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Banthas

In the Mos Eisley Cantina on Tatooine, Luke Skywalker attempts to look inconspicuous and inadvertently initiates a confrontation by being in the right place at the right time. After the confrontation is done, the cast of characters from the infamous cantina go back to their business as if nothing had happened.

Some people have it easier than misguided farm-boys in a social situation. They know just what to say, how to swagger, how to dance, and how to get people’s attention in all the right ways. Call them what you will, but they have that sort of panache that socially, gets them ahead. There are, however, other ways to get noticed; in those same social situations, the person standing in the corner of the room that others flock to. However, they seem to make no extroverted effort. The others who come in with their pre-made social circle, coming pre-packaged with people to talk to, dance with, drink with, etc.

In casual social roleplay, it is no different. Our characters interact on a similar level as we would, discussing lives, exchanging small talk, dishing dirt on major events; a social haven exists as a social haven for a reason, and our characters (if they choose to) exist in their part of it.

Whether your character is a social butterfly, a lone ranger, mysterious stranger, or part of a pre-packaged party, we all have to do one thing with our characters when entering into a social situation: initiate roleplay.

Today’s Force Reflection wonders how your character initiates social interaction with another character in such a setting. Is your character gregarious? Ominous? Do they just sit back and enjoy the show? Or do they do something else entirely?
Korax None shall pass....
Baskerville Li, my Jedi character, is pretty amiable. He is an old gent that would be glad for you to buy him a drink. Who knows, ...
BrianDavion why I use the universal greetings of course! Bah-weep-Graaaaagnah wheep mini bong. ...


"You can’t win, Darth. If you strike me down, I shall become more powerful than you can possibly imagine.” 
— Obi-Wan Kenobi

And Obi-Wan Kenobi was right. In Star Wars, as in all entertainment, it’s almost a shame that a character’s last words are sometimes their most memorable. Then again, they wouldn’t carry quite the same weight, or longevity. 

As roleplayers, we often do not create characters with the intent of losing them to a dramatic death scene, but sometimes those tense combat scenes are extremely entertaining to RP. Besides, who hasn’t thought about their favorite character’s final witticism to their arch nemesis, delivered at the end of their saber, carbine, or assault cannon? Thinking, maybe, that this one last comment, this one last clever remark, will be the one that turns the tide of battle.

I have news for you, we aren’t playing Monkey Island

Conversely, your character may not be the daring dashing hero type who will die in battle. Perhaps, instead, they will pass away comfortably in their home. What will their final wishes be to their family and loved ones, should they be fortunate enough to make it that far?

For those of you who’ve given thought to the macabre event of a character’s final moments, this Force Reflection is for you. What would be your character’s last words?
Devlonir Of course, the only true last words of any pen and paper roleplayer: "This will work, trust me!" On a more se ...
Eyrassa Gathka Hmmm... Well Eyra, my rattataki, whiskey loving, sith assassin, would most likely either shout some obscenity if it was ...
shava Yansa? She'd be swearing a blue streak trying to figure out how to get one last lick in. I don't think you'd want me t ...


Your interactions with Star Wars The Old Republic may change with Game Update 1.2, with the incoming User Interface (UI) changes. BioWare developer Michael Voigt recently discussed these changes in a video, detailing out the particulars of how the experience in your game may change…or not!

How the UI may change is completely player driven. If you enjoy the current UI as it stands, you have the option to continue operating with the current UI without lifting a finger. For those who wish for a bit more customizability with their UI, there are several options. With some easy clicks of the mouse, you can either choose a pre-programmed UI (which may be reminiscent of previous games), or you can be more creative with your customization.

Enter the UI Layout Editor. Using this tool, you’ll discover that all of the UI elements are changeable by size, position, or other options specific to the UI element. Quickslots, for example, can be resized in terms being larger or smaller, and can gain greater or fewer slots depending on the player’s need. Additionally, the elements of the UI are not set in stone where they are placed; you can move them to wherever you wish your quickslots, minimap, or chatbox to be on your screen for your own convenience of play. When you have your UI as you like it, it can be saved to your hard drive to upload to other characters, as well as to share with friends as an .XML file. The UI can easily be edited and re-saved, so nothing is set in stone if you find your UI to be inconvenient.

To learn more about UI Customization and the other elements coming in Game Update 1.2, visit the Official Star Wars The Old Republic website. Otherwise, you can view the video below.
vampiric_hoshi I played around extensively with this on PTS. First, I reduced the entire UI to 0.8. I play on a 27" screen with a ...
VayneVerso Can't wait for this. I've been really frustrated with not being able to have three quick slot bars in the bottom center ...
Rayner It's funny how SWTOR is going to go from having one of the worst native UIs in MMOs to one of the best. This system is ...


Questions surrounding the Legacy system are one focus of this week’s Community Q&A. BioWare Developers spent an especially long time answering several questions. So many, in fact, that the Community Q&A will be split between two sessions. The future Game Update 1.2’s big news surrounds not only the Legacy system, but also changes coming to armor sets, crafting, and reverse engineering.


In terms of Legacy unlocks for your Level 50 characters, each character a player unlocks at Level 50 will earn themselves a specific ability they can use in a "Heroic Moment." According to Daniel Erickson, if you have a Level 50 Jedi Guardian and a Level 50 Scoundrel, "Your Guardian unlock Legacy Force Sweep and your Scoundrel would unlock Legacy Dirty Kick.” These abilities would be available to all other characters on your chosen server. Additionally, those who have chosen to play Human as a race will not be hampered in their Legacy benefits. Those players will receive a Presence bonus to "all and future characters.”

There has been some outcry regarding the appearance of the armor set rewards one receives in Operations and PvP combat, some saying that it does not fit within the Star Wars aesthetic. The BioWare Developers have heard these complaints and are not ignoring them; the changes to the armor will not be seen in the immediate future. Daniel Erickson says about the comments,"Creating armor is a part of our game with long lead times so it will take a set or two before players see a strong shift in direction, but we’re already working on stuff we love and we think our players will too.”

Item crafting also receives a rather large overhaul, with reverse engineering becoming more powerful as well as all crafting items becoming Bind on Equip to encourage a better in-game economic market. Additionally, all Operations materials will also become Bind on Equip in Game Update 1.2 as well. This is all part of the idea to encourage the desirability of crafters and their items (beyond the already crafter-only available Augment slots), as well as to help increase the health of server economies.

To read more about crafting, changes to PVP Armor, and more, check out the full Community Q&A, and read the Game Update 1.2 Patch Notes on the Official SW:TOR website.

This persuasive essay would do well to add more Mind Trick, Mr Fett

In the Star Wars universe, few are as powerful as the Force users. Jedi and Sith possess talents and abilities that make them terrible opponents to face. But they are not the only people that populate the galaxy. Strong and fearsome warriors that have no connection to the force are also doing battle in this massive galaxy. But are they on the same level? Can an experienced and skilled non-force user have any chance of defeating a force-user?

This question has posed a healthy level of debate about which is or isn’t as powerful as the other. The debate is healthy for roleplaying because it shows that people care about their characters (and others), are considering how their characters interact with others in the Star Wars universe, and finally, that a definitive answer isn’t necessarily the best thing for roleplaying. I would propose that for any story, it is uncertainty of outcome that drives it, and it is best to have an inconclusive answer. In roleplaying, when one player is an absolute, it leads everyone to that terrible (yet thankfully, usually unrealised) fear of god moding.
Henerkin In the Game Storyline, in the class quests, many non-force users can stand their ground against force trained people. ...
Tsuche Early int he Jedi Councilor line, there's talk of Jedi being killed by common street gangs. There are the Nikto, as well ...
Trigger Urshell will never be able to go toe to toe with a Force User and win. I don't want that at all. That to me is immersion ...
FR330

Some heroes are born, not made. Others have to be formed into the heroes they are meant to become. While some may find themselves striding into a prescribed role comfortably without hassle, others may stumble into it unwittingly through the experiences they've had.

Royalty (even elected royalty) and politicians, such as Queen Amidala and Senator Palpatine, may find themselves suited to their positions; whereas wayward Jedi such as Luke Skywalker must learn and become who they are throughout their experiences. Yet even still, those easily suited for a role such as a Jedi trained as a youngling may find their experiences taking them on a more divergent path than they'd intended, such as the paths of Obi-Wan Kenobi and Yoda.

Even in our own lives, we are often not herded out into the world with a clear idea of our destination, and those of us who still have a journey to make want to ensure exactly who and what we will become. Although our backgrounds may define who we are as people, when we journey out into the brave new world, it is by our actions that define who we are as a person. Similarly, our characters make the same journey. However, our characters sometimes do not come with a premeditated history. Although sometimes they might, our roleplay experiences can change elements of those characters’ historical accounts through interactions with other players’ characters. Or is that not the case for you? Are your characters’ histories set in stone? Are you able to understand from where they came and in which direction they are pointed the moment they step on the screen?

In today's Force Reflection, we ask whether your character steps onto the planet with a fully formed background and history, as well as a destination in mind. Or do you allow your experiences through roleplay guide both your character's development and history?
Baskerville I tend to create a character with a few personality "keywords" in mind to guide me. For instance, my trooper ...
Alyse Resperia Totally agreeing with Henerkin here. I Set up the basic background and history for Alyse, initial motivations and such a ...
Morfa I usually equip my characters with a history and environment in which they grew up, birth planet, their child experience ...


It was a night like any other. Kar'ar Sok, an industrial deep-miner salesman, traveled through the Old Galactic Market to the apartment of a long-time friend in hopes of finding him to share stories, a drink, and generally good time. Most stories of old war buddies start the same, but they rarely end in a mugging and spending several weeks in a medical clinic on the Senate level.

CSF police reports initially held that Kar'ar was beaten by a gang of thugs, but upon further inspection from an RHS reporter held that it was no random beating and mugging, but a message being sent to anyone who randomly wanders into the district of one of the most powerful criminal consortium in the galaxy: The Migrant Merchants' Guild.

In the files of all official stations on the planet the MMG is a trade consortium that supports the rights of refugees and non-humans, as well as financially donates to the city-world's reconstruction efforts. It is no secret that the MMG came to power during the food riots, heralding non-humans poor and sick to follow their rules after the security forces pulled out of over packed sectors with high immigrant inflow.

The armed guards that helped control the Guild's resources were responsible for various crimes that no one was officially charged with. Men were beaten for trying to gain more food for their families, women and children all but being treated as objects for forced labor or darker, more carnal desires.

Adding the bribery of Senate officials and the extortion of civilian merchants into their fold, the MMG now fully controls the old Galactic Market as their own sector, the shiny neon billboards and smiling armed Weequay bruisers acting as guards one moment and shaking down shops the next. What little Republic patrols that venture into MMG territory now come fully armed and expecting trouble, the downtrodden people of the Market all but having given up on their personal freedoms that – even at the heart of the Galactic Republic – seem almost impossible to enforce.

Billian "Bill" Tetley,
RHN Reporter
Republic HoloNet Story Report
[Migrant Merchants' Guild]
Vira'rose I can imagine the follow up report to this claiming numerous beatings and murders of gang members, blackmailers, and ...



In The Old Republic, many of the choices presented to Republic players are those pertaining to doing your job to the letter or skimping on it for the sake of a greater good. From refusing to shoot a defenseless and dirty Imperial to letting an enemy mastermind go to disarm a bomb threatening to kill a Senator, every BioWare game with a government and her agents has involved tough moral choices involving the concept of sacrifice for immediate benefit.

From the war-ravaged hillsides of Ord Mantell to the frozen plains of Hoth, many choices will be presented to your character during each adventure, often dealing with giving bad people mercy or good people the sharp end of a knife. Every world and every commanding officer will have their own views on what is right, wrong, and an acceptable loss. Will your character be flexible, holding the callous viewpoints of an Imperial Intelligence agent, or will they be stubborn and hold by their viewpoints under threat of death or detriment to the mission at large?

What factors will decide the lengths your character will go to in performing their duty? Will pressure from command, associates, or companions influence the boundaries you've put forward? Tell us in the comments!
Sevra Definitely duty. My ex-military smuggler was all about winning the war, not winning morality or popularity points. Very ...
Sinreiko It'll depend on the situation, but in general duty is what drives Tieran. He most often prefers to look at the big pictu ...
Tharion When playing my character, I try to give them their own personality, but also a bit of my own as well. I know from my ad ...


For a regular soldier with no real outstanding qualities but good instincts, Captain Harron Tavus really did beat the system of Force Sensitives hogging the spotlight. Sure, he didn't have as much trailer screen time as Jace Malcom, nor is he as cool as the name taking and butt-kicking Theron Shan, but he did make a name for himself – one any Trooper will know intimately in The Old Republic.

Not much is known about Harron Tavus' early life, but during the beginnings of the Trooper storyline on Ord Mantell, he informs the player that he was with Havoc squad since he was barely a man. Harron saw nearly three decades of direct conflict, all the way from the Battle of Alderaan, Sacking of Coruscant, and various special forces conflicts in Imperial space by the orders of General Garza. He surely didn't adhere to military doctrine. As seen in Threat of Peace, he had an odd relationship with Satele Shan after he helped rescue her and a flourishing friendship with Jedi Master Orgus Din, even going so far as to help him in diplomatic missions and offensives, like the Sith invasion of the Minos Cluster
Kael Loved this guy in the game, and his tie in to the comics makes him feel like even more of an epic figure for us non-Forc ...
Atreiyu That stache man.... <3
Raziel "Is a gentleman with a Bro 'stache invited to this party?"


"Observe and fight. Interrogate and mediate." The words of Republic Strategic Information Service operative Theron Shan, the secret child of Jedi Grand Master Satele Shan. Active during the Cold War, Theron was an intelligent, quick-on-his-feet spy who channelled the collective cool of James Bond and Boba Fett. He made his first appearance in the Star Wars: The Old Republic comics penned by Blood of The Empire (and Imperial Agent class story writer) author and developer Alexander Freed.

Born on the Galactic Republic's capital of Coruscant, Theron spent the majority of his life travelling and training as a padawan would under the tutelage of Jedi Master Ngani Zho, the very same master who trained all the members of the current Jedi council in combat. At first it seemed he was to follow in the footsteps of his mother and ancestors but upon Ngani Zho's realization that he was not force sensitive, he was all but abandoned by Master Zho and forced to leave by the Jedi on Tython. The SIS was the next step for Theron and the most notable efforts of his life would be made within it, gathering information on the media blackouts that were present on several Imperial worlds, breaking up Black Sun slaving rings and even preventing the potential for another war... or the Imperial ability to fight if such a war to break out again.
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