An
Editorial by Coyote, Ten Ton Hammer’s Resident Humorist
All RPG's and MMOG's have one thing in common:
The core group.
Despite the names given, genres explored or positions labeled, every
good adventuring party eventually breaks down into the four key
components of a group: fighter, rogue, magic user and cleric. And while
each role is crucial in its own right, every classification deems
itself the cornerstone of success and puffs out its chest to boast its
many merits.
And therein lies the problem.
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There are four key
components of any group: a fighter, rogue, magic user, and cleric.
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Perception versus actuality. How we see ourselves versus how others
view us. Yet there is no way to make these different pieces of the
puzzle see themselves for what they truly are - a fraction of the
whole. Each is so convinced that the others would be lost without them
that they can't see the truth for what it is.
Luckily, we can. And we have no qualms on turning the mirror back upon
the gazer and giving them the cold hard stare.
From the
Fighter’s point of view: You're the backbone.
The
no-guff-taking force behind any group. Let the finger wagglers and the
ass stabbers dodge and weave through battle - you don't have time for
sissy tactics. Sure you might have to take a few punches for the good
of the team, but they are YOUR team and by god you're going to protect
them. With your unstoppable might paired with a reliable cleric there
is no foe that you can't beat into submission or obstacle that you
can't chop your way through.
Stomping faces and breaking bones is your business and business is
GOOD. OOORAH!
How you are seen:
You're a big meaty wall of stupid.
We're not sure where your common sense went, but we honestly thank the
gods for its leaving. 900 angry goblins attacking? Get behind the tank.
Angry dragon ready to chew its way through the party? Get behind the
tank. Need a scapegoat to take the brunt of the damage as you scamper
off unharmed?
I think you see the point.
While you may envision yourself as the noble knight sacrificing his own
safety to keep his party alive, or the towering wall of muscle
valiantly roaring into battle, we see an acceptable loss. Fighter
classes are the collateral damage of battle and those of use who can't
take a hit without folding like a fat chick on a lawn chair are damn
thankful for them.
Rogue: You
are the night. A living and breathing shadow. You slip in
and out of combat like liquid death and have saved your group a dozen
times without them even knowing it. You are no one, yet everyone. You
blend and you disappear to the point that you've occasionally forgotten
your real name.
The scout. The ranger. The tracker. An indispensable member of the
group who deals in secrets and information the way that others deal in
services or goods. You are the personification of stealth and you know
that your party not only needs, but appreciates you.
How you are seen: You're
a sneaky little loot whore.
Where WERE you exactly during that battle? Oh, behind the mob?
Attacking from the rear and doing massive damage where no one saw you
so they can't contradict your story?
How convenient.
You disappear during combat and no one sees hide nor hair of you until
it comes time to split the loot. Then you're first in line with your
sticky little figures waggling for the coins that you claim you
deserve. You stand at the edge of our field of vision, constantly
disappear from the fray and magically materialize as soon as there is
gold to be had.
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Every party member
sees themselves as an indispensable portion of their group.
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The tank is a bloody mess who has died over a half a dozen times. The
cleric is pouring sweat and out of mana as the area lays scorched and
blackened by the magical energy thrown by our mage and you aren't even
WINDED?
A likely story.
No one trusts you, no one knows exactly what it is you do, and this is
why no one likes you. The moment you leave the room we all spit in your
soda. How tight are your leotards now Robin Hood?
Wizard: With
a flick of your wrist the gods tremble. Forgotten
languages, ancient spells and long dead languages unravel before your
unparalleled intellect like a child's toy. You command the elements
themselves as you hurl bolts of lighting at those who would dare oppose
you, throwing spheres of flame at any that would stand in defiance.
You aren't a magic USER - you *ARE* magic. You are the arcane energies
that flow through you as you use ancient rites and rituals to ensure
your rise to power. No goal is unreachable, and no level of achievement
unattainable. Because you have the knowledge, patience and ability to
unravel the mysteries of the world.
You are magi.
How you are seen: Yeah,
you did a great job on my math homework,
Melvin. Keep it up and someday the wedgies will stop.
Wizards are the locker stuffed geeklings of the gaming world. They
speak their own language, wear odd clothing, and unless they're helping
you figure out a mind numbingly complex puzzle or deciphering an
archaic script, you pretty much forget they're around.
Which is probably how they like it.
Let's face it, the only one who understands a wizard, is another
wizard. And while you can be a damage dealing powerhouse, the moment
that combat is over we forget you were ever in it. At least the tank
has wounds to show that he was in the battle, you have what? Some Harry
Potter glasses and your mother's bathrobe. It doesn't matter that you
just did 90% of the damage to the monster or that without you we'd all
be taking a tour through a demon's colon.
When the battle is done, the guy with the flowing blonde hair and
rippling muscles gets the girl.
Luckily for you that you have your classes in speaking Klingon and the
newest DVD collection of Battlestar Gallactica to keep you from
dwelling on the fact that you're going to die alone.
Cleric: You
laugh in the face of death. Not the mocking laugh of some
muscle-bound oaf too foolish to see his own demise, but a laugh of
triumph because you know that unlike the others...
...you can defeat death at its own game.
You heal the injured, cure the sickened, and above all else - you
snatch the dying from the jaws of death so that they may live another
day. You are a GOD. In your presence there is no fear, no sickness, and
if you do your job as well as you know that you do, no dying.
The reaper shakes in anger at your approach, and rightly he should.
Your powers of healing are second to no other and your touch has robbed
the grave of its occupant more times than you could possibly remember.
Without you there is no group, no party, and no adventure. You're more
than a healer, you're an insurance policy. You are a guarantee of
success, a promise of victory and on the lips and hearts of the dying,
you are salvation.
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In truth, every
member is just a small part of a larger whole.
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Do no harm...
How you are seen: Oh
look! A fresh box of band-aids.
You tend to the sick and make everyone better? So you're a nurse.
Let's face it - past your oath and your dedication to making everyone
healthy and keeping them all from dying, you REALLY don't care. If you
did you wouldn't have picked one of the laziest classes possible.
I know. I know. Being a healer is hard, people count on you, you make
or break a group. Really? Wow, you'd think if it was that important
you'd TURN OFF THE GOD DAMN DVD, CLOSE YOUR IM'S, AND PAY ATTENTION TO
YOUR GROUP YOU WEB SURFING PORN ADDICT!
Healers are the laziest bastages out there. They want all the prestige
that comes with a crucial role, but without all of the work and effort
that goes into it. And even if they do a good job, you can't commend
them because they're AFK or engrossed in a movie that they have playing
while they're healing.
You're a band-aid in a pretty dress. Nothing more, nothing less.
Now turn off that "behind the scenes" bonus footage and get ready for
the fight. And I'm sending you tells during combat to keep you honest.
We might have one eye on that loot skimming Rogue, but the other is
resting on your lazy ass.
Disclaimer: The opinions, beliefs and viewpoints
expressed are those of
the author and do not necessarily reflect the opinions, beliefs and
viewpoints of the Ten Ton Hammer network or staff.