Sephirajo posted 12 hours ago
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Author: Sephirajo,  BioWare,  EA,  Electronic Arts,  Force Reflection,  Jedi,  LucasArts,  role-play,  Roleplay,  RP,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR

Immersion is an important part of any role-playing experience. How far you sink into the world and the hooks it puts on you and your character are an important part of keeping a story going and keeping interest in it up. Star Wars is unique in that it has a lot of lore to build off of and expand on. From the Jedi to the Sith, from outlaws to soldiers, the world we've taken to running around in is a rich one.
There's certainly no shortage of lore and story floating around. In the end, how much of what happens in the game and what has happened in the Expanded Universe can be a very personal situation with a lot of head canon involved. This can affect the way scenes in public places play out on RP servers. We're all bound to, eventually, run across someone whose idea of lore contradicts our own. It's the handling of these encounters that can really make or break immersion on an RP server.
As role-players and writers, how far are we willing to bend lore to fit our personal stories? At what point do you, as a player, feel stepping in is necessary either because your character would step or you feel it's gone to far? I think we can all agree that some bending of the lore, at the very least, is understandable to tell a story and sometimes even necessary. Is it ever right to intervene in character or out of character when someone crosses that line in a public RP area?
Sebaya Keto posted Tue at 8:00
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Alderaan,  Author: Sebaya Keto,  Bounty Hunter,  Credits,  Force Reflection,  Jedi,  Nar Shaddaa,  role-play,  Roleplay,  RP,  Sith,  Smuggler,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Wookieepedia
Rich or poor, credits have to come from somewhere. When we're roleplaying in most cases, we don't usually think about where credits come from. Most people generally have an idea of how many credits their character has. Smugglers tend to be poor while an Alderaanian Nobleman might have a great deal. We could debate for hours how rich characters should be, or if you have to back that up with OOC credits. But I thought this morning it might be more fun to take a different spin on it. Regardless of how many credits your character has on average, how do they earn them in The Old Republic?
My character Sebaya is fairly rich, but most of her money is tied up in business. She often has to look to other sources to fund some of her more expensive and sadistic hobbies. Currently, she's thinking about using her shipping assets to sell cheap spice through contacts on Nar Shaddaa. Since all corners have been cut to save on costs, there is the unfortunate possibility that any player's characters will suffer horrible side effects from use of the spice. Well, hopefully no one traces it back to her, but that's the risk of doing business!
Tell us about how your character earns their pay. Does your Bounty Hunter RP out jobs to keep their crew paid? Or do you keep moneymaking activities in the background? While we're at it, I've always wondered where exactly Jedi and Sith get their money from. Is it like a salary? Jedi can't exactly go burn and loot a planet for credits like a Sith could. See if you can answer that one as well. Also that picture is one of credits from Wookieepedia. I always wondered what exactly a credit chit would look like...
Raspar Ojen posted Mon at 8:00
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BioWare,  EA,  Electronic Arts,  Force Reflection,  Jedi,  LucasArts,  Nar Shaddaa,  role-play,  Roleplay,  RP,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic
Excitement, adventure, a Jedi craves not these things. Most of us RPer's, however, definitely crave adventure and excitement. Now, excitement can mean battling a Sith Lord on a strange and dangerous planet, or simply trying to shuffle out an unruly patron as you try and tend a bar. Whether the scope of the adventure is large or small, we want to put our characters in fun, interesting scenarios. But while we are so busy doing this, do we find the time to brush our character's teeth? Or maybe even get some grocery shopping done?
Now at first glance those two examples don't sound like much fun to do, since the game doesn't demand it of us. We can suspend disbelief and assume all of these activities are done "behind the scenes," right? But just because we can do that, does it mean we should always ignore some of the more simple things that our character need to do to survive? Can't it be fun to go grocery shopping with some friends on Nar Shaddaa? Or maybe taking someone with you to deal with a jury duty holo-mail you received from your home planet? Can't the more hum-drum activities we deal with on a day to day basis become fun to RP out in the Star Wars universe?
Do you take the time to perform some of the less glamorous chores needed for a person or alien, to survive? If so, what kind of things do you do? Answer in the comments section below!
Centerfire posted Fri at 8:00
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Author: Centerfire,  BioWare,  Dramatic Failure,  EA,  Electronic Arts,  Force Reflection,  LucasArts,  MMO,  PVE,  PVP,  role-play,  Roleplay,  RP,  Setbacks,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR

Like us, our characters are creatures shaped and defined by our failures as much, if not more than, as by our successes. A dramatic setback can resonate through a character's whole existence, filling him with the resolve to meet new challenges... or with speculation about what might have been, and lingering doubts that haunt him for years.
Unfortunately in an MMO, these sorts of dramatic setbacks aren't always easy to come by. PvE play operates at a "work at it for long enough and success is pretty much inevitable" level of difficulty, while PvP setbacks tend to be very abrupt (your team loses the warzone) and ephemeral (after which you requeue). Even in roleplay, a setback arising out of PvP mechanics (a duel) or simple dice rolls may not feel particularly powerful. Sometimes you, the player, simply have to take matters into your own hands.
Have you ever conspired against your character, forcing him or her to fail at something for the sake of a good story? If so, what were the circumstances? Did you have any second thoughts at the time? What was the long-term outcome? If you haven't had this experience, what would it take for you to decide that your character just needed to come up short? Let us know in the comments!
Alyxander posted Thu at 8:00
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Author: Alyxander,  Bella Swan,  BioWare,  EA,  Electronic Arts,  Force Reflection,  JRR Tolkien,  LucasArts,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
Have you ever looked at the character of a friend and thought: "You know what? He is just like his character." Self-Insert Avatar or Author Avatar are terms used to describe a 'character' that is essentially the author putting themselves into the story, usually sharing their personal views, likes, dislikes, and sometimes even flaws. Many roleplayers have done this in the past – I myself am guilty – but it's sometimes seen as negative (Did you know J. R. R. Tolkien said his own author avatar was Faramir?). Some people like to do this for all of their characters, others prefer to try and create finely tweaked unique characters that fit the setting.
At the end of the day, though, at least a little of us is going to be put into our characters when we ourselves are crafting and playing them (Humans in MMOs are a popular race for this reason), even if we don't intentionally do it. And so, in this Force Reflection, we ask how much of yourself do you put into your characters? Do you seek to distance yourself from the character as much as possible? Do you just write away without a thought in the world? Just to let you know that if you imagined yourself as Bella, I will be forced to hunt you down and kill you in your sleep.
Kovani posted Feb 15, 12
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Agent,  Apprentice,  Author: Kovani,  BioWare,  EA,  Electronic Arts,  Force Reflection,  Imperial Agent,  Jedi,  Learning,  LucasArts,  Mentor,  Padawan,  role-play,  Roleplay,  RP,  Sidekick,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Training,  Trooper
The
relationship between a student and their mentor is one we see multiple
times in the Star Wars films; Obi-Wan and Luke, Anakin and Palpatine, or
all the shades in between. Learning from others isn't exclusive to the
Jedi, or the Sith, though -- an older pilot could have a younger sidekick
he's taken under his wing, or a Bounty Hunter might keep an eye out for
a less experienced newcomer. We've already seen the a wide variety of
teachers and students in The Old Republic, acting out that familiar
relationship, whether it be in or out of character. Almost universally,
it tends to be a great source of jokes, fun, and fantastic roleplay
adventures. That leads to the discussion for this Force
Reflection: who are your mentors, and what do they mean, to you? Are
they your Padawan's Master, or is your relationship one of a slave being
forced to serve a Dark Lord? Did it start through a coincidence of
roleplay; a chance encounter that struck the interest of one of you, and
continued from there? Or did you seek out and arrange something with a
friend, or, perhaps, a complete stranger? Does your Agent have a sidekick; does your Trooper have someone they look out for? How's it worked out? Make your
voice heard, as always, in the comments. Just be sure to ask your master for permission first, slave.
Sephirajo posted Feb 14, 12
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Author: Sephirajo,  BioWare,  Black Talon,  Brentaal Star,  EA,  Electronic Arts,  Force Reflection,  LucasArts,  Millenium Falcon,  role-play,  Roleplay,  RP,  Slave I,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  Tantive IV,  The Executor,  The New Hope,  The Old Republic,  TOR,  Uwana Buyer
Star Wars: The Old Republic, continues this trend. From The Black Talon to The Brentaal Star, just looking at a ship's name can give someone a clue to its origins or to the person and the crew who pilot her. A ship is more than just a way to get around, to hop from point A to point B. To our characters, their ships are their homes (and for others it's their livelihood as well). With ships having such a deep connection to our characters, naming them seems the next step. Names of ships aren't to be considered lightly, as they reflect the personality of the character as a whole.
The names of the ships for my own characters vary greatly. From my smuggler's Nothing to See Here to my Sith warrior's The Death's Hand, they reflect something I try to make apparent with even how the characters are played. So my question to you is simple; what does your character name their ship and what made them choose it?
Raspar Ojen posted Feb 13, 12
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Author: Raspar,  BioWare,  EA,  Electronic Arts,  Force Reflection,  LucasArts,  Mandalorian,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars Galaxies,  Star Wars The Old Republic,  SWG,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR

The Star Wars movies have always contained an interesting array of noises. Be it the clashing of two lightsabers or the scream of a stormtrooper plummeting to his death, the noises and voices within the Star Wars universe have been a crucial part in making the Star Wars universe unique. But when it comes to roleplaying in an MMO, we do not really have the luxury of providing others with audible responses. As ingenuitive and imaginative roleplayers, however, we find ways to portray how our characters talk or sound in order to increase the overall immersion for those we interact with. One of the simplest ways I have seen to clarify how a character sounds is to use a descriptive word before a line of dialog. I saw quite a few Mandalorians in Star Wars Galaxies simply use the emote "Drones” to describe the modulation that the helmet gave their voices (due to its effectiveness, it’s not surprising that this has carried over into The Old Republic). Other players actually type words out phonetically, so each line is read in a distinct accent. So what "tricks of the trade” do you utilize to help portray how your character sounds to others? What’s worked for you, and what hasn’t? Tell us what you think in the comments below!
Centerfire posted Feb 10, 12
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Author: Centerfire,  BioWare,  EA,  Electronic Arts,  Force Reflection,  Guild Concept,  Guilds,  Imperial,  Jedi,  LucasArts,  Republic,  role-play,  Roleplay,  RP,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
Even a cursory perusal of the guild recruitment threads in any of the SWTOR-RP server forums reveals that there are a few guild concepts that crop up again and again: the (Republic or Imperial) military or intelligence unit; the crime syndicate; the shadowy Sith cabal; the noble Jedi circle.
Obviously, that these concepts are so popular indicates there's a market for them. They're interesting in their own right, and it's always possible to put an original spin on a well-travelled concept. On the other hand, someone looking for a more distinctive guild might struggle to find a good match among all the conceptually-similar ones.
If you're part of a guild that embraces one of these concepts, how does your guild try to stand out from the crowd -- or do you just focus on building a strong guild community, figuring that differentiation will take care of itself? If you're part of a guild which doesn't embrace one of these concepts, how did your guild arrive at that concept, and are you at all concerned you're catering to a niche audience? And if you're still looking for a guild, how might a guild's concept weigh into your eventual choice? Let us know in the comments!
Alyxander posted Feb 9, 12
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BioWare,  EA,  Electronic Arts,  Force Reflection,  Kolto,  Lightsaber,  LucasArts,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  Stormtrooper,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
In a universe as deadly as Star Wars (the hint is in the title), it is inevitable that many of our characters are regularly going to be placed in situations where injury and even death are very real possibilities.
At the end of the day, however, roleplay is what you make of it; we have all seen in the the films how lightsabers can cut through naked flesh like a hot knife to butter, or how Stormtrooper armour appears to be about as effective as a wet paper bag. But would you be so keen to lose a limb each and every time you fought against glowstick wielding combatants and lost? What about the lengthy period of time it would take to recover? Unless you're intending to take a break from the character for an extended period, it is unlikely you would place your character in a kolto tank on a whim. As roleplayers, we usually have to play a balancing act between not having our characters becoming permanently disabled without seeming completely invincible to harm during combat scenarios.
In this Force Reflection, we ask: how far do you take injuries on your characters? Tell us of your experiences both as a victim, onlooker, even as the one who inflicted it and how this has affected your character not only physically but also psychologically.
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