Follow TV Tropes

Following

History TableTopGame / WarcraftTheRoleplayingGame

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Humans are the dominant race on Azeroth (first edition core book)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AutoRevive: The [[OurDemonsAreDifferent Pit Lords]] have an ability that automatically resurrects them as soon as they die. It takes a minute (10 rounds) to recharge, meaning if one gets killed again in that time, they are KilledOffForReal.
Is there an issue? Send a MessageReason:
None


** Before this statement, Blizzard went back and forth on the issue. In the end, the tabletop RPG just had too many errors and ideas that did not reflect Warcraft as it is or was.

to:

** Before this statement, Blizzard went back and forth on the issue. In the end, the tabletop RPG just had too many errors and ideas that did not reflect Warcraft as it is or was. When Blizzard finally released ''Chronicles'', a consolidated lore book that covered everything in the lore, it served as a death knell for the RPG's use as a lore manual.
Is there an issue? Send a MessageReason:
None


* AdaptationalNiceGuy: Therazine (the earth elemental lord) is portrayed here as the [[OnlySaneWoman most reasonable of the elemental lords]], who is constantly being bothered by her brothers (as they are all trapped in the Elemental Plane) and just wants to be left alone, and only ever gets violent when [[MamaBear her creations are threatened]]. The version of her in ''World of Warcraft'' is much nastier and has few sympathetic qualities.
** The elementals in general are a lot more sympathetic in the tabletop game. As this was before the Old Gods and their servants were detailed, the story here is basically that the elementals were the original inhabitants of Azeroth, and the Titans basically just kicked them off their own planet and trapped them in a prison plane so they could use the planet for their own creations, and that is the whole reason elementals are hostile to the titan created races. ''World Of Warcraft'' would [[{{Retcon}} make this a lot more complicated]], having the elementals (lords included) being slaves of the evil [[EldritchAbomination Old Gods]],as well as making the Titans seem look a lot better as what they do seems more like liberating the elementals from their cruel masters and the Elemental Plane seeming more akin to a safehouse than prison (with the Titans even being nice enough to give each of the four types their own living area rather than, say, forcing the fire elementals into the water part.)

to:

* AdaptationalNiceGuy: Therazine Therazane (the earth elemental lord) is portrayed here as the [[OnlySaneWoman most reasonable of the elemental lords]], who is constantly being bothered by her brothers (as they are all trapped in the Elemental Plane) and just wants to be left alone, and only ever gets violent when [[MamaBear her creations are threatened]]. The version of her in ''World of Warcraft'' is much nastier and has few sympathetic qualities.
qualities, though still the least hostile (eventually).
** The elementals in general are a lot more sympathetic in the tabletop game. As this was before the Old Gods and their servants were detailed, the story here is basically that the elementals were the original inhabitants of Azeroth, and the Titans basically just kicked them off their own planet and trapped them in a prison plane so they could use the planet for their own creations, and that is the whole reason elementals are hostile to the titan created races. ''World Of Warcraft'' would [[{{Retcon}} make this a lot more complicated]], having the elementals (lords included) being slaves of the evil [[EldritchAbomination Old Gods]],as Gods]], as well as making the Titans seem look a lot better as what they do seems more like liberating the elementals from their cruel masters and the Elemental Plane seeming more akin to a safehouse than prison (with the Titans even being nice enough to give each of the four types their own living area rather than, say, forcing the fire elementals into the water part.)part).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The elementals in general are a lot more sympathetic in the tabletop game. As this was before the Old Gods and their servants were detailed, the story here is basically that the elementals were the original inhabitants of Azeroth, and the Titans basically just kicked them off their own planet and trapped them in a prison plane so they could use the planet for their own creations, and that is the whole reason elementals are hostile to the titan created races. ''World Of Warcraft'' would [[{{Retcon}} make this a lot more complicated]], having the elementals (lords included) being slaves of the evil [[EldritchAbomination Old Gods]],as well as making the Titans seem look a lot better as what they do seems more like liberating the elementals from their cruel masters and the Elemental Plane seeming more akin to a safehouse than prison (with the Titans even being nice enough to give each of the four types their own living area rather than, say, forcing the fire elementals into the water part.)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdaptationalNiceGuy: Therazine (the earth elemental lord) is portrayed here as the [[OnlySaneWoman most reasonable of the elemental lords]], who is constantly being bothered by her brothers (as they are all trapped in the Elemental Plane) and just wants to be left alone, and only ever gets violent when [[MamaBear her creations are threatened]]. The version of her in ''World of Warcraft'' is much nastier and has few sympathetic qualities.
Is there an issue? Send a MessageReason:
None


* AdaptationExpansion: What the RPG basically tried to do with a lot of elements, given how few a lot of details were in the actual games. Now CanonDiscontinuity, leaving various w things without canon descriptions, until exposition is dropped in canon works.

to:

* AdaptationExpansion: What the RPG basically tried to do with a lot of elements, given how few a lot of details were in the actual games. Now CanonDiscontinuity, leaving various w things without canon descriptions, until exposition is dropped in canon works.

Added: 666

Changed: 587

Is there an issue? Send a MessageReason:
None


* AdaptationalSelfDefense: ''World of Warcraft'' lets us know that the bandit kingpin Van Cleef was originally the leader of a guild of stonemasons who turned to thieves when the nobles of Stormwind refused to pay them for rebuilding the capital. Even though it was made clear enough that the corrupt nobility was to blame, the rpg retconned the event into Van Cleef demanding insane amounts of gold for the work and flipping out when the king refused to pay him extra.
* AdaptationExpansion: What the RPG basically tried to do with a lot of elements, given how few a lot of details were in the actual games. Now CanonDiscontinuity, leaving a few things without canon descriptions, until exposition is dropped in canon works.

to:

* AdaptationalSelfDefense: ''World of Warcraft'' lets us know that the bandit kingpin Van Cleef was originally the leader of a guild of stonemasons who turned to thieves when the nobles of Stormwind refused to pay them for rebuilding the capital. Even though it was ultiamtely made clear enough in the expansions that the corrupt nobility was to blame, the rpg retconned the event into Van Cleef demanding insane amounts of gold for the work and flipping out when the king refused to pay him extra.
* AdaptationExpansion: What the RPG basically tried to do with a lot of elements, given how few a lot of details were in the actual games. Now CanonDiscontinuity, leaving a few various w things without canon descriptions, until exposition is dropped in canon works.



** One of the more infamous examples is with Alterac Valley, a battlefield where dwarves and orcs fight for ownership of the titular valley. Blizzard had always advocated that which side truly had the right to the Valley was ambiguous, but then Creator/WhiteWolf, in one of their sourcebooks, officially declared that the dwarves were the rightful owners. While the orcs only arrived on the planet around twenty-six years ago at the time, unlike the native dwarves, it stands out that they portray the peaceful Frostwolf clan as bloodthirsty invaders who deserved to die. Needless to say, both Blizzard and the fanbase were not amused.

to:

** One of the more infamous examples is with Alterac Valley, a battlefield where dwarves and orcs fight for ownership of the titular valley. Blizzard had always advocated that which side truly had the right to the Valley was ambiguous, but then Creator/WhiteWolf, in one of their sourcebooks, officially declared that the dwarves were the rightful owners. While Whilst this is technically true, since the orcs only arrived on ''are'' literally a stranded race of fantasy alien invaders from another world, the planet around twenty-six years ago at the time, unlike the native dwarves, it stands out problem is that they portray the peaceful orcs inhabiting the Alterac Valley are members of the Frostwolf clan clan. Which is to say, the TokenHeroicOrc subfaction of the original Orcish Horde, who are normally characterized as peaceful, honorable, and the last bastion of the formerly benign orcish culture, but who here are presented as the same bloodthirsty invaders who deserved to die.die as more hardcore "Old Horde" factions. Needless to say, both Blizzard and the fanbase were not amused.



** It should be noted that these are all from the original, pre-''VideoGame/WorldOfWarcraft'' sourcebooks, so these differences are partially attributable to [[RetCanon changes in the game-lore]].

to:

** It should be noted that these are all from the original, pre-''VideoGame/WorldOfWarcraft'' sourcebooks, so these differences are partially attributable to [[RetCanon changes in the game-lore]].game-lore that developed as further expansions were made]].


Added DiffLines:

* OurGoblinsAreDifferent:
** Whilst accurate to the portrayal of goblins in the video-games, the tabletop RPG introduced them as a PC race long before the MMORPG did.
** Likewise, this line introduced its own take on hobgoblins long before the MMORGP did. In the tabletop RPG, hobgoblins are presented as goblins mutated through an alchemical process to create elite bodyguards and soldiers; the process turns their skin purple and makes them grow into muscular giants, as well as endowing them with acidic sweat and vicious claws, but it also dampens their intelligence and drastically shortens their lifespan. Goblins simply shrug off the moral implications of this.

Added: 470

Removed: 463

Is there an issue? Send a MessageReason:
Renamed trope


* AdaptationalSelfDefense: ''World of Warcraft'' lets us know that the bandit kingpin Van Cleef was originally the leader of a guild of stonemasons who turned to thieves when the nobles of Stormwind refused to pay them for rebuilding the capital. Even though it was made clear enough that the corrupt nobility was to blame, the rpg retconned the event into Van Cleef demanding insane amounts of gold for the work and flipping out when the king refused to pay him extra.



** TheDogShotFirst: ''World of Warcraft'' lets us know that the bandit kingpin Van Cleef was originally the leader of a guild of stonemasons who turned to thieves when the nobles of Stormwind refused to pay them for rebuilding the capital. Even though it was made clear enough that the corrupt nobility was to blame, the rpg retconned the event into Van Cleef demanding insane amounts of gold for the work and flipping out when the king refused to pay him extra.
Is there an issue? Send a MessageReason:
None


* LoadsAndLoadsOfRaces: And how. Just looking at the corebook and "faction books" for the WoW RPG line alone, we have: three kinds of dwarves (Ironforge, Wildhammer, Dark Iron), two kinds of elves (High and Night), humans, gnomes, goblins, orcs, two kinds of trolls (Jungle and Forest), the Forsaken, tauren, mok'nathal, nagas, pandaren, satyrs, tuskarr, quilboars, murlocs, dragonspawn, furbolgs, half-elves and half-orcs.

to:

* LoadsAndLoadsOfRaces: And how. Just looking at the corebook and "faction books" for the WoW [=WoW=] RPG line alone, we have: three kinds of dwarves (Ironforge, Wildhammer, Dark Iron), two kinds of elves (High and Night), humans, gnomes, goblins, orcs, two kinds of trolls (Jungle and Forest), the Forsaken, tauren, mok'nathal, nagas, pandaren, satyrs, tuskarr, quilboars, murlocs, dragonspawn, furbolgs, half-elves and half-orcs.
Is there an issue? Send a MessageReason:
None


During the interval between the release of The Frozen Throne expansion pack for Warcraft III and the first release of WorldOfWarcraft, Creator/BlizzardEntertainment approached Creator/WhiteWolf with a deal; while most famous for their ''TabletopGame/WorldOfDarkness'', ''TabletopGame/{{Exalted}}'' and, later, ''TabletopGame/{{Scion}}'' gaming lines, they also had a branchline called "Sword & Sorcery", which worked in D20 gaming lines, such as the 3rd edition revamp of ''TabletopGame/{{Ravenloft}}'' and their own ''TabletopGame/ScarredLands'' campaign setting. The result was a tabletop game allowing players to use the familiar rules of Dungeons & Dragons 3.x to play in the world of Blizzard's Warcraft setting.

to:

During the interval between the release of The Frozen Throne expansion pack for Warcraft III ''Warcraft III'' and the first release of WorldOfWarcraft, ''VideoGame/WorldOfWarcraft'', Creator/BlizzardEntertainment approached Creator/WhiteWolf with a deal; while most famous for their ''TabletopGame/WorldOfDarkness'', ''TabletopGame/{{Exalted}}'' and, later, ''TabletopGame/{{Scion}}'' gaming lines, they also had a branchline called "Sword & Sorcery", which worked in D20 gaming lines, such as the 3rd edition revamp of ''TabletopGame/{{Ravenloft}}'' and their own ''TabletopGame/ScarredLands'' campaign setting. The result was a tabletop game allowing players to use the familiar rules of Dungeons & Dragons 3.x to play in the world of Blizzard's Warcraft setting.

Changed: 52

Is there an issue? Send a MessageReason:
None


* {{Crossover}}: The first edition encouraged crossovers between ''Warcraft: The Roleplaying Game'' and other D&D-based settings, even introducing many D&D monsters such as mephits or umber hulks that never appeared in any other ''Warcraft'' works.

to:

* {{Crossover}}: The first edition encouraged crossovers between ''Warcraft: The Roleplaying Game'' and other D&D-based settings, even introducing many D&D monsters such as mephits or umber hulks that never appeared in any other ''Warcraft'' works. The second edition aimed to be more self-contained.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Crossover}}: The first edition encouraged crossovers between ''Warcraft: The Roleplaying Game'' and other D&D-based settings, even introducing many D&D monsters such as mephits or umber hulks that never appeared in any other ''Warcraft'' works.

Top