Once upon a time, before Garrisons and Dungeon Finders, there was a world of adventure, known as Azeroth.
This was a world where...
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Creating a new character was like turning a page in your life.
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Levelling up was a perilous undertaking fraught with dangers, challenges, and unforgettable stories.
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Running a dungeon was an adventure, where you met up with four other people, travelled to a distant location on your map, and spent the next couple of hours unearthing legends from the past.
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Crafting was something you'd actively commit yourself to; were you a goblin or gnomish engineer? Would you travel the globe in search of crafting secrets and reagents, or were you satisfied with creating your own basic bullets for your rifles? The answers lay in Gadgetzan!
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Epic loot was something to admire; as bold heroes returned triumphant through the gates of Orgrimmar, you watched in awe upon their Dragonstalker Spaulders, dreamingly thinking to yourself "One day...".
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PvP in the battlegrounds was a matter of life and death. The Valley had better not be overrun!
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Wandering around Mulgore in search of water wells was valid content, because everything you did on your character felt meaningful.
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Returning home to the Crossroads from a journey into Razorfen Kraul was the greatest thing in the world - you had accomplished something, and your bags were full of awesome loot. A 'Rare' weapon? Holy cow!
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Travelling across Winterspring made you feel like the loneliest person in the world, surrounded by mountains a thousand miles from civilization, where all was peaceful and quiet.
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Gaining access to the Deadmines after hours of questing through the starlit Westfall countryside, your bags full of boar livers, bandanas, metal junk, and heads of highwaymen and gnolls, was an achievement. And that was before you even assaulted the pirates on board Van Cleef's ship.
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Merely surviving the Stranglethorn Vale was hard enough - finding the mysterious and elusive pages of the Green Hills of Stranglethorn was a feat of strength.
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Acquiring a mount at level 40 was a great accomplishment; even thinking about getting an epic one at level 60 made you clamour on to your dear gold coins.
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Anyone exploring the harsh landscape of Desolace eventually had to get their hands dirty with the Gelkis or Magram.
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As a hunter, your primary task in life was to defeat Simone the Seductress, Klinfran the Crazed, Solenor the Slayer, and Artorius the Doomringer. Just acquiring the Leaf from Majordomo Execetus's chest was tricky enough!
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Everything was hunter loot.
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If you stayed up late in the Duskwood, Stiches would come marching out of the dark forever to haunt your nightmares.
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According to the World Defense Channel, everything was under attack. And it was.
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Fast travel was still travel; the Deeprun Tram, the ships, and the zeppelins still promoted player-activity and gave you a sense of movement across the world.
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Questing in a zone could easily end you up somewhere really bizarre. Remote pirate-infested islands and beaches, and hidden caves were a part of life.
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The world was gigantic and full of adventure, you could actually die during questing, it all felt meaningful and true. (Submitted by poster
Taftvalue.)
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Talent specializations were a way of life. Full of silly, fun and unique ways to improve your favorite abilities and provide what your friends might need. (Submitted by poster
Vaneesh.)
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Vanquishing elemental after elemental for all those motes was a way to help your guild advance; farming was a rewarding non-instance group activity. (Submitted by poster
Vaneesh.)
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Players had a sense of needing each other to complete tasks. Making strong links with fellow players in a server actually impacted your progress in the game. Things like getting to the Enchanter in Uldaman, getting the armor book from Stratholme. All the way up to becoming the guy/guild who opened the gates to Ahn'Quiraj. (Submitted by poster
pathetic.)
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Got anything to add yourself? I'll include good ones (and cite your name) in the OP.