China’s gold farming ban not really a ban

The other day, we reported on China’s recent ban on trading real currency for virtual goods, and it was hailed as the end of gold selling in the MMO world. Unfortunately, it may not actually play out that way. While this would put a stop to some gold selling, it won’t stop all of it thanks to a convenient little loophole.

That loophole is the fact that their law has no jurisdiction over foreign transactions. While it absolutely can put a stop to these transactions on Chinese soil using Chinese servers and Chinese currency, Chinese goldfarmers can still happily (well, probably not happily) scrounge up gold on American realms and sell it to American players. Most likely, this new law won’t have an impact on the gold selling industry whatsoever. The people being impacted are those crafting their games on a model of microtransactions rather than a subscription model. Developers, not gold farmers, will be harmed by this. A game like Free Realms is no longer a feasible option in China.

If you’re not familiar with the model, games that are supported by micropayments typically work like this: The base subscription is often free, or at least cheaper than your average MMO. Their revenue is earned by selling things like mounts, vanity items or access to additional levels/zones for a small fee. To put it in a WoW perspective, it would be somewhat like if you could level a Hunter to 80 for free, but if you wanted to go to Ulduar you would pay $20 to allow your account to access it. If you wanted a sweet new mount, they would have a selection of them available for $5. Heirloom items? A few bucks each. Essentially, you decide how much (or how little) content you want to pay for.

In our speed to celebrate the ‘end’ of gold farming, we largely failed to see the real issue. This doesn’t benefit gamers anywhere in the world, it has the potential to harm them and the developers. Of course, it protects those that can’t resist temptation and end up spending every penny of every dollar they earn on wacky MMO items, but the gamers that can keep control over their own wallets? You’re out of luck if you live in China.

The Daily Quest: Best in slot

We here at WoW.com are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.

  • Wildstorm has hired a new artist to create #20 in the World of Warcraft comic book series. BlizzPlanet has the low down, along with a sample image.
  • No Stock UI takes a look at the Taeo UI Compilation.
  • Skeleton Jack is back, and this time covering the 10 Best in Slot Death Knight Bracers.
  • 4Healz shows how you can Use Recount to its Full Potential.
  • Rolling Hots studies the Resto Druid Gems in Patch 3.2.

The Queue: Judgement of Light & Day

Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

Today’s music comes from a viewing of Scrubs I was, at the time, forced to watch by the girlfriend Katie. They had this great band playing at the end called The Polyphonic Spree. Today’s featured reading music is the aforementioned band performing Light & Day (”Reach for the Sun”).

It really doesn’t have anything to do with anything, but they’re hippies and jump around a lot while making some rather cool and unique music. Plus they have this cultish vibe to them. The Leader is good, The Leader is great, we surrender our will as of this date.

Hey look! World of Warcraft related things coming up now…

Many people asked…

The PTR you download from the official WoW site is still 3.1! How are people getting on the Patch 3.2 PTR?

The official WoW site will have you download a client that will install version 3.1.8874. After that client is installed, run the PTR launcher. You’ll then be prompted to upgrade to the Patch 3.2 PTR via a normal (albeit PTR client only) update process.

AareDub asked…

If you transfer servers, does your /played time carry over?

Yes.

Michael asked…

I recently bought a mechano-hog. How do I find out how many other people on the server already have mechano-hogs?

None of the sites really provide a way to do that. But why would you want to? Be happy that you are a special, beautiful, and unique snowflake.

James asked…

Do we know yet if Heirloom items will scale upwards come the next expansion (assuming the level cap is raised)?

One would assume Heirloom items will scale in future expansions. The mechanic works great at lower levels, and I don’t see any reason why Blizzard would change it. However, I could see them turning off the XP bonus if you’re above level 79. That would help make the leveling experience more equal for those that don’t have the shoulders or chest (come patch 3.2).

Masarah asked…

Does the XP bonus from the chest stack with the bonus from the shoulders?

Yes, the shoulders and chest will stack to deliver a 20% XP bonus to all XP received from killing mobs and completing quests.

The Queue: Patch 3.2 and Beyond the infinite

Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

Patch 3.2 is bringing about a lot of questions. Many cannot be answered yet, however we know the general direction of things from comments left by Ghostcrawler and others. I don’t think that we have heard all the surprises in Patch 3.2, and we probably won’t for a little bit.

So today’s Queue questions are compiled from comments left around the site. Hopefully the answers will help clear some things up.

And today’s reading music has two selections. One is Johann Strauss’ Blue Danube Waltz, and the other is Pink Floyd’s Great Gig in The Sky. They are connected, and have to do with today’s content.

Jjbrophy111 asked…

What will happen to saved Emblems of Heroism and Valor whit patch 3.2?

They’ll still be there and you can still use them to buy stuff. You will not see them disappear, you just won’t be able to get any more of them except through Conquest trade-ins. Only Emblems of Conquest will drop now in Heroics/Naxx/Ulduar.

Firliey1 asked…

Why would Blizzard want more people doing 5 man heroics? I consistently spend an hour in the evenings walking back and forth at entrances getting spammed with no more instances can be created at this time messages. Wouldn’t more 5 mans just increase the wait times for instance creation?

That’s a very valid complaint. The current errors about instances being full are due to internal mechanisms in place at the Blizzard servers to keep those who are inside instances happy – if too many instances are launched on the Blizzard servers then things become overloaded and slowed way down. There were problems with this last year, in particular in the Sunwell Plateau, and it was just terrible. I’d rather not run an instance, or be locked out temporarly, than be forced to deal with that kind of lag.

Blizzard has said they have ideas how to fix it, but it’s going to take awhile to implement.

I have to wonder if they’ll have this solved by the time Patch 3.2 is released, however. Since Emblems of Conquest will drop from heroics with the patch 3.2 changes, they had to know this would increase the number of heroics ran. Something tells me we’ll see this problem solved by then.

Many people asked…

When is the PTR coming?

I’d be very surprised if it didn’t come online this week. There have been no announcements that it’s up, however. And just because you can copy characters over doesn’t mean you should – they are likely to be wiped and you might sacrifice a character copy or two. Wait until the PTR is up to copy your characters over.

Lots of people lamented…

My guild isn’t anywhere near done with Ulduar, why is Patch 3.2 going on the PTR already?

Blizzard has wanted to decrease the time between content releases for a while. It seems that they’re achieving their goal, although we’ll have to wait and see exactly how long this takes. The way to think about your progress through Ulduar is like this: when you get done, you’ll have something new to go on to right away. Farming the same content can and does get old very very quickly. Don’t let the fact that there will soon be new content distract you from your current goal – let it just be something more to look forward to!

Phantom aksed…

Does the new heroic distinction apply to Naxx?

This question has to do with the line from the patch notes that states: “New raid Normal and Heroic modes for the Crusaders’ Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (Normal), 25-player (Normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.

This change will only apply to new content, unless Blizzard goes back and changes things significantly. I highly doubt they’ll do that.

First screenshots from Patch 3.2’s Isle of Conquest released

Blizzard just released some screenshots from Patch 3.2’s brand new super massive Battleground, the Isle of Conquest. For those unfamiliar with the Isle, it’s a large-scale 40v40 Battleground that features siege combat, good old-fashioned melee, capturable resource points, NPC bosses like Alterac Valley, steady Honor ticks from capping certain areas, and more. It’s essentially the Battleground with something for everyone. We just recently posted a Q&A with World Designer Cory Stockton, with a lot of questions about the Isle answered.

And now we’ve got screenshots to give us a feel for the place. They show bits and pieces of the Isle, including the Alliance Keep, part of the Refinery, what appears to be the Airship Hangar, and the Lighthouse. It’s all very Northrend and very exciting. After all, in the grim, dark future past World of Warcraft, there is only war. As long as you’re in a Battleground, anyway. But only if you’re fighting instead of fishing or killing harpies. Regardless, there’s definitely war going on somewhere.

Video of Christie Golden’s Long Island reading

I wasn’t anywhere near Huntington, NY on Saturday, but our friend Medievaldragon from BlizzPlanet was, and he did stop by the Christie Golden reading at the Book Revue bookstore. He even brought videos back with him, and so if you’re a Golden fan (she is a New York Times-bestselling author, after all) and want to see her reading from Arthas, there you go.

Apparently the reading was a pretty full house, too, and you can see from the video that there were all kinds of people there. Golden also says early in the video that Arthas is Blizzard’s first big bestseller, and she repeats what we’ve heard before: that Blizzard loves having her write for them and she loves coming up with stories from their settings. The only big bit of news for fans from the reading is that while Blizzard is producing three different Warcraft books (of which Arthas is the first), they won’t be a trilogy at all, just stand-alone stories. Big thanks to Medievaldragon once again for stopping by the event and grabbing video for those of us who couldn’t go.

Reminder: BlizzCon tickets need final names by 5pm PDT today

We want to take a moment to remind folks that today at 5:00 p.m. PDT / 8:00 p.m. EDT is the last possible moment you have to change the names on your BlizzCon tickets.

The person who bought the tickets will receive a separate email for each ticket (sometime in the future) that will contain a barcode that must be printed off and presented with a valid photo ID at the time the tickets are picked up. That ID must match the name on the ticket, no exceptions.

If you do not enter names on each ticket by 5 p.m. PDT today, the tickets will be put in the name of the person who purchased them (via the Battle.net account). That person will then have to pick up the tickets and distribute them accordingly. The only time IDs will be checked is upon ticket pick up, not upon entering the venue.

Some folks at WoW.com have bought tickets for friends, and we all went around and made sure the names were exactly right last night. You should do the same!

In order to change the names on your tickets, log into your account management page over at https://us.battle.net/account/management/ and go to your order history. There, you’ll see the BlizzCon ticket purchase, which you can click and be presented with the tickets and name change options.

WoW.com will be there in force this year, we have right now over 10 people going, so it’ll be a blast for sure. We’re planning our Thursday night reader meet up, and will have extensive coverage throughout the convention right here!

The Care and Feeding of Warriors: Patch 3.1.3 and Ulduar Tips

This week has been a heady one for me: I got my four piece Conqueror’s Siegebreaker Battlegear on patch day, which was pretty sweet, and then in our second night of raiding this week we finally killed the big brain slug squid monster himself. Combine that with patch 3.1.3 dropping (which meant we had fun times like an announced server shutdown just as we were about to pull Thorim, leading to the fastest Thorim kill I’ve ever been on) and all in all, it’s been quite a week. Heck, I even got to go prot and get some prot goodies like pants and a belt.

It was a small patch all in all, so I wasn’t expecting huge improvement and I didn’t see it. I saw a marginal DPS increase as fury (2 to 300 DPS unbuffed, not too much more fully buffed) and I made sure to compare notes with the arms warrior in our raids, and his DPS was very close to my own. We’re still below the other hybrids, but not by as great a margin, so that’s nice at least. As for the PvP change to Juggernaut, well, it’s painful. Before respeccing prot for my secondary spec for good this week I went out on a Wintergrasp jaunt, and I’ll probably never do that again.At least with Heroic Fury I can make a choice about how long I will allow someone to kite me to death. To be fair the Juggernaut change isn’t really all that bad, but over the years I’ve played warriors I’ve moved from prefering arms as my DPS/PvP spec to being a fury warrior so I’m easier to discourage from arms than I used to be.

The title of today’s post mentions Ulduar tips. Since I’ve started doing some tanking in there when we’re short (we lost a few tanks to RL issues) I’ve gotten to experience some of the fights from the perspective of the guy trying to stay alive and hold aggro. Strangely, I still find tanking to be the most serenely chaotic aspect of playing a warrior and one that’s the most enjoyable to keep up with. I’ll cover tanking and DPS warrior tips (I’m stealing from Chase here, I admit it, but I realized I hadn’t talked about these fights that much.) Today we’ll cover the bosses of the Siege of Ulduar.

Obviously I have nothing to say about tanking or DPSing Flame Leviathan. I took a demolisher this week, it was fun, I didn’t really think very hard about it. We did a two towers hardmode this weekend on our usual ten man, but I don’t know when we’ll be trying that on 25 (some of the 25 man hardmode kills seem harder than 10 just due to the complexity of getting 25 people in synch, which is nice, since 25 man hardmodes generally give better loot than 10 man they should be harder) - at any rate, it doesn’t matter what your normal role is here, you run away when he targets you and DPS him when he targets someone else, launch casters at him, it’s the same for any class.

Ignis the Furnace Master is a pain to DPS, frankly. I hate fights with so much kiting. I find Flame Jets to be more annoying than really painful (although that’s due to our good healers I’m sure) and Scorch is pretty easy to avoid as long as you stay behind him, which is where you’re supposed to be as DPS anyway. If you have a Shield macro ready (perhaps for spell reflecting in PvP) get ready to use it if you go into the Slag Pot. You can Shield Wall in there and make your healers lives less hectic. As a tank, I find Ignis himself to be boring, since aside from dragging his giant butt around the room to get him fairly close to the water when he scorches (to make it easier for the tank or tanks kiting the adds to get them brittle.

I actually find add tanking on the iron constructs to be more fun and challenging than tanking Ignis himself. This is one of the few fights where Shockwave really feels powerful to me: the ability to cone stun two or three molten iron constructs is worth the price of admission, and it’s pretty easy as a warrior tank to pick up new constructs, between being able to throw your weapon, charge to them, or taunt them over. It’s a very mobile fight for the add tank, always having to find new adds, drag them through the scorch effect on the ground, then get them to the water so that a ranged can blow them up and remove the stacking Strength of the Creator buff from Ignis. Since that buff is pretty much the tank killer on Ignis, keeping it low is the priority. I’ve never had to tank more than three of the contructs at once (we have enough tanks that we can keep a tank covering each side of the room) but with Shield Block and a decent block value set (see, a use for Block, if not a particularly glamorous one) you can mitigate a fair amount of the non-fire damage from even three hasted adds and get them into the water. Warrior tanks can do either job in the Ignis fight, but I’d say, if you’re asked, you’ll have more fun tanking the adds.

Razorscale is an interesting fight for a warrior, tank or DPS. If you’re a tank, you’ll probably start out tanking adds as they spawn from the borers to left and right of the platform. The main difficulty here is picking them up while avoiding the patches of Devouring Flame that Razorscale drops on the ground. Warrior tanks are a pretty good choice to tank either the Dark Rune Watchers (thanks to our interrupts and spell reflect) and the Dark Rune Sentinels, since we can disarm them and give melee a break from doing it. DPS warriors are probably the better choice to disarm over rogues as well, since the Sentinels hit for 8k or so on plate armor. (Granted, rogues can Feint here and take 50% less AoE, but still.)

Warriors are not a good choice for harpoon duty, as they’d have to run out of melee to do it. Let a hunter or mage or other ranged handle that.

During phase 2, especially once Razorscale is grounded for good, tanks take a solid amount of damage here. In my experience we usually taunt Razorscale between two or more tanks (we usually have at least three in the raid, so we use all three) every time a tank has two stacks of Fuse Armor on him or her. It’s very reminiscent of Al’ar tanking if you ran Tempest Keep at all. You have to try and move Razorscale out of the Devouring Flame (definitely use Warbringer to charge back into range if you get buffeted out) and keep taunting her between tanks so as to not have Fuse Armor stack to five and stun a tank.

DPS warriors have to conserve their cooldowns and not blow them on trash. The time to use every trick in the book is when Razorscale is dragged down by the harpoons. Ideally you want to burn Razorscale down to 50% in two harpoon phases or less. (It usually takes us two, I have no doubt there are guilds who can burn her to 50% in one phase) - pop Death Wish, Recklessness, Shattering Throw for arms warriors (fury can do it too, but it requires switching stances so it’s a big personal loss of DPS time), potions of speed, whatever you can do to put the most DPS possible on Razorscale. If you don’t have a rogue to expose you should be sundering (unless you have a warrior tank who will be using Devastate, then you can just ignore that) - your priority once Razorscale drops is to pour DPS into her, you can safely ignore adds (they will most likely be offtanked) for the entirety of a ground phase. Once she’s grounded for good, just avoid Devouring Flames as much as you can and follow her around smashing at her hindquarters while the tanks move her around and juggle taunt.

XT - 002 Deconstructor is a DPS race with some complications. First off, there’s the Searing Light and Gravity Bomb debuffs. These really don’t matter all that much if you’re tanking XT himself, since it’s not like you as a tank could move away from the boss even if you got them. (I’ve not seen a tank take either debuff while tanking XT, but I’m not willing to say it doesn’t happen, I can’t be at every raid simultaneously.) As DPS, the light debuff is farily easy to deal with for warriors: you group the melee at one of his feet and if you get Searing Light, you move over to the other foot by yourself and minimize the damage you deal to others. For Gravity Bomb, my raid tends to keep the right and left sides of XT -002 as clear as possible, and if melee gets a Gravity Bomb, they just light out to whatever clear side is closer. You need to run as soon as you notice you have the debuff, don’t stand there trying to get off one last Bladestorm or what have you. There’s not much you can do about Tympanic Tantrum except hope your healers have lots of mana - I tend to use Shield Wall or Last Stand when I hear a Tantrum announced as a tank.

You also may end up tanking pummelers. Try and keep them away from the boombots if possible, but if you can arrange it to shockwave the scrapbots as you pick up the pummelers it’s not a bad idea. A reasonably well geared warrior tank can hold three or four pummelers without too much difficulty. Some raids have ranged DPS focus the pummelers down while others simply have one or two tanks offtank them for the duration of the fight and focus all DPS on XT, it really depends on your raid makeup.

The add phase is where the real action is for warriors. First off, the Heart of the Deconstructor drops and that’s where most of your focus will be as a melee DPS. You do double damage to the heart and whatever damage you do to it is transferred to XT himself, so this phase is a pretty important one for getting through the fight as quickly as possible. However, if you’re not doing a hard mode kill, don’t kill the heart. Or to put it another way, if you kill the heart you are about to try hard mode whether you want to or not. This is an especially bad thing to do on your third add phase when he’s almost dead and the raid is out of mana, by the way. Not that I know anything about how that is from personal experience.

After the heart goes back up, if there are any scrapbots that the mages, warlocks and other ranged didn’t catch that are threatening to reach XT, go kill them. Then get back on XT and make sure not to forget to watch for Searing Light and Gravity Bomb. Rinse and repeat for each phase shift: DPS XT, watch for debuffs and adjust as necessary, switch to the heart and burn it down making sure not to kill it unless you intend to do hard modes, clean up the adds and go back to XT. There’s nothing terribly special here for warriors to do: both arms and fury warriors should make use of their mobility to help clean up adds (juggernaut/heroic fury is very helpful here) while prot warriors picking up pummelers should make use of Heroic Throw and Warbringer.

That’s the Siege covered. Next week, we’ll be handling the bosses of the Antechamber of Ulduar.

Maintenance extended two hours

Another maintenance day, another “surprise”-extended maintenance. According to Bornakk, they’ve “encountered some issues” causing them to extend maintenance on all realms by two hours. Most realms are therefore expected to be up and running by about 1:00 PM PDT.

Many realms, however, were already undergoing extended maintenance to finish some hardware upgrades. The following realms are currently expected to be playble around 2:00 PM PDT:

Aegwynn, Akama, Aman’Thul, Arathor, Azjol-Nerub, Barthilas, Blackrock, Bloodscalp, Bonechewer, Boulderfist, Bronzebeard, Caelestrasz, Chromaggus, Crushridge, Daggerspine, Darkspear, Dath’Remar, Draenor, Dragonblight, Dragonmaw, Draka, Drak’thul, Dreadmaul, Dunemaul, Eitrigg, Eldre’Thalas, Feathermoon, Firetree, Frostmane, Frostmourne, Frostwolf, Garithos, Gundrak, Gurubashi, Hakkar, Jubei’Thos, Khaz Modan, Khaz’goroth, Kil’jaeden, Kilrogg, Korgath, Kul Tiras, Malorne, Mug’thol, Muradin, Nagrand, Nathrezim, Ner’zhul, Perenolde, Proudmoore, Rexxar, Runetotem, Saurfang, Scarlet Crusade, Sen’jin, Shadow Council, Shadowsong, Silver Hand, Silvermoon, Skywall, Smolderthorn, Spirestone, Stonemaul, Stormscale, Suramar, Terenas, Thorium Brotherhood, Tichondrius, Uldum, Vek’nilash, Windrunner

Whew. In the mean time, you might want to take a look at the notes for patch 3.1.3, which goes live today, or at the new Tauren cat forms.

Filed under: News items

All the World’s a Stage: The surface layer

This installment of All the World’s a Stage diverges from the series of roleplaying guides about how to roleplay your race, class, and professions, in order to have a closer look at different layers of social interaction in roleplaying, and see in which ways you can tailor your character for each one.

So there you are — you’ve got the coolest, funniest, most heartbreaking character idea on your whole RP server. You login, create your new masterpiece, and start leveling up… But as time goes by, you realize you have a problem. No one seems interested in you! You may be having trouble meeting people who actually roleplay on a roleplaying server, or the roleplayers you run into may not realize how truly awesome your character is. Let’s say you even join an RP guild and try to impress your guildmates with your witty “/guild” chatter, only to discover that they’re seem mildly interested at best.

What’s a roleplaying genius to do? It would be tempting to think that you are not such a great roleplayer as you think, or that your character idea isn’t as fantastic as you had hoped, but the truth might lie in something far less depressing: You may have created a character with true depth, yet lacking established friends to explore that depth with, your character has no way of showing it. Making such friends is never easy if you are too deep for them — they expect some sort of interesting surface-level interaction first. Likewise, if a character is all silly gimmicks designed to entertain strangers, without anything deeper for potential close friends to enjoy, he or she may seem like an attention grabber, entertaining in the short term, but mostly shallow in the end. Choosing the right kind of surface-layer character traits to suit your personality and social needs is essential if you want to have a good experience in roleplaying.

The three layers

When you roleplay a character you essentially have to interact with people at three levels, all of which are optional in one way or another, and each of which provides its own opportunities for you to entertain others and have a good time. These levels are pretty simple: strangers, acquaintances, and close friends. There’s a lot of blur between them, so to state them more broadly, they are:

  • Surface: people you haven’t met before, or are very unfamiliar with;
  • Inside: people you interact with somewhat regularly (such as guildmates);
  • Core: people you know very well, and choose to spend time with whenever you can.

In this article, we will focus on aspects of the surface layer of interaction. Some people would say this level of interaction is unnecessary, because they already have a small circle of friends whose company they enjoy more than everyone else. I would argue such a person is missing out on a lot of good opportunities. While it’s true that there are plenty of people out there whose roleplaying style you may not enjoy, there’s something very special about the possibility of meeting a new person, making a new friend, and having another roleplaying experience you never would have dreamed of in your stable circle of friends.

The first rule: don’t be a loner

Starting out as a new roleplayer, or as an experienced roleplayer on a new realm, you can’t really get by with a character who is reclusive, withdrawn, quiet, or otherwise anything like the typical “lone wolf” stereotype popularized in so many movies. It may work for popular media, but in a roleplaying environment, such a character only leads you to a bunch of soloing unless you already have a circle of friends who will pay attention to your character in spite of his antisocial qualities and perhaps see deeper inside him to the things they really like.

So the first rule of a character that works at the surface level of communication with people you haven’t met before is that he or she should be gregarious in some way — generally willing to speak with people in a manner that isn’t immediately offensive. Even if you play an evil character, it probably won’t do much for your reputation if you’re actually hurtful to everyone you meet for the first time.

The second rule: consider your first impressions

The second rule for this layer is resides in a choice you must make: How memorable do you want your first impressions to be? In an article I wrote last year, I assumed that every roleplayer would always want their characters to rise above those normal, completely forgettable interactions with have with strangers every day, and make some sort of special impression on people. I suggested designing some sort of “quirk,” or character trait which you could instantly bring out in many situations. For example, a mad scientist character could use “science” to solve literally any problem, from a broken sword to a broken heart; a bloodthirsty fighter could open a conversation with “so, how many gnomes have you killed today?”; and a shy rogue could make a memorable first impression by introducing himself with stammering and embarrassment, then stealthing for a little while and continuing the conversation from the shadows. Each of these characters would attract some people and repel others, but a person who wants to make a strong first impression has to live with the fact that not everyone is going to like his idea.

On the other hand, if you’re most comfortable with common interactions like, “Good day,” or “Hello there, I see you are fighting the same monsters as I am. Would you like to fight them together?” then that’s fine — perhaps you don’t even see any reason why you should want random people to remember you. With some people, the best way to make a good first impression is just to be as normal as possible. It’s not exactly hollywood caliber entertainment, but then these people aren’t looking for you to entertain them — they just want to have a normal human social interaction with someone who acts in ways they understand.

To quirk or not to quirk

The choice is ultimately up to you. In my case, I’ve chosen different roads for different characters. The “normal” ones definitely take longer to become recognized by any community, but once people got to know them more, they were usually willing to discover his or her deeper characteristics. The more eccentric characters I made definitely got a more immediate reaction from other roleplayers, in many cases very positive ones. Sometimes I could tell that the person I was talking to wasn’t really used to roleplaying, but could tell I was trying to roleplay and so went along with it and seemed to enjoy him or herself.

If you want to promote roleplaying in an environment where there isn’t already a lot of it, it really helps if your character is really quirky in some special way so that you can play up your quirks and get others into the spirit of having a good time. Some people may be put off by anything that isn’t perfectly “normal” according to their expectations, and you may even need to try and fail a couple times before hitting on a quirky character style that really works. In the end, however, it really pays off for me to always have an accent, special attitude, or particular style which is immediately identifiable, especially if it naturally leads people into the deeper aspects of my character once they’ve decided they like him or her enough to go on to the next layer of connection. The accent may lead to interesting stories about my character’s strange background, or observations about cultural differences; an attitude will help people think from different perspectives; and a style can give people a special feeling of immersion in the game, and make them wonder if your character is just the same on the inside as he or she is on the surface layer.