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From Kaliyo to Corso and everyone in between, we've all dealt with the companions given to our characters in the basic story; whether we love them or hate them, they're essential for battles, and often have interesting sub-stories and romance opportunities to take advantage of. However, many people role-play their characters along a very different route than the basic story in The Old Republic goes, giving them very different backgrounds, goals, and adventures.

So the subject for today's Force Reflection is: Are your companions part of your character's role-play story, or just a means to get through the basic gameplay?

Of course, it does not hardly make sense for every Imperial Agent in the role-play world to have a companion named Kaliyo following them around and adding to their personal story. The universe doesn't have thousands of Makos running around in it and probably doesn't need them. But do you still include your character's companions in your character's personal story? Are their interactions something that has shaped your character's personality, or perhaps their time spent on your character's ship has had a consequence? Or maybe a relationship with one has changed your character's history?

Or there is always the option that your companion is simply there to do crew skills and help you out in battle, and give you someone to talk to when none of your guild members or other friends are online, and they're nothing more than an AI part of the gaming experience for you. So how real is your companion to your character, and how much of a role do they actually play in your role-play directly, or even just in your character development?
Rinn'sashi I try to avoid ever pulling out my companions for an RP. People who frequently roleplay with me know that Rinn has a few ...
Oriane Ren's first mate on her ship is Corso. In character, he is called Kylen, and he is someone she's known ever since she br ...
Emerald To me, yes they are, but not as the companion that Bioware wrote, but as a small story I wrote for them.


Let's be honest: there's not a huge amount of aesthetic variety to the armor models available in SWTOR. The artists seem to have been shooting to create unique looks for each base class so that they could be differentiated at a glance, but the result is an unfortunate degree of homogeneity to character appearance. Unless one dresses in social gear, one Smuggler's outfit, for example, looks like pretty much every other Smuggler's outfit. There's a little variation in the colors, the tailoring, and the placement of decorations, but that's pretty much it.

Moreover, some of the gear is plain goofy-looking. For instance, there's a belt model for Sith Inquisitors, which is used over and over and over again, that looks as if the wearer randomly attached a bunch of accordion ducting to a large trapezoidal codpiece. Some of the hats for Imperial Agents make them look like 1960s airline stewardesses.

With due respect to the efforts of the BioWare artistic staff to give us a beautiful game, which clothing models make you cringe? How would you change them? Would you alter the unique look associated with any of the classes? If so, how? Let us know in the comments!
Arcusholn Dorran Thought I'd weigh in with my opinion, I agree alot of the gear looks like crap, especially the top tier gear (except for ...
Rabbly In many modern MMOs, the art teams seem to labor under the misconception that large flat areas of color = bad. The scho ...
Seji PVP Gear for Operatives. Give a better hat than the one it is now!


Community sites are driven to success by one major contributing factor. You have three guesses. No, it is not hiring a group of Jawas to run the site. And no, it is not by employing an army of Gungan soldiers as forum moderators—though that could be fun, right? Did you say "member support and growth?" Ding ding ding! We have a winner folks!

SWTOR-RP has been blessed with a supportive community and ever-growing member numbers. Each day, players from The Old Republic seek a virtual home away from home in this hub for roleplayers, connecting with others to form new relationships, create new stories, and to make their roleplaying and gaming experience as pleasant and adventurous as possible. 

Without the support from our members, we'd flutter into a pointless non-existence. And to express our gratitude, members are randomly chosen to participate in the member-alternative to the Guild and Staff Spotlight feature: the SWTOR-RP Member Spotlight! To qualify, just be sure to remain active on the site, and watch your private message box. 

This time around, Tiali takes to the stage with stories of her roleplaying endeavours as an information broker in The Old Republic. What does it take to buy and sell information on other player characters? Let's find out!
Jayke Carto Nice job getting on the front page, Tiali! ...
Karthan *Puts tiali to work for goofing off while on the job!* Kidding!

Welcome back to another installment of A Long Time Ago, the column dedicated to providing you with Star Wars: The Old Republic roleplaying insights and inspirations from the vast heritage of world mythology. For the past three weeks, we've been following two sample SWTOR protagonists, Heran Sol and Torr Kleshic, through the first part of the epic and archetypal narrative form that Joseph Campbell called the Hero's Journey. These two characters' RP adventures thus far have been dramatic, to say the least: Heran has fallen to the Dark Side, and Torr has murdered a fellow Sith and pinned the killing on his best friend. Frankly, I think they—and we—could use a bit of a break.

So, as we transition from stage one of the Hero's Journey, appropriately known as Departure, to stage two, which Campbell intriguingly calls Initiation, let's pause and actually consider the man (or woman, or parthenogenetic alien organism) who's actually on said Journey. In other words, let's talk about heroes. From time to time we'll dip into the deep ocean of world myth and folklore to profile a particular type of hero in order to see how that archetype might inspire your own original characters. This week, we'll be taking a look at one of the coolest, slyest, and most appealing hero archetypes there is: the Trickster. Smugglers, Imperial Agents, Shadows, and Assassins, this one is for you!
Pixelsheen Truly, truly enjoying these. I love archetypal characters and playing off archetypes to create a unique, striking chara ...
Yallesh Loved it! A lot of people never realize that even archtypes all aren't exactly the same so kudos and looking forward to ...
The Alibi of Tyrants Another fantastic read, Tenebras. Keep 'em coming! ...

I have to beg readers' indulgence with this week's installment. I'd intended to write a case study of plan-driven roleplay, based on my debuting a heretofore un-roleplayed character of mine in the Imperial fleet common areas without slipping into "the cantina." Unfortunately, beginning last Thursday, Real Life has conspired to rob me of most of my usual playtime, and I've only been able to log into the game at odd hours when I've had hard luck finding roleplay partners. Consequently, I've had to rearrange my subjects a bit. I still have it in mind to do that case study, but this week I'm going to talk, instead, about what I believe to be the one indispensable component of good story (and, by extension, interesting roleplay)—dramatic conflict.

At the outset, it's important to acknowledge that this is a point on which reasonable people can disagree. I have heard it argued, quite persuasively, that there is no single fulcrum on which story turns; rather, that character, setting, plot, and conflict all have to work in harmony. Likewise, I'm sympathetic to the idea that strong character concepts are central to good roleplay, inasmuch as without them, our characters are just bunches of pixels. It is not my intention to disparage these points of view, for they're not without merit.

That said, dramatic conflict, I believe, is the straw that stirs the story's drink—and roleplayers seeking to eschew the mundane would be well-served to seize upon opportunities to participate in and create it.
Vira'rose Conflict and interpersonal drama is great when well done. Sadly it is often not well done. Way to often people will take ...
Chroma My love of conflict in a story is one of the reasons I don't Mary-Sue characters. How can there be a conflict long enou ...
Mordaen (Lhar / Krysh) One of the biggest driving factors behind my opting not to do a degree in English Literature or Media Studies is that I ...


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.
Amaranth Xanathe looks up to only two people. The first and foremost, somewhat obviously, is the Emperor. He is a humble servant ...
Henerkin Before age 6 Henerkin ws looking up to his parents, Tatooine droid builders. Then he was kidnapped and sold as a a slave ...
Balkito Well, I haven't gotten any other characters as mentors, yet, but most of my characters have somebody that could be consi ...

 
How often do we see someone cause misery for the sole sake of making others miserable? Rarely, I'd say. With the exception of people like Tom Brady (go Giants), the vast majority of people are human beings, and I, personally, believe that we're all good people. That said, people don't get on with each other all the time, and some more than others. We have people we don't like, people who aggravate us. We have our villains, and they're a sad, if unchanging, part of life. In roleplay, it's the same – can you imagine an Old Republic without the crackling, forboding voice of Darth Malgus? The problem with creating a villain, however, is that quite often they can antagonize players just as much as a character, and when this happens, roleplay falters. In this Datapad Notes, we'll be exploring the ways that players can create memorable villains without antagonizing others.

Do you play a character that irritates, attacks, or doesn't always do what their faction expects? They can be a Jedi Knight, irritatingly superior with harsh morals that often aggravate the people they work with. Perhaps they're an Imperial Agent, willing to side with the enemy to ensure that the greater good survives. Or, alternately, they could be a Sith Inquisitor, determined to make the Republic fall to its knees, so the galaxy can, once again, know true order. If you do, good work. Hopefully, you haven't run into the problems that come with creating an antagonist, counterpart, anti-hero, villain. If you have, perhaps this will help you work on keeping people interested out-of-character, or improve your character. We'll be discussing how a villain can contribute to roleplay, the importance of backstory in making a character, and we'll also touch on how to handle the delicate inticracies between players and characters, and how to keep them happy.

Buckle up, folks, and get ready to fall to the Dark Side.
WingedThing First off: I vastly appreciated this article, particularly the distinction between "villain" and "evil.&q ...
Sien Zoth Very, very well said. You did an amazing job on this article Kovani, but that's to be expected with your previous awesom ...
Vira'rose back in my IRC days there was this demon who every time someone killed him he showed back up a week later. (sometimes ...


In this week's The Darker Side of Life, we're going to be going into a topic that many RPers struggle with and argue over. Just how much of the time can you be in-character? In the article on roleplaying BioWare's story, we touched on using the class stories in-character. This time we're going to dig deeper and include the rest of the game too. There is more to the game than just the stories. If you happen to be standing around the Galactc Trade Network on your faction's fleet base, are you still in-character? Some players refuse to use voice chat, not because it might give away that your busty Twi'lek waitress as some hairy guy, but because once you know what a player sounds like, their characters might start sounding like that in your head too, instead of whatever accent they may be trying to portray.

For those of us that have been around RP communities a long time, there are also the people we've run into that refuse to communicate OOCly with other players as well. All they do is roleplay; everything else is shunned. Is that the apex of heavy roleplay, or a dangerous lack of communication that will lead to unnecessary drama? The question at the heart of this week's column really might be how much of our community is OOC.

Read on as we break down different activites and review community responses from The Darker Side of Life thread on how people feel about doing those activities in-character. Through this we'll attempt to find a line that can be used to guide people about what is IC and what is OOC. After all, once you've finished levelling, many players will find that their time is spent doing different activites like PvP warzones that don't lend themselves as well to roleplay as a Flashpoint might. How do we deal with it? Read on and we'll try to figure it out together.
Salin I can't really see my character doing much outside of a bar- unless dragged. So defiantly I feel like that I'm OOC in an ...
Vol Jager I try to stay IC as much as possible when in a random group as long as I am not holding them up. Example would be after ...
Krie Only times I'm not IC are when in warzones or flashpoints, and even flashpoints I am sometimes privileged with a group t ...

 
Everyone knows there's a thin line between In Character and Out of Character interaction; a very clear, and distinct point. You might be Daniel, a married Dispatch operator living on the New York bayshore behind the keyboard. At the same time, however, once you enter the game, an abrupt change occurs: you're now Dinals'otinparki, a savage Inquisitor for the Sith Order, with a compulsive habit to flirt with anything that will let her. And yet, usually, you can log off. The two personas are distinct. At worse, you might get upset at someone's constant harassment of your character, but it's never too distressing.

But as the Jedi might say, attachment messes up with a person's neutrality. Another person's hunt for a boyfriend to compare Star Wars trivia with might lead to them getting overly attached to someone; the person on the other end might be a little bit disturbed at how it affects their marriage. Romances are complicated enough in the Star Wars universe, without dragging how complex real human beings are. After reading through the responses to the recent Force Reflection, I felt obliged to contribute something towards the issue, particularly since a few responses have helped me. In this article, we're going to look at the point where IC and OOC meet in a romance. We're going to look at the points where it's acceptable, even something more, the parts when it gets vaguely odd, and that very distinct line you really shouldn't cross.
Vira'rose Im Married in real life and im always very up front about this fact anytime someone trys to push things beyond friendshi ...
Khel Well, i used to have relationships in MMOs, and most of then never crossed the IC/RL line, and the one time it did (caus ...
Solarborn Excellent Article Kovani! I've dealt with many of the issues here and have had good RP relationships and bad on both an ...


Every character of every class faces a trial of some sorts. Some of them, like Jedi and Sith, have rather obvious trials set before them as a prerequisite to advancing amongst their peers while others like the Imperial Agent or the Trooper face their own set of hurdles that are unique to them in their individual organizations.

While the story that The Old Republic has put forth helps us identify what these hurdles may have been, not all of us 'pick up' the character where the story starts. Many roleplay a Padawan still in learning, or even those unaffiliated with an organization like Imperial Intelligence or the Republic Special Forces.

What trials has your character gone through?

Whatever you may belong to, whomever your character may truly be, they had to go through some intense situations to be where they are now. They could've been in an intense covert operation, the Jedi Trials, or even just figuring out how to tie their shoelaces. Tell us in the comments!
eljacko My Smuggler doesn't keep the most reliable company. Through a rather roundabout series of events, the pointless betrayal ...
Ryger Was never formally recognized as a Jedi (and trained as a padawan against the wishes of the Council, by a master who def ...
Devlonir Devlo'nir's trials consisted of long hours of meditation over the Force and the nature of it. In his meditation, he foun ...
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