I’ve been playing a lot of traditional RPGs lately (mostly D&D, Dread, and Fiasco), and it’s made me reflect on the relationship between the storytelling and the RPG experience.
When you prepare the story for an RPG, you of course have a broad idea of the plot in mind. At the same time, you want to give players enough freedom so that they feel like important participants in the narrative. You want them to feel like their choices matter, even if the outcome is significantly predetermined.
You do this by creating a situation where the players are willing accomplices in the story outcomes. If they resent the story, or just don’t buy in, they will try to break it. But if the narrative you set up is broadly consistent with the goals they have for their characters, players will help you out, and it doesn’t take a whole lot of GM tricks to keep things more or less on track (i’m talking about with regards to the broad strokes of the plot; the details can and frequently do go in wildly unexpected and entertaining directions).
This is where I think modern WoW is struggling. I touched on this on another thread, but felt like it deserved its own discussion.
WoW is also an RPG. But the story is increasingly written as if for a different medium, such as television, or novels. The focus is increasingly on the story of the major NPCs, mostly faction leaders, with the PCs mostly serving as trusted subordinates (at best) or obedient henchmen (at worst). So this really disrupts the sense of player agency. Imagine a traditional RPG where the GM role-played the central characters and the players were treated as sidekicks. Yuck.
Worse still, the plot has increasingly gone in directions that many players don’t see as compatible with their characters. For example, I play a paladin. A Blood Elf paladin who doesn’t mind a bit of pragmatic violence, to be sure, but not someone who’d be okay with burning down a city full of civilians or blighting an entire zone. Conversely, I’m sure there are plenty of Alliance players who don’t agree with backing off on the Horde because they felt bad about killing Rastakhan. My point is that the more the narrative is at odds with how players see their characters, the more players refuse to buy in. And my experience with traditional RPGs is that players who don’t buy in first become disruptive, and then quit.
I think the Blizzard writers should stop looking at mediums like television for inspiration, and focus on RPG storytelling. The first question for any narrative should be: will the players feel a sense of agency? and the second question should be: will this storyline be flexible enough to be consistent with how most players see their characters?
TL/DR: RPGs thrive when the GM creates a story around the goals players have for their characters. When that happens, the players help the GM (or game) to make the story work. WoW is currently failing to offer this experience to many players. The story has become adversarial: the writers are trying to tell us how to act and feel rather than letting us find our own stories within the broad outline of the plot.