Contents
Translating World of Warcraft into a Tabletop Roleplaying Game: The Content Challenge
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 8, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [6]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 8, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
FarSight Studios
Software Engineer
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
spacer
Latest Features
spacer View All spacer
 
November 8, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [4]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part I [7]
 
arrow Valve's Writers And The Creative Process [11]
 
arrow Sony's Software Strategy: Shuhei Yoshida Speaks [3]
 
arrow A Holistic Approach to Game Dialogue Production [7]
 
arrow Ancients Reborn: Launching League of Legends [4]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 8, 2009
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [2]
 
Defining "Hard Core" and "Casual"? [10]
 
Comparative Ludology: A Case Study Using The Sims and Total War
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Translating World of Warcraft into a Tabletop Roleplaying Game: The Content Challenge
by Luke Johnson
0 comments
Share RSS
 
 
January 8, 2008 Article Start Page 1 of 3 Next
 

[Many game developers are in the throes of creating a product based on a license. But how do game developers co-ordinate their IP with other media? Here, Gamasutra presents an in-depth look at the creative process that went into producing World of Warcraft tabletop RPG books, courtesy of Luke Johnson, the co-ordinator of the book series at White Wolf's end. What works and what doesn't when you want third-parties to extend your game world? Suggestions and solutions follow...]

The Warcraft world, without limits. That's what we wanted to create.

Advertisement

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.

It's a tempting experience, and that's why I was thrilled to have the chance -- along with the brilliant minds at White Wolf, a team of top-notch freelance writers, and the geniuses at Blizzard -- to create a tabletop roleplaying game set in the hugely popular Warcraft world. The game allows fans to immerse themselves in the setting to an extent not otherwise available.

Of course, the transition wasn't without difficulty. While designing World of Warcraft: The Roleplaying Game (the WoW RPG), we faced a number of challenges. The largest was content.

The nature of a tabletop RPG line is that you release a "core book," which contains everything you need to play the game. In our case, the WoW RPG core book is 400-page, full-color tome that we hope anyone would be proud to have gracing his or her bookshelf.

After the core book, you release any number of books containing supplementary material. These books come in many varieties, but most of them include some amount of both rules-related content (additional spells to cast, character types to play, monsters to kill, treasures to find, and the like) and setting-related content (history, cosmology, descriptions of lands and characters, and the like).

The WoW RPG line is no exception: We released supplementary books with titles such as More Magic and Mayhem (which included new spellcasting classes, new spells, new magic items, and new technological devices), the Alliance Player's Guide (which included a slew of material for Alliance heroes), and Lands of Mystery (an in-depth guide to Kalimdor, with little rules-related material). At the time of this writing, the WoW RPG supplement books number six (if you include Dark Factions, which is not yet released). All our supplements were hard-bound, quality books, and most had 224 pages.

 
Article Start Page 1 of 3 Next
 
Comments

none
 
Comment:
 


Submit Comment