storyline intermingles with in-game locations and lore. I'm never going to be able to pass by the Cenarion Refuge without thinking of the big showdown that went on there. I can't fly over the High Path in Nagrand without the recollection of burying a loved one. Shattrath holds so many memories it's almost a self-sufficient world in and of itself. And now Thunder Bluff, alongside the Lunar Festival, has nicely wrapped up a plot thread that's been in the works for months.

If you're looking for a way to enrich your roleplay and get connected to the game world, I highly recommend using the world around you. Even if you're not on a terribly active roleplaying server, grabbing a friend or two and pulling something together can be just as much fun!

Preparation

Fortunately, in-game changes and events generally come with some form of warning. Static events such as the monthly(ish) holidays, patch notes, and rumblings on the Blizzard main site give you time to plan as a storyteller. The best thing to do is find something you'd like to use and decide on an appropriate motivation. Every character is going to have some sort of reaction to the impending Cataclysm, but perhaps a character exalted with the Wyrmrest Accord will have more reason to care about the attack on the Temple and the breech of the Ruby Sanctum in the next content patch. A character courting another is probably going to be easier to integrate with the Fool For Love events, and druids and shaman always have a good reason To Honor One's Elders.

Make a loose plan of action for your characters. When you hear of a new content patch with associated lore, consider who it will affect. Scour your achievement list for something interesting and set a plan into motion. Get other people in on the action to make it enjoyable and entertaining for all involved.

Production

Roleplaying is very much a production, especially in this format. You're coordinating something that will unfold over a certain timeline and will involve other people either directly or indirectly. You have to play to the strengths of the world rather than bucking against it. Generally with these things I like to have some idea of where the climax for that particular plot thread is going to take place. In most cases, for me, it's been in a fairly public place, but it depends on the story and who all is involved. I've had things fall into place on a floating rock above Hellfire Peninsula just as easily as the center of Moonglade.

Coordinating schedules can be difficult, but if you're involving someone else in this, you need to make sure you're both on the same page. If it ends up having to be done via collaborative writing rather than in-game (due to time or level restrictions) then so be it. Far better to do that than progress with something not everyone has signed on for.

Wrapping Up

In general, you want such a lengthy endeavor to have some sort of payoff; some resolution to a current conflict. You also want some way to record it! Break out the chat logs and screenshots, or you'll be kicking yourself later. And if this is a true resolution, make certain all involved parties are on board with the possible outcomes. Or just wing it because you trust your partner. ('Hey, we should probably have some consequences for this. Let me do a /roll')

As I mentioned in an earlier post, roleplaying in a medium such as WoW is almost episodic in format. There isn't necessarily an 'end', just a series of resolutions to a series of conflicts, and in-game content provides an excellent segue between them.