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Welcome back to another issue of The Darker Side of Life, the roleplay column for The Old Republic where we take a look at the issues concerning roleplayers, and try to find solutions for them. In this week's issue, we're tackling stealth and how it affects roleplay, specifically spying and information gathering. Spying can be a core part of an RP community, with different groups trying to figure out what each other is doing. There are all sorts of ways to gather information, from bribery, to torture, even just being a fly on the wall and listening in. The real question is, what happens if that fly on the wall has stealth abilities and can't be seen by the other players, is it still legitimate?

As always, I've collected your responses from the thread and worked them into this article where we're going to try and come up with some ways to make stealth RP work, and make it fun for everyone. Sitting cloaked in a meeting watching your enemies plot may be exciting from an adrenaline rush for the first minute or two, but without any interaction it gets boring. After all, if they can't see you, there's a zero percent chance of being discovered, and that's also why many players consider it unfair. Join me as we dive into the issue head first and try to settle the debate over whether stealth powers are acceptable to use in roleplay.
Phantom i've been playing a stealth character for over a decade, all the way back to PnP D&D. i've gone out and done a ton ...
Mai Cash In reading through the article, as well as all the comments, it seems to come down to comfort level in role play as well ...
Oriane "The stealther's player needs to be knowledgeable about what the detection range is at different level disparities ...

Okay, so the title of this column is neither a Star Wars reference nor an allusion to anything remotely recent in pop culture more generally, but this is a column about old stuff, right?

Welcome back to A Long Time Ago, the column in which we explore ways that the incredible bounty of world folklore can enrich your very own Star Wars: The Old Republic roleplaying. As you may remember, for the past few weeks we've been exploring one of the classic story structures from world mythology: the Hero's Journey. (For those of you who missed the previous installments, you can find them here and here.) This week we'll explore the last two elements of the first, and possibly most crucial, stage of the Journey: Departure. Read on and follow lovestruck Jedi Consular Heran Sol and rapacious Sith Warrior Torr Kleshic across the threshold and into...the belly of the whale!
FFSamurai05 I just got done reading all of the parts currently written and must say it's pretty well done. I particularly like the a ...
Rinn'sashi A really great job on the article. Every RPer always has room to develop and improve; I feel like this article has inspi ...
Llarion As the previous two installments, a very enjoyable read and extremely interesting article. Brilliant!

Hello, and welcome back to A Long Time Ago, the ongoing column that explores ways for you to use the rich trove of world mythology to make your roleplaying characters, stories, and events come more powerfully to life. Last week, you may recall, we began exploring the Hero's Journey, a.k.a. the Monomyth, in order to show some ways that this potent, universal story framework can inspire vibrant  roleplaying in Star Wars: The Old Republic. Remember, Lucas leaned hard on the Hero's Journey in scripting the original Star Wars trilogy, so there's a lot to be gained by putting it to work in your own personal Old Republic saga.

Last week we had just barely dipped our toe into the Hero's Journey by looking at the Call to Adventure, the first sub-stage of Departure. (Departure itself is the first of the three main chapters that together make up the Monomyth. The other two, you may remember, are Initiation and Return, both of which will get their own columns in the coming weeks.) In order to demonstrate some concrete applications of the Hero's Journey, we focused on two example Old Republic characters: the young Jedi Consular Heran Sol, whose player wants to roleplay an ongoing subplot in which Heran falls in love with exactly the wrong person; and Torr Kleshic, a murderous Sith Warrior whose player is exploring a dangerous rivalry between Torr and another player's Sith. Let's follow these two through the next few stages of their Departures and see how their players might use the Monomyth for storytelling and roleplaying inspiration.
Llarion Great article! Thank you for the detailed illustrations of each stage of the monomyth, which really bring your explanati ...
Gaivs-Germanicvs Just saw this and immediately went back to read the first installment. As someone currently pursuing degrees in anthropo ...


Twentieth Century-Fox fanfare.

A black backdrop, bejeweled with distant stars. And ten words: 

"A long time ago, in a galaxy far, far away..... "

I saw Episode IV: A New Hope when I was all of six years old, and my stomach still tightens with eager anticipation at the sight of that simple proem. It always promises that what we are about to see isn’t just an ordinary shoot-’em-up between plastic models chroma keyed against a matte painting. Instead, the words betoken something vaster, something more potent: we are witnessing a capital-S Story set in a mythic world where the stakes go as high as they possibly can, and where Good and Evil clash on a grand, primal scale.

Amet While I borrow a lot from the monomyth, one problem I have is incorporating the monomyth when writing plotlines for mult ...
Vaanthe
Definitely a good article, and I do look forward to more as well.
Vegas Brilliantly written, and I am very much looking forward to reading further installments. You are a writer's writer!


For the first time in a while, Force Reflections are going back to individual topics by each of our reporters. To celebrate, today I'm asking you what you think about the outfits in The Old Republic and how they lend themselves to roleplay. For those of us that played beta, things were in a constant state of flux. Outfits got changed, added, removed, and swapped between classes. Some people have even changed classes to follow their favorite outfits. Maybe looking good is more important then matching IC powers with OOC ones!

Personally I'm somewhat disappointed by the Sith Inquisitor's choices. We've lost a lot of our best looking outfits to the Sith Warrior since beta. A few were even colored brown and given to the Jedi Consular, including our only outfit with a cape that dropped from the Hammer Station Flashpoint. A lot of outfits have also had their hoodless variations go missing. Hopefully this will all balance out, and maybe when hood/mask combos get fixed, we'll have that to help out with looking good as well.

For now though let us know what you think about your own RP outfit! Upload your own pictures or tell us about your outfit and why you like it. Have you been using social clothing or your class's armor for RP outfits? If you're not satisfied, tell us what you think you would like to see added as far as RP outfits!
Xy'xala
Make it like DC online does where you can wear a piece of clothes and you have the option of using that style whenever y ...
Taleera The number of outfits I keep around depends on the character. Some, like my Smuggler, have only one set of clothing beca ...
Oddball_E8 One more thing that is important to rmember is that in those other games we might have played, we were spoiled for choic ...


As we approach the launch of The Old Republic, BioWare has put out another video detailing the combat between the classes. Many people originally questioned just how a regular person could take on a Jedi or Sith, and once again, we see how it can work. For the Imperial Agent, the answer is high tech gadgetry and cover. The Jedi Consular on the other hand has several ranged force attacks and a deadly lightsaber at close range.

Senior Writer Alexander Freed and Designer Ken Dilks argue in favor of the Imperial Agent. As we've seen before, Imperial Agents are masters of stealth and technology. Will this be a premonition of Imperial Intelligence RPers stalking Jedi prey? It's certainly possible; an Agent's tech and cunning puts them on par with the mystical powers of the Jedi Consular. The common man of the Empire has what it takes to stand up and fight for the Emperor!

On the other hand, Writer Jo Berry and Designer Jason Attard suggest that the Consular's mastery of the force can overcome the Agent's tricks. The Jedi Consular will be sent across the galaxy to search for relics of the force and root out the Dark Side wherever it is hiding. Will Jedi players be fighting Imperial Agents to free an oppressed people or keep them from capturing a powerful relic? Only time will tell if these heroes of the galaxy are up to the task. Read on to tell us what you think and see the video!
Sendra Just jumping in here with one comment. I LOVED my Agent in beta. Didn't get far, but awesome storyline. Then I decide ...
Rand_Barker Lets be fair here. Agent = COBRA Commander. RISE COBRA RISE!!
Vosst Imperial agents have an awesome storyline, and I liked how EPIC my agent turned out in beta, COBRA!!!!


Once again it's time for a peek into the Jedi Consular, perhaps the most controversial of classes in The Old Republic. From the battle to change Wizard to Sage, to the long-time fans going without any news on it whilst being incredibly overpowered in early beta builds, the Consular has been a mainstay of forum debates. As we approach launch though, the final curtains are being opened and we get to see the class and armor progression of the Consular in full.

Jedi Consular is the lightside equivalent of the Sith Inquisitor. While the Knight is destined for close quarter brawls, the Consular allows players to create a character with a bit more guile. For players who want a character with strong knowledge of the force, the Consular is your go-to class. For its advanced classes, the Consular can level into the Shadow or Sage at level 10, just after leaving Tython, the Jedi starting world.

The Jedi Shadow is a knight-errant, scouring the galaxy for knowledge and uncovering evidence of the dark side wherever it may linger. Shadows are the eyes of the Jedi, working covertly and often without support to do their jobs. To this end they carry the double-bladed lightsaber which allows them to defend as well as attack, and combat groups single handed. The Shadow relies on their invisibility to strike quickly and deadly before the enemy can react. Continue reading to learn about the Sage and see the video.
Raziel All Hail the Ministery of Silly Hats
Sinreiko On the lack of pants issue, I ironically have been looking for robes and haven't found them yet (Granted I'm only level ...
KallaBeccani I have been doing jedi Consuler for the time I have been in beta and here is my opinions on the matter; If you are in f ...


The path of a Jedi during their years as an Initiate and Padawan learner is difficult and demanding to say the least. In Parts I, II, and III of The Jedi Path: Teachings of the Jedi Order, we've taken you through some of the activities that an Initiate and Padawan may have to partake in to progress through the ranks. After years of endless training and tutoring by senior peers, a Jedi Padawan must pass the Jedi Trials in order to obtain the rank of Jedi Knight. However, the learning does not end there. In The Jedi Path, a Jedi lore guide written by Daniel Wallace, we learn from the perspective of Grand Master Fae Coven that there are more Knights than any other rank in the Jedi Order, and for good reason. Demands for the services of the Jedi are high, as the Order serves to protect all living beings, especially those aligned with the Galactic Republic. The galaxy is a large place, and crime fills every corner of known space. 


Do you ever wonder how it is that the Jedi are so ruthless and precise with their strikes, parries, and blows whilst using the unforgiving lightsaber? Not only do the Jedi have access to the almighty Force to anticipate the attack and defence strategies of their foes, but they also have access to the knowledge contained within the forms of lightsaber combat which have been studies for centuries. In Part III of this article miniseries based on the book, The Jedi Path, we take you through the lightsaber forms used by both the Jedi and the Sith, as well as touching on sense abilities. We will then conclude the Padawan chapter of the book written for students of the Jedi by taking you through the Jedi Trials – the tests that determine whether a Padawan can be deemed ready for Knighthood within the Jedi Order.

For those of you still getting familiar with Jedi lore, there are six forms of lightsaber combat, each with their own style. Form I, also known as the Determination Form or Way of the Sarlacc, is the first style of lightsaber combat taught to the Jedi Initiates and Padawan learners of the Jedi Order. As previously stated in Part I of The Jedi Path: Teachings of the Jedi Order, Form I aims at the major strike zones of the body, consisting of the right and left sides of the body, as well as the head and legs. Disarming or temporarily incapacitating an enemy is the main aim of Form I. It is when we move onto Form II, also known as Makashi, and the Contention Form or Way of the Ysalamiri, that we begin to move onto the more stylised forms of lightsaber combat. Makashi was predominantly used for lightsaber-on-lightsaber combat. It is the most elegant of the six forms, using light and precise strikes at its opponents. The stance of Makashi consists of having one foot in front of the other in a line, moving forward and back upon this line. Disarming strikes with spins and twirls of the lightsaber are the more natural movements of this form.


Welcome to the second edition of The Jedi Path: Teachings of the Jedi Order. In this article mini-series, we leech onto the knowledge and lore contained with Daniel Wallace's book, The Jedi Path. In Part I, we focused briefly on the Jedi Code, but we went into detail with some of the lore surrounding the teachings and day-to-day activities of a Jedi Initiate. In Part II, we take you through the lessons and requirements of a Jedi taken as a Padawan by a Jedi Knight or Jedi Master. The path is difficult, and it requires much patience. However, a successful apprenticeship will eventually take a Jedi Padawan to the Jedi Trials where the title of Jedi Knight could be had. Let's not get ahead of ourselves though. Let's take a look at what being a Jedi Padawan is all about.

Most Jedi Initiates will be deemed ready for an apprenticeship at around the humanoid age of twelve to fourteen standard years. After passing the Initiate Trials which was outlined in Part I of the miniseries, Jedi Initiates can increase their chances of being chosen by a Jedi Knight or Jedi Master for an apprenticeship by participating in the Apprentice Tournament. The tournament consists of lightsaber contests which are viewed by the Knights and Masters of the Order as they scope out potential Padawan learners. At times, the tournament consists of free-for-all contests, as well as battles in a zero-g chamber.
Elizaistro I do hope that people bear in mind that this book is supposed to have been made after the Ruusan Reformation, and conseq ...
Wyrmsfire I have this book, and let me tell you, I really like it. I will be RPing my Jedi Knight according to many of the aspects ...
JaminH After a few years, thats when your expected to alter your initial lightsaber? Are you guys gonna RP that a lengthy time ...
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