Translating World of Warcraft into a Tabletop RPG
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The Warcraft world, without limits. That's what we wanted to create.
No matter how advanced and brilliant a computer game is, it limits your actions. Say you want to stop the arcane corruption in the Barrens. If you're playing the World of Warcraft computer game, you gather some buddies, head into the Wailing Caverns, fight a bunch of guys, find treasure, tell Naralex's disciple that it's time to revive his master, and hold off some monsters while Naralex returns to wakefulness.
That's pretty advanced, for a computer game, but it's limited. You can't collect materials to wake up Naralex on your own. You can't talk your way past Lord Serpentis. You can't dress up like a druid and infiltrate the druids' ranks.
In a tabletop roleplaying game, the only limit is your imagination. Players can do whatever they like. Also, the Warcraft world of your home roleplaying game isn't tied to the "real" Warcraft world with which we are all familiar, so players can alter the world however they like. They can play a group of tauren paladins, topple Stormwind, or watch angels descend from the sky.