World of Warcraft

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  •  Topic FIRPing 101
  •   |  11/21/2009 02:47:06 AM PST 
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  • Moon Guard
  • 0. FIRPing 101   04/06/2008 08:48:03 AM PDT
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FIRPing Resources

Reiya's "Unlocking the Secrets of the Health Bar"
http://forums.worldofwarcraft.com/thread.html?topicId=5454835537&postId=53754706671&sid=1

Onaron's "Macros and Me" - RP Macro Resource
http://forums.worldofwarcraft.com/thread.html;jsessionid=8D1A085F2C53DBE2EABEDFBEA1866499.app05_07?topicId=6762840596&sid=1

Jim Moreno's "Rolecraft Series"
http://forums.worldofwarcraft.com/thread.html?topicId=80368245&sid=1&pageNo=1

FIRP Projects

Lyssira's Moon Guard FIRP
http://moonguardfirp.myfreeforum.org/

**Sir Aquitaine steps up to the podium, and the class before him immediately quiets, the respect afforded his rank as a Knight-Captain of the Silver Hand. He sets an hourglass down beside him, and clears his throat.**

"Good afternoon, class. Today, we're taking a different look at something we've discussed to varying degrees, but have yet to put a name to it. Of course, I am talking about Full Immersion Roleplaying, which from this point out, we'll refer to as "FIRPing""

**Several giggles break out from within the class, but Sir Aquitaine's level stare swiftly puts an end to such activity. But even so, the lips of his mouth turn upwards slightly, because truthfully, the word does sound rather absurd.**

"FIRPing," he continues "is a practise undertaken by many of us, or so we believe, but in much the same manner, we act as though we know exactly what FIRPing is, but never take the time to truly understand it. We are social creatures, we mortals, and we enjoy each other's company. At the same time, we are creatures of habit, and of easy influence. The common (indeed, most common) practise we mortals undertake is self-betterment, and we do so by the fastest means possible, to the exclusion of all else that passes us by. The FIRPer takes this notion and turns it on it's ear. Yes Maria?"

**A student has put her hand in the air**

"Sir Aquitaine? I think I know what Roleplaying is. But what is this "Full Immersion" stuff you're talking about? Sounds different."

"Indeed, Maria, it is different. Completely so. Roleplaying is something we do with our friends, and we schedule times, whisper to one another, and play our characters out to their utmost. It is quite fun and rewarding, and normally, it encourages others to do the same. Most of it is a simple style preference. But there are others out there who go beyond this standard of Roleplaying, and they truly see their characters, and the world they "live" in, as a way of being a hero, a villain, or something completely different altogether. Yes, Durgon?"

"Sir Aquitaine? So yer sayin' tha' it's a bit like Hardcore Roleplayin' then? Where you always fin' a bunch of players an' never break character, not even fer a moment?"

"Well, yes and no, but allow me to explain. Hardcore roleplayers will often have demands for players to "join their guilds". That might be to be a certain level, race, class, class-spec, profession, gender, you name it. Their guild has been created with these demands in place, and players will join these guilds knowing what's expected of them. The FIRPer, however, acts with a certain code of ethics that makes their gameplay substantially different, even moreso than the Hardcore roleplayer. Yes, Jacob?"

"What's this Code of Ethics, Sir Aquitaine? Like a personal Creed of the FIRPers?" **much snickering follows**

"You could say so, Jacob, even though I detect a bit of derision there. FIRPers have certain views on certain elements of the gameplay that - by their adaption to their gameplay - they make a part of their character. Yes, Jyllian?"

"Can you give us an example, Sir Aquitaine?"

"Indeed, Jyllian, I can. Consider the notion of "death" within the game. For many players, "death" is an inconvenience. They fall in battle, ask for a "rez" or run back to their inert bodies and animate them once again. In rare and unpleasant circumstances, they petition the spirits to bring them back, at a temporary but steep physical cost. The FIRPer, however, directly defines what it means for their character to "die". Merely being struck down by the enemy isn't enough to constitute their "death". They may need serious healing (resurrection) or simply time to recover (run back to their corpse). The FIRPer will almost always "come to" slowly, and may stagger about a bit (proximity rez) before being able to shake the cobwebs free and properly communicate. The only true "death" a FIRPer may see is when they cease to exist altogether (type DELETE). But I will tell you truly, a FIRPer does not make a habit of placing themselves in situations where they may fall, nor do they endanger their friends and allies in such ways. Yes, Drusk?"

"Friends and allies. You mean guild? A guild for FIRPers?"

"Ha ha ha, I hate to make an example of you, Drusk, but you still see things from a Roleplayers point of view. When a FIRPer goes about their playing of the game, every encounter with another player is treated according to their style. If the FIRPer is a rogue, then the idea of slitting a few throats may appeal to them, and they will find themselves in places where that might happen with more frequency. If the FIRPer is a priest, then they may wish to heal the sick, or lend their considerable skills to others in battle, but to wander out of the city alone might put them at considerable risk, so unless the circumstance is dire, they may not leave the city for quite a while. These kind of practises do not always lend themselves to guilds unless the perfect one is found. Many FIRPers may spend days, weeks or even months without a guild, but during that time, they may encounter many allies, and forge many friendships. Often times, they will lend their hand to a particular guild for a time, but know well when the time comes for them to depart. Other times, they may well find that it is their destiny to be a part of a league of heroes, and with them, fight those they feel are their mortal enemies. Still again, some FIRPers may not even go to that extreme, but may instead find themselves in a guild of professional alchemists, or investors in the AH, or bounty hunters. But no, when a FIRPer takes it upon themselves to defend their friends (or use them) it is more part of their understanding of their character's role than a "need" to be part of a guild. Yes, you, in the back?"

"SOUNDS LIKE A FIRPER'S GOING TO OFFEND A LOT OF PEOPLE! WHAT DO THEY DO WHEN PEOPLE START MOCKING THEM FOR STAYING IN CHARACTER?"

"That's a good question. Once again, you have to go beyond the walls of Roleplaying, of social tendency, and discover what it means to be a FIRPer. When you begin as a character, you begin at level 1. You have arrived at the area generally accepted as the place where you get trained to your class. Whether or not you decide to proceed with the core storyline (leveling) or decide that you are just passing through, this is where you take off as a FIRPer. You aren't just writing your backstory - you're playing it out! So by the time they reach a city, or a town, or learn the name of the senior trainer in their area, they will have already been FIRPing all through this. They will also have learned that not everyone is receptive to their characters. Especially in big cities, where all manner of tradesmen and heroes frequent the streets, your silence or unwillingness to partake in the general mayhem (N00Bspeak) may earn you the ire of many. It is important, in these trying situations, to stand your ground, ignore who you have to, and ensure that you stay with your convictions. Temptations to do otherwise abound. Eventually, you will filter out enough of the craziness (by way of leaving channels, politely dealing with haters, not responding to strange "whispers") that the world you live in will be completely different than the one you knew before. And that's when the fun begins. Yes, Maxpwnage?”

“Sir Aquitaine, you're saying that the FIRPer, they'll actively ignore non-rpers, and whispers, and the like? How are they supposed to socialize within the game? How are they supposed to raid? To enter a PvP BG? Make up an Arena League team? Do they just join PUGS in their off time? It sounds like a stupid waste of time, to me.”

**Sir Aquitaine smiles a small smile, glances up at the heavens, and then looks sternly out at the class.**

“Max asks a good question, and it's the most honest question I've heard out of the bunch of you, today. Looking at a FIRPer as another casual player is completely the wrong line of thinking. A FIRPer creates their character with certain things in mind, and I should spell them out for you, so that you have the answer to your question.”

[ Post edited by Aquitaine ]

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  • Moon Guard
  • 1. Re: FIRPing 101   04/06/2008 08:49:09 AM PDT
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“First, a FIRPer creates their character knowing that their character – much like the player behind it – can only grow, and never retract. They are always gaining some manner of experience. So the FIRPer will not go out of their way to stop this from happening, and plans their storyline accordingly. I once knew a FIRPing character who's aspiration in the game was for their character to be an AH trader, and a damn good one. Forget leveling. This FIRP's only travel was the hearth to Shattrath, and then the portal to the next big deal. He wore clothing and armor with only the most expensive enchantments, and many higher level players associated with him on a regular, roleplay governed basis. He was only level 1. But he associated his character growth with a studying and understanding of the popular markets, and who were his regular buyers and sellers. He grew accordingly.”

“Second, a FIRPer comes to grips with various “facts” about the world they live in, according to their character development. No matter how nice you are, the kobolds in the Jasperlode mine will always attack you rather than talk with you. So either you just don't go there anymore, or you fight them when they attack you, or you make it your sworn objective to keep the endlessly infested mine from overpopulating. It's up to you, how big a threat you associate with the kobolds. Keep in mind that a FIRPer's professions factor heavily into how a character developes. Ultimately, characters will develop organically, figuring out through their constant training and practise where they should be, and what they should be practising further. Things like “choosing Talents” and “grinding for reputation” take on an entirely new meaning. I once met a FIRPer who's life's goal was to be a Silverwing Sentinel. He wanted to wear that Tabard so bad, he could taste it. He fought day and night, and trained with an abandon that few of the WSG's best twinks could imagine. He used his professions to make money to sponsor his training, and didn't look at the enchantments/gear upgrades as ways to gain an advantage over someone, but saw them as reflections of the dedication he gave to his studies, and the fruits of strenous labor. He earned his tabard by the result of using expert skill within the Gulch.”

“Third, a FIRPer doesn't dedicate hours out of their day to their gameplay. They understand that something bigger is going on. They understand that millions of people play this game every day. They understand that the game world where they play merges three key desires everyone has from playing any sort of game: 1 – They get a fresh start, to be who they have dreamed of being, and to explore realms of possibility through a game that they may not have access to in everyday life. 2 – They operate in complete anonyminity, should they choose, and the information they disclose they can feel free to disclose to those they hold most dear in their travels, and no one can judge them for this because it is a game. 3 – There is no one in control of their game experience, but themselves, and in so knowing this, they are free to explore any aspect of the game they wish to, at any pace they desire, being the character within the story that they wish to be. I once met a FIRPer who made it her objective to provide adventurers with the fastest mounts available. She did this by providing three services to players she met within the game. The first was to ensure that players had the quests that enabled them to earn Zul'Farrak's “Carrot on a Stick” trinket, and to run them through (in record times) the instance - for a price. The second was to craft and corner the market on “Riding Crops” on her particular server, to the point where she would be the only one selling the trinkets on the AH. And the third was to use the gold earned through the first two practises to provide loans for those looking for their epic mounts, exchanging items based on trust for her vast resources of gold, and operating almost as a high end “services broker” rather than a dungeon delver. And this she did (and I believe still does) happily, and the praise from her clients earned her a special point of distinction upon her server, and she continues to make gold exponentially now, though the path to that end was hard and there seemed very few rewards when she first began it.”

“The end result, Max, is that FIRPers don't just do everything that your casual player does – some of them do it so well, it might make you reconsider how you play your own game. But with such dedication to roleplaying, there are several sacrifices that must be made. Yes, Ezmerelda?”

“Sir Aquitaine, what sort of sacrifices are we talking about? This whole idea of FIRPing sounds a bit too much to handle already, and I'm not sure a lot of people will go for it if the methods are too difficult.”

**Sir Aquitaine grins broadly.**

“Quite right, Ezmerelda, you are quite right. FIRPing is not for everybody, especially in a world where “faster” is often equated with “better”. But the sacrifices I'm talking about are more than superficial “in-game” sacrifices. I'm talking about the player as an individual. Recall the Code of Ethics I mentioned earlier, class?”

**Everyone nods slowly.**

“The practising FIRPer goes in exercising several fundamental Rules.”

“Rule #1 is known as the Rule of Story. Basically, if something doesn't fit within the story you're playing out, then discard it, but at the same time, everything you encounter must be explained by your story before you move on. Rival faction members running through the Eastern Plaguelands should not be ignored. A priest, who's story has lead her to promote peace even in the face of extreme prejudice, may simply wave at them. A hunter, on the other hand, who's been grievously wronged by a member of the rival faction at some point in his past, might track these rivals throughout the wilderness for hours. As long as the decisions are governed by your story, your actions are never wrong.”

“Rule #2 is known as the Rule of Proximity. One of the hardest rules to apply to your gameplay, the Rule of Proximity dispenses with the many conveniences of the game. Whispering, for instance, should only be engaged if you or someone suggests moving away from the general conversation and actually speaking in whispers – not from across vast differences. Party invitations should only be accepted if the party leader stands directly before you, and party chat should be incorporated in some way to accommodate your story (Rule #1). Channels such as /Trade and /General and should be shut off, referenced only as bulletin boards within major cities from time to time, if the need arises. Consider all the extra comments colorful graffiti. The end point being that to FIRP, you must treat everything as literally as you can. Which is what makes Rule #3 that much more difficult, and that much more rewarding.”

“Rule #3 is known as the Rule of Guilding. A FIRP guild is something truly special. To find that many players that respect who you represent, and what your goals are, goes beyond the borders of a casual playing guild. A FIRP guild will vary in size, and vary in purpose, but the chief concept to remember here is that guilds are assembled so that the members found within are able to contribute equally to the guild's objectives. The reason why FIRP guilds are so rare and special is because the members therein must all be able to honestly apply Rule #1 and Rule #2 at all times, even amongst themselves. Meeting with guild members must happen regularly, and it must fit your storyline, and it must fit theirs. Be wary, then, of joining guilds who are on the move when you are settled, or are set in their ways while you are still on the move. Such FIRP guilds make great contacts, but should not be your guildmates unless there is a strong need for that opposite nature to exist.”

“Rule #4 is known as the Rule of Truth, and it is the last Rule, and the most important one. World of Warcraft is huge game, and millions of people play it, and are allowed to play it in whichever fashion they choose. When you choose to FIRP, you are committing to being a character that knows this, intimately, in one way or another. Therefore, my advice is to be true to yourself, and thereby true to other players. Ask questions. Be honest (in some way) with those that you meet. The greatest FIRPs have character traits and motives that are well known within the circles they want knowing, and have reputations that go on before them as a result of them having been true to themselves through the entire process. FIRPing can be difficult, and lonely, but the results of it can be more rewarding and fulfilling than anything you've ever done before.”

**Sir Aquitaine looks at his hourglass and his shoulders drop with a sigh. He looks apologetically out at the class.**

“Class, this session is almost over. I'd like to leave you with one final thought: Enjoy yourselves. In whatever you do, do not attach yourselves to drama and heartache on a personal level, because the game provides enough of both in spades for your characters. Instead, attach yourselves to adventure, and to purpose, and enjoy what it is you do. Do not waste your time, and in so doing, you will not be wasting the time of others, and they will respect you for it. If you find yourself worrying, then you have broken course, and must fix it before you can go on. If you find yourself alienated and wronged, you must see deeply into where such emotions are coming from, and make resolving that a core part of your story. Be true, be engaging, and be entertaining. You are creating your own game experience, but you are also adding to the experience of others, and never forget that. Class dismissed.”

**Sir Aquitaine steps down from the podium, smiles once more, and exits the classroom.**
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  • Shadow Council
  • 2. Re: FIRPing 101   04/06/2008 10:51:10 AM PDT
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Good read. I applaud anyone with the dedication to actually do this (I would give in to using /w pretty quickly).
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  • Moon Guard
  • 3. Re: FIRPing 101   04/07/2008 07:40:15 AM PDT
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Sir Aquitaine, I'm just starting out roleplaying, giving it a shot, and I noticed you were on my server. Should I make an Alliance if I want to play with you? I'm only just starting out and am really interested in trying this out.
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  • 5. Re: FIRPing 101   04/07/2008 12:33:22 PM PDT
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FIRPing, oh yes, I love it! This is my preferred style of play but I must admit, I have not done it seriously since the early days of Star Wars Galaxies when virtually everyone I knew on the Kettemoor server was a FIRPer.

I know, you will say that it is possible to FIRP solo, and Moon Guard is probably one of the best places for that. But it is so much easier (for me) to engage in FIRP when others around me are doing it also.

I suppose I should devote more neergy to this though.

Oh, if others post an interest maybe we can try to meet ingame occasionally. It would be really cool to get some sort of group going. :)

My Moon Guard Hydra:
Alliance: Marcil, Asinia, Lyssira, Tanami, Corynthia
Horde: Beshbali, Chanea, Eshana
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  • Moon Guard
  • 6. Re: FIRPing 101   04/07/2008 01:49:48 PM PDT
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Q u o t e:
Good read. I applaud anyone with the dedication to actually do this (I would give in to using /w pretty quickly).


Thank you, Nifkin. And believe it or not, your applauds don't go unheard, because dedicated FIRPing goes on every day.

The beauty of the whisper, though, is that it is meant to be private, and as such, you can pick and choose who you whisper with. In the case of FIRPing, it's important not to break the integrity of who you have as your character, but if you meet and enjoy the style of another FIRP, then create an "alt" character, use that character to initiate contact with them and suggest they do the same, so that you can arrange to talk out of character with them. Add those characters to your friends list, so you can see, when those characters log onto those toons, that they are essentially "calling" you in the hopes of talking OOC. It's a system that works and maintains the integrity of the FIRP community at large, without breaking the characters themselves.

If that's not clear, here's an example: Sir Aquitaine has an amazing time FIRPing with Nifkin, and wouldn't mind sharing that experience some more. So he creates an alt character (calls him Aquiwhisper) and sends a letter (because Nifkin won't read whispers) to Nifkin, imploring him to add Aquiwhisper to his Friends List, and to create an alternate character (Nifwhisper, we'll say) through which to communicate OOC with Aquiwhisper. Nifkin then decides if he likes Aquitaine enough to do this, and if he does, he creates Nifwhisper and sends the reply back. From then on, anytime either players are FIRPing and they wish to contact one another, they simply log onto their alt character (which pops up on the other players screen) and leave it in the FIRPers hands whether or not to answer them. A good FIRP will understand if such a character can't reply then they must be busy with their gameplay, and will not linger about waiting to talk (unless they have that sort of time). Normally, the other FIRP will FIRP (this is starting to sound like Smurf, isn't it?) their way into a situation where they can take a break and log onto their OOC character, sending a pretty clear message back to the other FIRP that they're okay to talk now.

It's complicated, but it also ensures that the players must really want to talk, and not just to shoot the !@*# and waste one another's time.

Thanks a lot for reading, this took a while to get just right.


Q u o t e:
Sir Aquitaine, I'm just starting out roleplaying, giving it a shot, and I noticed you were on my server. Should I make an Alliance if I want to play with you? I'm only just starting out and am really interested in trying this out.


I'm happy to see you're interested, Keina!

I'll tell you point blank that you won't be able to play with Sir Aquitaine at present, because he was created purely to govern this board. The reason why he's on Moon Guard is because that particular server is seen as being the newest, largest and possibly best RP community around, and in Aquitaine's effort to introduce FIRPing to the roleplaying community at large, I figured Moon Guard was the right choice.

Another point I should share with you is that if you are going to be FIRPer, you have to find FIRPers on your own. Not a single FIRPer I know makes a point of saying that they - indeed - are a FIRPer. My capacity is only to highlight how to go about doing it, but everyone's FIRP experience is personal, and it is part of the rewarding aspect of FIRPing to find others after the same goals.

All this being said, an interesting FIRP storyline might be to keep your blood elf, and make it your mission to cross that "Faction-Line" and experience all the prejudices that involves first hand. Good luck, however, with whichever path you take.


Q u o t e:
Umm... it's a good thought and a noble goal... unburdened with any practical concerns.

It's rather hard to be fully immersive in an environment that's limited to a 2d screen and requires keystrokes to communicate with. (and no, vent is not the Immersive answer either). Compromise is frequently dicated by both the limits of the media and the practical limits of players themselves.

In charactert, I am a full supporter an ally to the Netherwing cause. OOC, unfortunately Blizzard has set thimgs up so that the only advance ment for me as a Dragonscale leatherworker is to declar war on them and hunt them for thier scales. Sometimes you just have to turn the rp mode off. Instancing can also be a real humbler of the ideal because of the same limitations.

Also again, Azeroth is filled with too much of the tongue and cheek for anyone to take it seriously all the time. Know when to relax a bit.


Drahliana, I really don't want to tell you how to roleplay - that's something that's personal, and everyone has their own style. But I can tell you how a FIRP might see the two situations you brought up.

First of all, with regards to factions and loyalties, you have to disregard what the "game" says and find out what "you" say. Yes, the Netherwings don't like having their scales taken, and Dragonscale Leatherworking requires those for advancement. You have a choice to make, on this level. How attached are you to mastering your craft, and how attached are you to the nobility of the Netherwings.? Whichever weighs the heaviest, your character would go with.

But there's always a third option in every choice. Drahliana, your character might really respect and admire the Netherwings, to the point of wishing to earn their respect and develop a strong reputation with them. But at some point, perhaps you are approached by the Netherwings and it is suggested that (and this is all according to a story rather than a game situation) in order for their "cause" to be furthered, they need you to appear to be "at war" with them. Even to the point of taking their magically imbued scales as trophies of your many conquests. Of course, the reason behind this might be treachery within the ranks of the Netherwings, and you are singled out to dispatch those Netherwings who may have allied themselves to the traitors, and are thus justified in your war, and still maintaining that storyline super-secret bond with the Netherwings who bade you to undergo this course of action. Bottom line, you make it part of your story.

Instances pose a broader issue, and my way of handling them might not be every FIRPs way. The initial instances are mostly quest-based, and therefore, you as a character are expected to complete the quests. Doing it in character is hilarious fun, and finding players that are willing to join you (look beyond your FIRPing for a time) on those excursions is even more fun!

Later on, as you approach Kara and the like, the leveling and experience aspect of FIRPing fades into the background, and reputation begins to take precedent. If you've been FIRPing all the way up to 70, then you've likely made a few close friends who are willing to join you on your mad-cap series of raids. But the reputation grinds ensure that you aren't stuck for something to do. And because of those reputation grinds, most players that go with you into those instances will end up picking up the essential gear needed for the later (and harder) instances. The funny thing to consider, however, is that something foul must be afoot, because a powerful force is bringing those enemies back, and it might be worth getting to the bottom of.

As to the relaxing - I am totally relaxed - and can honestly say that progressing through the game by way of FIRPing has given me a VERY entertaining way to pass my time, and the friends I've made in doing it are fun loving and creative, and breathe a different sort of life into a game that seems to consume and frusturate so many. And I agree, Vent is not the answer (how else are we to play members of the opposite sex?).

Hope I've helped (and maybe inspired) some of you to give FIRPing an honest shot. And thanks for the feedback.
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  • 8. Re: FIRPing 101   04/08/2008 05:29:16 AM PDT
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If the OP wouldn't mind, I would like to announce my availabiility for FIRPing (I love that word) with other Moon Guard players. If others would like to do the same, perhaps we can follow a similar format.

Yes, I want to FIRP!
Server: Moon Guard
Character(s): Asinia, Tanami

Oh, for anyone interested, I have posted a link to this article on the Moon Guard forum here:

http://forums.worldofwarcraft.com/thread.html?topicId=5784378597&sid=1

My Moon Guard Hydra:
Alliance: Marcil, Asinia, Lyssira, Tanami, Corynthia
Horde: Beshbali, Chanea, Eshana
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  • 9. Re: FIRPing 101   04/08/2008 06:13:49 AM PDT
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I second this. I'm glad I'm not the only one fully immersing in the character.

Better to understand a little than to misunderstand a lot.
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  • Moon Guard
  • 10. Re: FIRPing 101   04/08/2008 07:59:36 AM PDT
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Are you, by chance, from Scarlet Crusade? This reminds me a lot of the Pillars of the Bastion of Sanity. Fun group, there.

Then it comes the day that she started to be devil.

http://sleepwalks.deviantart.com/
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  • Moon Guard
  • 11. Re: FIRPing 101   04/08/2008 08:17:10 AM PDT
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Q u o t e:
If the OP wouldn't mind, I would like to announce my availabiility for FIRPing (I love that word) with other Moon Guard players. If others would like to do the same, perhaps we can follow a similar format.

Yes, I want to FIRP!
Server: Moon Guard
Character(s): Asinia, Tanami

Oh, for anyone interested, I have posted a link to this article on the Moon Guard forum here:

http://forums.worldofwarcraft.com/thread.html?topicId=5784378597&sid=1


Of course the OP wouldn't mind, it's entirely what the OP would like to see happen, and he doesn't see why Moon Guard shouldn't be leading the way in such a movement as Asinia is starting to lead. I will offer some suggestions, though, after having read the linked forum, and being inspired by the many responses both here and there.

There are always easy roads, but there is only one real one. While inspiring people to join such an ambitious endeavour, it's important to understand that the leadership and commitment from fellow players that are willing to do this MUST end at the forums, if true FIRPing is your goal. The reason being is because once you get into your character, you literally need to find other FIRPs (and remember, in the game, they don't announce themselves) and find those FIRPs in character. It's kind of like announcing that you're going to hold a race across the Ocean, but not giving the racers a starting location, time, or even letting them know which Ocean (although in this case, the Ocean would be Moon Guard).

What I would suggest for those that are going to be embarking on this adventure is that you organize a meeting - just one meeting - from here on the boards. And this won't be like an RP meeting, but instead it would just be a "chance" encounter in a place everyone has easy access to. That way, at least once, those that are interested in FIRPing it up get an opportunity to meet others with the same interests, and from that point, let the stories unfold.

The other reason you just want to have one meeting is because from that point on out, you'll be arranging your meetings in character, through the mail system or an agreed upon rendezvous. You also get to pick and choose which FIRPs you meet might have a workable storyline with your own.

To truly FIRP, you have apply your RP skills as a filter for yourself. You're shutting off channels, politely /ignoring people who are solidly not in character, and are not responding to whispers nor anything written in (()) format. You are picking a block of time in which to "be" your character, and are dedicating your time to being that player, using that character to seek out others doing the same. Once you get in the habit of doing this, you will start to notice certain things:

- The trade districts of major cities are always busy, and you can normally expect to find purveyors of all sorts racing about the madness. The banks of Stormwind and Orgrimmar seem to be particularly occupied by aspiring enchanters and lockpickers.

- Most major cities enlist warriors in the various conflicts throughout the land, and have mages on standby to teleport fighters directly into the warzone.

- Residents of Azeroth are busy, and often need help with certain tasks. Be careful though, because they can abuse your generosity if you're not paying attention.

- Sometimes earning the respect of a particular faction is just not worth the trouble, or the deeds they ask you to perform are simply too against your nature to be viable.

- Heavily armored allies can often stand toe to toe with several adversaries, but blades cut through cloth with alarming efficiency.

- Some people will ridicule you and mock you for doing what you believe to be right. That is their path, and not yours. You should ignore these people, and remain focussed on your goals. Incidentally, these people are also the people that seem the most preoccupied, and are in the biggest rush.

Once you get in the habit of filtering events towards your storyline, you'll begin to see and recognize that there are many different people in Azeroth, but only a valued few who you can count as friends. You will slowly become accustomed to locating these friends, and learning through them of others who are on the same path. You might even happen across a character you have played with before, but with an entirely different need than the time before (a tank for a particular instance, for example). If that character can point you in the right direction (oh, there's a mercanary warrior who usually fishes in the Valley of Strength) then you take that direction. Resist the urge to PUG, to /who, and to force things to happen faster than they should. FIRPing isn't about powerleveling. It's about finding out how to interact through the medium of being a hero in a very dangerous world. And believe it or not, those things don't just happen over night.

I was very excited to see the enthusiasm from you Moon Guardians and I'll keep following up any comments you might have! Good luck!

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  • 12. Re: FIRPing 101   04/08/2008 08:19:22 AM PDT
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I agree with Drahliana here. I enjoy RP and do it on a purely spontaneous basis whenever I feel as if it would be accepted, but the mechanics of the game and the attitude of Blizzard prevent FIRP from being practical. Even though your character will take all of the pop culture references in stride because he/she doesn't know about these icons, there is so much more about Azeroth that doesn't make sense.

Why do vendors buy goo, old bones, and corroded or moldy armor? No matter what vendor you ask, they always buy.

Why is it so difficult to get Makura eyeballs? You kill handfuls of them trying to get four. Is there a severe over populace of blind Makuras?

How do animals such as panthers and gorillas carry weapons and armor for us to collect and sell in the AH?

How can Wyverns carry Tauren?

All of these can be worked around. You can selectively sell your grey items to vendors that might have some kind of interest in your items, such as selling goo to the alchemy vendor and corroded armor to an armorer or blacksmith trade vendor. You could argue that you need some really good eyeballs from those Makuras. You could pretend that you found the weapons or armor in the lair of the creature that you killed, and you could abstain (oh horrors) from using flightpaths if you were a Tauren. There are two things, however, that I have yet to hear explained.

Sarkoth the scorpion has been slain and de-clawed millions of times. The same NPC has been stung and is minutes away from death. He has been rescued by countless orcs and trolls, and yet he remains perpetually on the icy brink of death, waiting for still more orcs and trolls to rescue him. Why is that?

I helped cull the population of gnolls in Ferales once. I killed about 30 of them, but they keep on coming back. If you go there now they will all be there, but they have a population cap. They will never grow so numerous that they will invade the little Tauren camp, and they will never be hunted to extinction, either. They just keep re spawning, sometimes before my very eyes.
In the case of demons I have heard that they are re spawning from the nether, but this happens with every monster that we kill. Antelope, buzzards, cats, demons, elekks, fish, giants, hyppogryffs... you get the picture. They all re spawn. What I am trying to say is, the environment of the game does not react to us in a permanent way, and this really gets in the way of FIRP.


My last reason for not FIRPing is simple. From what I have seen, these people are way too serious. Once I met a woman who FIRPed in game, but talked in our vent channel. While RPing a scenario, she became increasingly frustrated because some character said something to her character that made her want to kill him. Her guild leader wouldn't let her because this guy was needed for plot advancement, and he couldn't have her slaughtering folks because of some insult. She- not just her character- became so livid and demonstrative about needing to kill this guy that she had to log or she would have blown a blood vessel.
I am aware that this is an isolated incident, but I am opposed to engaging in conduct that would encourage me to become so attached to my character and his personality that I would allow it to obstruct the real purpose of the game, which is to kill time in an enjoyable manner.

What say you?

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  • Moon Guard
  • 13. Re: FIRPing 101   04/08/2008 08:26:24 AM PDT
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Q u o t e:
Are you, by chance, from Scarlet Crusade? This reminds me a lot of the Pillars of the Bastion of Sanity. Fun group, there.


I've got a character there, and believe it or not, I've got at least one character in every RP/RP-PvP realm, though many were just created to see what the RP atmosphere's were like on the particular server. And yes, I understand that you'll not get a feel for what the RP is like just by rolling up a quick character and running about the capitals, but I go a lot by "feel" when I FIRP, and initial impressions are always the one's you remember the strongest. But no, I don't play regularly on Scarlet Crusade. These days it's mostly Moon Guard for RP, and Twisting Nether for RP-PvP. And contrary to what you might think, I don't play all that often, but when I do, it's for a good long time (my outlet?).

Pillars of the Bastion of Sanity. I might have to see what's going on there. Thank you.
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  • 15. Re: FIRPing 101   04/08/2008 08:56:42 AM PDT
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absolutely delicious wonderful read, thank you for sharing :)
i'm pleased to see that I already do alot of this, however it's extremely difficult to not give in to whispers and party chat :-\

Don't make me sheep your ass
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  • 16. Re: FIRPing 101   04/08/2008 09:21:03 AM PDT
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Q u o t e:
I agree with Drahliana here. I enjoy RP and do it on a purely spontaneous basis whenever I feel as if it would be accepted, but the mechanics of the game and the attitude of Blizzard prevent FIRP from being practical. Even though your character will take all of the pop culture references in stride because he/she doesn't know about these icons, there is so much more about Azeroth that doesn't make sense.

Why do vendors buy goo, old bones, and corroded or moldy armor? No matter what vendor you ask, they always buy.

Why is it so difficult to get Makura eyeballs? You kill handfuls of them trying to get four. Is there a severe over populace of blind Makuras?

How do animals such as panthers and gorillas carry weapons and armor for us to collect and sell in the AH?

How can Wyverns carry Tauren?

All of these can be worked around. You can selectively sell your grey items to vendors that might have some kind of interest in your items, such as selling goo to the alchemy vendor and corroded armor to an armorer or blacksmith trade vendor. You could argue that you need some really good eyeballs from those Makuras. You could pretend that you found the weapons or armor in the lair of the creature that you killed, and you could abstain (oh horrors) from using flightpaths if you were a Tauren. There are two things, however, that I have yet to hear explained.

Sarkoth the scorpion has been slain and de-clawed millions of times. The same NPC has been stung and is minutes away from death. He has been rescued by countless orcs and trolls, and yet he remains perpetually on the icy brink of death, waiting for still more orcs and trolls to rescue him. Why is that?

I helped cull the population of gnolls in Ferales once. I killed about 30 of them, but they keep on coming back. If you go there now they will all be there, but they have a population cap. They will never grow so numerous that they will invade the little Tauren camp, and they will never be hunted to extinction, either. They just keep re spawning, sometimes before my very eyes.
In the case of demons I have heard that they are re spawning from the nether, but this happens with every monster that we kill. Antelope, buzzards, cats, demons, elekks, fish, giants, hyppogryffs... you get the picture. They all re spawn. What I am trying to say is, the environment of the game does not react to us in a permanent way, and this really gets in the way of FIRP.


My last reason for not FIRPing is simple. From what I have seen, these people are way too serious. Once I met a woman who FIRPed in game, but talked in our vent channel. While RPing a scenario, she became increasingly frustrated because some character said something to her character that made her want to kill him. Her guild leader wouldn't let her because this guy was needed for plot advancement, and he couldn't have her slaughtering folks because of some insult. She- not just her character- became so livid and demonstrative about needing to kill this guy that she had to log or she would have blown a blood vessel.
I am aware that this is an isolated incident, but I am opposed to engaging in conduct that would encourage me to become so attached to my character and his personality that I would allow it to obstruct the real purpose of the game, which is to kill time in an enjoyable manner.

What say you?


Ah, you're bringing up Rule #1 in all it's fullness. There is a very easy way to answer your question.

First of all, you're right, you can explain many of the different notions within the game to the best of your ability, and really don't need to offer any comments on what's happening other than to make idle chit chat at the bar. The vendor connundrum I present to you is that they're really not offering you all that much money for what you're hoping to sell, in comparison to the prices they're charging for their own wares. But it's a free economy, and everything has a bit of value, and the jobs of the vendors are buy and sell as much as they can. Don't ask why they buy it. Ask where they go to sell it when you're not around.

The bigger question, though, is that of respawns, and in particular, NAMED respawns. What I offer you is this: When you meet and discuss something with a fellow FIRP, get in the habit of doing something that might seem VERY alien to you, and that's pretend as though they're a real hero. What that means is that your discussions should not necessarily involve all the tasks you've already done (officially, nobody knows where you've been, so you can share whatever story you like with them, and maybe Sarkoth isn't that big of a deal at the point in time where you meet this character) but you have to assume that they've been working towards their own goals.

But here's a twist. I'm level 12 and you're level 18, let's say. While we don't talk about levels (bad RP faux-pas) I have come to learn through our discussions that you've spent a great deal of time in the Barrens, and have come to learn that the corruption that seems to be overtaking the various wildlife and watering holes in the area is stemming from the activity within the Wailing Caverns. Through your diligence, you've found that it's a quartet of corrupt Druids of the Fang, known as Serpentis, Cobrahn, Pythas and Lady Anaconda. From this point on in our stories, we can go two ways.

Way number one is for you to determine that the corruption needs to be fought now, and you're sorry, but it might be too dangerous for me at this time. This is the normal decision, because not everyone has the time or willingness to wait for level 12 to get to level 18.

Way number two is excercised in this way, in true FIRP fashion. You can tell that I've not undertaken the quests, and you've been appropriately vague in discussing why there seems to be corruption. I'm willing to help, and you're willing to have my support, so we go towards the Wailing Caverns, not knowing what to expect. Obviously, the foes within are far stronger than the foes we've encountered before, and we determine (together) that we need more help. So we set about assembling a troupe to enter into the Caverns.

A FIRP will not care what level they are, and will learn the hard way, if need be. They will be able to tell by the bearing (gear) and location (level) of the heroes just how dangerous the adversaries are. Quests don't matter to a FIRP. If you meet another FIRP that can possibly get a Crescent Staff out of the Wailing Caverns for slaying those four Druids and collecting their gems, then THAT is your storyline. You don't need to learn about the corruption on your own now, because someone else has already discovered that. It's your job, if they'll have you, to help them achieve their goals.

Now, of course, that brings up the element of named foes. I look at these as mystery plots. If YOU killed Van Cleef and I killed Van Cleef, then who leads the Defias that are obviously still occupying the Deadmines (according to someone else's comment from earlier that day). Did we kill the same Van Cleef, or is there some greater power at work? Does Edward, because of the untrustworthy reputation of the Defias, often disguise his minions as himself? This mystery only evolves over time. But it may not fall to you to uncover it in it's entirety, because you have more dangerous things happening in the Stockades.

When you are finding your fellow FIRPs, they will learn very quickly that in order to mesh a storyline, they will need to assume an air of ignorance towards the many events that happen in the World of Warcraft. If you have the quest, then that should be the "first" time they've heard of it. Likewise, if I have a quest for a much higher level, if I'm a True FIRP, and value your company, then I'll help "train" you enough that you can help me with it. Again, a FIRP doesn't see quests the same way a casual player does. EVERYTHING MUST FIT THE STORYLINE. This is one of the big reasons why FIRPing is so much harder, but so much more fun, because of the need for all storylines to mesh seemlessly.

Which brings up the whole seriousness issue. Believe me when I tell you, a FIRP is no more or less serious about their game than a raider, or a pvper. In fact, a true FIRP will not get frustrated. They will merely move on. If someone doesn't "get" their story, then you move on without them. This is why so many FIRPs spend the entirety of their early levels guildless and with few allies. The moment someone says to you "Oh, I already did that" they've already established the fact that they're not a FIRP. You take their information, apply it to your story, and you move on. It's not seriousness. It's a play choice.

I'm glad you brought that question up, and that's the reason why I wanted to answer it the long way, so others coming after can understand in a bit more detail what FIRPing actually is.
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  • 17. Re: FIRPing 101   04/08/2008 02:04:14 PM PDT
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Q u o t e:
When it comes to roleplay, I can't tell the difference between a FIRPer and a regular RPer. I don't think they produce a better roleplay environment.


I'm picking this particular statement because there are two parts to it that should be discussed, and because the conversation leading up to it was significant enough to bring this statement about.

First, you're not supposed to be able to tell the difference between a FIRPer and a regular RPer. The differences only come when you begin to notice certain things about the characters. For example, they seem VERY interested in what you're doing, they don't use (()) nor do they participate in whispers or even party chat (unless the intention for the party is to speak quietly, as mentioned above). RP itself isn't perfectly crafted or scripted, most times you just go with it and enjoy the ride. A FIRPer roleplays their character just like a regular RPer - and the one difference between the two is that the regular RPer will allow themselves to open up to other players as players, while when the FIRPer joins the game, their every action is "experienced" as the character would experience it, so even in their times where they might be enjoying downtime (in flight, waiting for a boat/zeppelin, etc) they aren't breaking character. They are IC from the moment the loading screen disappears to the moment they log out.

But as to producing a better roleplay environment, that was never the issue. A FIRP who trades in exotic animal skins isn't likely to be interested in fighting in Alterac Valley. You would have to be a pretty awesome RPer to build enough interest in said FIRPer to go that route, and that's not necessarily roleplay friendly. But a FIRPer does operate knowing a few basic truths about the game as they play. You always gain experience, and never lose it. The world outside the city walls can be dangerous but exciting. And my favorite fact - it's the many characters you meet (real and NPC) that govern your game progression, just like in a roleplaying game. To me, those points to ponder alone make me consider FIRPing as being a strong contributor to the RP environment as a whole, and in so being, make the game that much more fun for everyone, including themselves.

Thank you to Chiasa, who supplied this statement over on the Moon Guard forums.
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  • 18. Re: FIRPing 101   04/12/2008 08:27:57 AM PDT
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It's past time this excellent topic got some more attention.

By the way, neither has attained a 100% FIRP environment yet, but both Asinia and Tanami are on the path. I am moving them both in that direction, and loving it!

My Moon Guard Hydra:
Alliance: Marcil, Asinia, Lyssira, Tanami, Corynthia
Horde: Beshbali, Chanea, Eshana
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  • 19. Re: FIRPing 101   04/13/2008 11:07:50 AM PDT
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Glad to have such a devoted "student" in you, Asinia. All the advice I can give you from this point on out is perhaps the hardest and most idealistic you'll ever hear: Let go of the need to be 100%. If people enjoy you and want to play with you, they will find you. If you stay true to your storyline, then a whole world opens up. But the last bit of advice is probably going to be the most difficult to digest.

Unless you're willing to sever all contacts you've got with Asinia and Tanami, then I strongly recommend (and this goes to everyone reading) that you start from scratch, and only dedicate one or two days of steady 2-4 hour sessions at first. Move from your main characters and their contacts/friends/family only as comfortably as you can manage. It's those first few levels, and learning how to FIRP within them, that set you up for success later on. Taking an existing character with established IC/OOC relations and cutting them off is simply too hard to pull off unless you're okay with upsetting all those people. Instead, use Asinia and Tanami to strike the balance with those friends and inform them of what you are doing as a FIRP. You do have an out in that you have two existing characters which players will associate with you. You can always let them know through Tanami that Asinia is going to be FIRPed from this point out, or vice versa. But even that's pushing the limit. FIRPing should be a personal experience. Basically, the many events in the World of Warcraft are shared by it's many players, but if you're FIRPing, you're treating the game as though the entire game is freshly unfolding before you. Finding others that treat it in the same way is like finding a diamond in a very big rough.

Keep these things in mind as you progress with a FIRP guild from the outset.

- All stories must mesh.

- When you are apart (playing with no one around you) then the events that you're undertaking shouldn't be discussed in any great detail later on unless it's with another FIRP. This way, if they meet with you and have a quest that they're on (everyone should have several, not always the same) then you can openly embark upon these quests without fear of "doing the same thing again".

- Set arrangements to meet with fellow guildies at prearranged times. Disregard level. If you've found that one week you're meeting with a level 5, a level 10 and a level 15, then FIRP through the path you're deciding to take. What matters are most pressing? Keep in mind that even if the level 15 has already killed Hogger by himself, unless someone asks him about his chest piece in passing and he shares the tale, then if the level 10 has the "Hogger" quest, all four of you should undertake it together. Even more integral to FIRPing is following a story arc. The four instances in the Scarlet Monastery have a great storyline arc, and it's only through following the quests that you really find out what's happening in there, and what happens afterwards.

- Level isn't important. Quests aren't important. What's important is that everyone recognizes that they're each working to fulfill one another's story. Here's a scenario:

Atrus (23 human mage) is questing with Baldor (31 dwarf paladin) and Mazitherion (52 Draenei Shaman) in the Un'Goro Crater. Atrus has been complaining the entire time, because the dinosaurs and elementals in Un'Goro have always taken a liking to him (the running joke is he must exude some sort of odour, fear perhaps?) and even as much as Baldor likes the mage, the dwarf's vast reserves of spiritual discipline are sorely taxed trying to keep the cantakerous mage alive. But what brings them both to Un'Goro is Mazitherion, to whom both owe their lives to several times over. Mazitherion is looking for a poor goblin who's missed back at Marshall's Refuge. He knows that the task might be beyond him, so he calls in his friends (who had been fishing near Shadowprey Village) to help him. The journey was frought with peril, but their friend needed them, and they owed him one.

In game terms, what the HELL are Atrus and Baldor doing in Un'Goro? They're FIRPing out their storylines. And likely having fun figuring out how to protect one another. Later on, other quests might take this FIRPing troupe back into Un'Goro for something else, but they will all recall how they succeeded (or failed) in finding the lost goblin. That's something they might never forget.

But then, what happens when you run into someone who says they're looking for the same goblin? If you've succeeded already, you should inform them (they'll likely go "right" and take off anyways). If you've failed, and watched the goblin die before you, you should inform them. If they insist that the goblin is still out there, waiting to be rescued, then pick and choose your actions in the least offensive/ most helpful way. Maybe you found the wrong goblin? Maybe he's gone and gotten himself lost again? Maybe you need to go and inform your fellow FIRPs of this new development, and bring in the FIRP cavalry (I expect Atrus will complain royally, but he'll come). This player may not have seen this coming at all, and for a little while, you've brightened a player's life with hilarious game play. And that's what FIRPing is all about.

In closing, if you'd like me to show you first hand what I'm talking about, then happily choose a race to reroll and I'll do the same. Heck, if more people want to join in, let's pick a time and place, and we'll FIRP it up for a while! Come with an open mind.
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