Written by | Posted September 8, 2015 – 9:51 pm Descent and Ascent

It didn’t take long to get from Thunder Bluff to the Echo Isles – Ankona took advantage of a wyvern so she could think and plan before getting to her destination. She had information to confirm with the spirits – was Gromnor dead? Was he really in the northern part of the Eastern Kingdoms, somewhere […]

Ask Anna: Citadel RP and Raid Continuity
comment 1 Written by on January 4, 2010 – 10:25 am

To start off the new year around here, I thought I’d go digging in the mail bag for an Ask Anna question (as another reminder, the contact form isn’t working, so please email me – toomanyannas [at] gmail [dot] com if you have a question!). As usual, I was not disappointed, so let’s jump in and tackle this excellent question that was sent to me by Aeone, an officer in another RP/Raid group:

Dear Anna –

I’m currently an officer in a Hordeside heavy RP guild, one whose chief concern, like much of Azeroth, has been the defeat of the Scourge. As the confrontation with Arthas looms closer and closer, members have more or less been on a perpetual loregasm, and we’ve readily encouraged roleplay and writing on the topic.

The catch, though, is that there seems to a lot of uncertainty over what can and can’t be deemed ‘canon’. So far we’ve not run any of the content ICly as a guild, and so there’s really no solid story regarding the guild’s involvement as a whole in Icecrown thus far. Each character has more or less developed their own story , and while things are early enough now that that hasn’t posed a problem, I worry that as events become more concrete and omfglife-changing, these stories simply won’t be able to mesh anymore, undermining any sort of ‘rp continuity’ within the guild. Should we place limits on what players can and cannot deem canon (aside from the obvious no-nos of claiming to have personally killed major lore figures)? Is it possible to maintain one, synergistic story within the guild without stifling each character’s individual experiences?


It is absolutely possible to have a “guild story” that doesn’t clash with or squash individual story lines. The key is to keep the individual players involved without being overly strict about time lines/dates and times.

In general, I’d try to keep your basic guild storyline consistent with your raid’s progression, if you’d like to have IC interactions with the major boss fights (like Saurfang). Whether or not the people in your guild will hold to that storyline needs to be up to them (A dictate that “thou shalt not do anything that the guild raid hasn’t done” is likely to go over poorly, regardless of how it’s worded), but I think that if you are intending to have major IC boss kills, people will generally stick to where your raid progression is.

This isn’t to say that you all have to have been there at the same time, or that everyone has to have been there at all.

But feel free to ignore “world firsts” and such, and work through Icecrown at your pace, considering your pace as a guild to be the pace of the Verdict and Horde forces as they progress through the Citadel. The 5 man content is pretty much “public knowledge” now, so I’d not worry if people are using that content in their personal stories. (The other option is to consider your server as “the world” and go by where your Hordeside server progression is, but that kinda takes away the ability to have IC boss kills)

I don’t think this is something that you’ll need to be overly concerned with, since the major events will likely factor into each story – the opening of the hall, the escape from Arthas (5 man), the death of Saurfang, the eventual death of Arthas (maybe? >.>). Keeping those “major” events within the guild consistent, all the minor story development will line up enough to not cause continuity problems, I should think.

If you want to do a major, extended, written storyline, like the Riders have done with Wrathgate (you can read a good chunk of that over at WTT:RP – look for Wrathgate Wednesday) you’re going to have to allow for more timeline flexibility, since getting everyone writing at the same time takes a lot of time and whip-cracking. I’d highly recommend allowing for a few weeks after each major kill to let people write up what’s happened, and then “officially” move on. Letting people post placeholders is a good idea as well – something that says “JoePally is going to do something here, but I can’t write it until after midterms”, or whatever. That lets people “fill in the blanks” later on, while still keeping the guild’s overall Icecrown story moving forward as each wing is opened up.

I’d love to hear any suggestions that the rest of my readers have for Aeone as well, so go nuts in the comments! I know several of you are in RP/Raid situations (or were the orchestrators of the Great WFR Wrathgate Epic), so I’d like your take on this.


Quick Notes
comment 1 Written by on December 31, 2009 – 10:24 am

First – The contact me form is broken.  Don’t use it. I’m trying to figure out WHY it’s not working, but right now am unbelievably too busy to do more than a quick post. It’s possible that it has been broken for quite some time, in which case, I’m sorry I’ve not answered your contacts.  If you would like to resend them, you can send them to toomanyannas [at] gmail [dot] com.

Second – BUSY!  Traveling a lot, plus other assorted craziness!

Love you all, hope you’re having a good week, and that your New Year’s Eve (if, indeed, this is the New Year’s Eve you celebrate) is fun, safe, and happy.

I’ll be back next week sometime!

A Few Good Reads
comment 1 Written by on December 22, 2009 – 11:49 am

5 Things (plus a few bonuses) your Pug Healer and your Pug Tank want you to know.

Roleplayers do it In Character: A Guide to IC Dungeon Crawling
comment 8 Written by on December 22, 2009 – 11:25 am

Roleplay has many venues. You’ve seen me talk about collaborative writing, in game RP, forum RP, even an RP raid group! One of the subjects I’ve not really tackled though, is IC instance running – heading into a 5 man dungeon run with the intent of allowing your character to be “in the moment” as things happen.

Dungeon Header

When I say In Character, that can mean a couple of different things, and the pace of your dungeon run is going to change with each type.

  • 100% in character, time taken during trash, before or after boss pulls to talk if needed, all instructions done in character as much as possible.
  • Mostly in character, time taken for a few minutes after boss pulls, trash may be slowed down but in general the group keeps pace, some OOC chatter when necessary.
  • Mostly out of character, with a few snips of conversation during downtime, AFKs, or while waiting on cutscenes to finish.

The first type takes the longest, obviously. It’s also the one most likely to have lasting character implications, and the one I’m going to address here (though type #2 is also applicable for most of this info).

Not every run needs to be this kind, and most of the dungeons I run with friends end up falling somewhere between the second and third types, with short bits of character interaction while everything else is going on. Let’s say, though, that what you want isn’t just short bits of character interaction, but a full-on in character run. (In an attempt to toot my own horn, we’re going to assume you’ve decided to run the ICC Trio of instances in character, after having read my post on The Horrors of Icecrown.)

How do you set this kind of thing up?

Don’t PUG it. Don’t LFD it either. Choose other roleplayers who are interested in the idea whenever possible.

People in PUGs/LFD want to get in, get badges, get loot, and go home. They want perfunctory, fast, low chatter, high kill speed, because they are busy people and don’t care about your character progression 99% of the time (since they don’t know you. I’m sure if they knew you, you’d have a better chance of their being interested.) They’re probably not roleplayers – though they might be, you never know – and even if they are, not all roleplayers want 100% IC runs all the time. Sometimes we all just want our badges in a hurry.

Instead, you’ll want to find four like-minded (or at the very least, not-antagonistic) players to go with you. Preferably folks who are also interested in experiencing the dungeon in character for themselves, bonus points if those people have story connections to your character as well, so you can have a shared experience that anyone in the group can refer back to.

As with all RP, communication is crucial here, and you’ll get a lot more out of the instance if both you and everyone else knows in advance what to expect. Bringing someone along without letting them know that you’re intending to take the time to RP is likely to result in hurt feelings, frustration, and possibly a ruined experience.

If you are the only person you know, and you have no way to run instances other than pick up groups, you can either jot down notes to write up a story later, or just go with it and see if maybe you get interaction from other players.

Allow lots of extra time – at least double what the normal run will take.

This isn’t going to be a 20 minute run. 20 minute runs are great, but they are not at all conducive to in character interaction. Sure you can toss a oneliner or make a couple of jokes in a smash and grab, but more “role crucial” players (like tanks and healers) won’t get anything out of it, and actually considering the implications and having conversation takes more time, frequently, than the actual mob killing. This is OK, and should be something you discuss with your 4 like-minded friends.

It might not actually TAKE double the amount of time for a normal run?

But extra time is good, and having to run off out of a dungeon halfway through because you need to go to class/take care of your kid/go to work/have a meeting/need to vacuum your cat is only going to make you (and everyone else) frustrated and have to reschedule the whole thing. Plus, feeling rushed can really put a damper on RP.

Consider running the dungeon on normal, rather than heroic.

To facilitate less thought about mechanics and more thought about characters. Doubly applicable for level 80 dungeons and newer dungeons that have harder heroic modes. The point of this type of run is not shiny epix loots. The point of this run is lore/character interaction.

Also don’t forget about all the old-world dungeons. If going back to Sunken Temple has implications for your druid, run it at whatever level you want, and don’t worry about the fact that you outlevel it. You’re not there for loot anyway!

Understand that different roles have different RP capacities in a group.

This has NOTHING to do with their characters, and everything to do with the fact that your healer can not stop healing to make a witty comment, because if the tank dies, you will wipe (even in normal-mode). In that vein, it can be a lot easier to RP as a DPS class, if you’re interested in both speed and RP.

I’d encourage, however, for a seriously IC run, to totally forget about speed, and just let things happen as they happen. Hence finding like-minded individuals to go with you and planning in advance to let things take a little longer if need be.

Decide in advance how much “spoiling” you want.

Some people want to know what happens, so they can have an inkling of what their character will need to be prepared for, others want to walk in blind. Me, I’m difficult, so I try for something in the middle. I want to know the basic jist, since I’m frequently the healer and having to keep the little green bars at least partially in my consciousness and don’t always have time to see all of what happens in a fight. I don’t, however, want to pore over the videos and strategies and learn the dialogue really well in advance, to plan my witty retorts perfectly.

Call it “planned spontaneity” if you will.

Have fun, and forget everything else I said if it’s in your way.

The most important part of RP is having fun. Sometimes having fun awesome RP is sad and tragic (see ICC Trio, CoT:Stratholme, or even normal Stratholme/Scholomance), sometimes it’s more heroic and awesome. Regardless, if you set out to have an in-the-moment, IC dungeon adventure, don’t let the planning get in the way.

I highly recommend giving this a try, as it can be worth every extra minute for your character’s development.

I’d love to hear your stories of IC instance runs, past or present, doubly so if you feel inspired to tackle the Icecrown lore!


Descent and Ascent

September 8, 2015 – 9:51 pm

It didn’t take long to get from Thunder Bluff to the Echo Isles – Ankona took advantage of a wyvern so she could think and plan before getting to her destination. She had information to confirm with the spirits – …

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They have since… expanded their reach and escalated their methods …

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