Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Translating World of Warcraft into a Tabletop Roleplaying Game: The Content Challenge
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [41]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Translating World of Warcraft into a Tabletop Roleplaying Game: The Content Challenge
by Luke Johnson [Game Design]
Post A Comment Share on Twitter Share on Facebook 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.


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:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.