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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!
Draxus
Well, I killed off my main before the game even launched! 'Cept it happens at the end of the war. But he totally bites i ...
Jun Keres You know the old feel-good saying: "our greatest glory lies not in never falling, but in rising each time we do&quo ...
Adrianna To me it all depends on the character itself. I do not plan my rp on this matter but I do keep up like George R. Martin ...

How many times have you logged into the game excited to roleplay, but logged out some hours later vaguely disgruntled at having spent your time with your character sitting in a bar somewhere, sipping drinks and swapping shallow conversation with strangers who you're ambivalent about ever interacting with again? How many times have you found yourself longing for a deeper, more substantial roleplay experience, but at a loss as to how to find it?

Those are questions I pitched to the staff here as the basis for a series of articles I was interested in writing. They found them provocative enough to take a chance on me as a Reporter -- an opportunity for which I am profoundly grateful, given that I don't pretend to bring any special insight to the table. Indeed, to some extent I'm going to be chronicling my own journey as much as I'm proffering advice: my online roleplaying background is predominantly in MUDs and MUSHes, and while I've dabbled with roleplaying on MMOs before, SWTOR is the first MMO in which I've found a real motivation to -- if you'll forgive me dropping my catchphrase -- escape the cantina.

Let's be clear, though: "the cantina" isn't a concrete in-game location. Interesting, engaging roleplay is rarely venue-bound, and it's certainly possible to have one of those exhilarating-but-exhausting scenes while sitting smack in the middle of a well-travelled RP hub. "The cantina," for my purposes here, is a metaphor for the mundane. This column is about figuring out how to banish the banal from your roleplay sessions -- to build the sort of connections, and come up with the sort of stories, that allow you to eschew idle drink-sipping in favor of compelling scenes that leave you satisfied, if not yearning for more.

Whether you're a novice trying to soak in as many ideas as possible, a journeyman looking to broaden your horizons, or an old hand with wisdom to share, I hope you'll join me. Next time, for my first "real" article, I'll be talking about the value of having a plan or agenda for your roleplay sessions. Your thoughts, suggestions, and criticisms are always welcome.
Krie I don't do cantina rp unless there is a person I am supposed to meet or something to acquire. It's not fun to me sitting ...
Jun Keres <3 Lynada. Well said. I'm not a plot person. And I'm not a cantina person really either. I rarely play remarkable ...
Sarani I'm going to be brutally blunt here and say that this strikes me as going about RP the whrong way. RP in MMO's is more ...


A lot has been asked of you about PvP and roleplay in the past, but what about just PvP for its own sake? The Old Republic has its own PvP systems and mechanics that may be very different from previous MMOs. Roleplayers aren't typically known for their aptitude in PvP; in fact the opposite is usually true, but has TOR's systems changed your opinion? I've talked to a lot of different people and some love it and others hate it.

Personally I've always loathed to do PvP other than when I absolutely had to. I've spent the past several years in Star Wars Galaxies, where open world PvP was effectively destroyed by years of terrible updates and warzones that came in late and were buggy. In TOR beta though I decided to give them a shot and fell in love. I enjoy how the warzones force players to work together or get slaughtered. Even on Ilum we hid behind a snow dune and ambushed a superior Republic force between points, catching them unaware and destroying them. 

So for today's Force Reflection, let us know what you think about PvP in The Old Republic. Has it won you over or turned you away? Do you do it for fun, or just as part of your roleplay? Let us know your favorite stories too! PvP has and will remain a large focus of BioWare's development team, so hopefully we can all find something to enjoy about it.
Bobbsan Yes I am doing pvp everyday more or less, I have totally dropped the endgame flashpoints and so on because they seemed t ...
Sareth SWTOR has turned me into a PvP monkey. Initially it was just to get the purple bird suit for my SI, because I love how i ...
Trigger I like it but only from a very very casual level. I don't care about rankings or gear. (Although I did care about the ti ...


How much control do you really have over your character? That is the question at the heart of the matter we'll be discussing in this week's edition of The Darker Side of Life. Consent, notification, and anarchy. Three scary sounding words we'll break down and give meaning to through hands on examples. What is the best way to roleplay? If you're looking for that answer, then these aren't the droids you're looking for. 

So what does it all mean? When you're roleplaying, no one can force you to do anything with your character, right? Or do you give up a bit of that control when you step out into a wider world with other players? To be sure, there is no way we can all agree one way or the other, but that's why we have many servers, for different types of people, more then just PvE and PvP, though there is some parallel thinking going on. 

Are any of you even reading this? You're playing The Old Republic aren't you? Aren't you? Google can tell me if you are. For those of you too busy grinding to read the full thing I'll cut to the chase. Compromise is essential if we're going to coexist. Ultimately, surrounding yourself with only a small group of like-minded souls will eventually fall apart. There is no right way to work together – but more wrong ways then we can count – and many of them boil down to stop being such a jerk.
papagolfwhiskey Open Emotes! -- posing an -attempt- cedes control of my character to me and requires no metagaming, advance notice, pre- ...
Aylira/Syna In the 96th, we do have a consent clause on one form of rp. Basically says if you engage in that rp, you are by default ...
Vertigus <cracks knuckles> As a longtime villain RPer (same "Server-Level" character concept for 6 years) I've e ...


Tziena and Vaanthe are back from the second Fan Site Summit, held with the developers from BioWare and the selected fan sites for The Old Republic at the BioWare base in Austin, Texas. Game Director and Lead Designer James Ohlen, Lead Combat Designer Georg Zoeller, and Lead End-Game and PvP Designer Gabe Amatangelo participated in interviews and Q&A sessions during the Summit. Want to know what they discussed? We've compiled the best bits in another wrap-up where you'll find information on achievements, chat bubbles, social points and some of the items you'll be able to purchase, as well as details for character's wishing to maintain some neutrality on the light and dark side scale. PvP is discussed, as are game metrics used by BioWare to monitor specific in-game activities. Continue reading to soak up the best bits from the Fan Site Summit Q&A with the developers.

Achievements have been popping up in both PC and console games of late, and The Old Republic won't be seeing any shortage of them. James Ohlen kicks off proceedings by touching on the achievements system which will be available at launch. It is a system that can be easily expanded upon, and we'll be seeing more achievement additions in future updates implemented by BioWare. Don't expect to find achievements at every corner of the game, as it is still in the works, as well as being a system that James Ohlen believes is used more often by players making use of end-game content.
Yospeck Sometimes it feels like the questions that get asked have already been clarified on a dozen times already with a "n ...
Alyxander *like WAR
Alyxander I'm getting less optimistic about The Old Republic. I'm worried we're going to see a situation like TOR where for the sa ...


In-game combat for roleplayers in MMOs can be had in two main ways. The first consists of what we call an "emote duel." This consists of, majority of the time, a die roll which decides on which player lands the successful blow. This is determined by the highest roll of the die. This continues back and forth until someone loses a limb or they run away in utter defeat. The other form consists of using the game's combat mechanics. No die, just an all out brawl using the abilities given to the character classes of the game. This relies heavily upon character statistics, their equipment, as well as a proficiency in keyboard bashing. 

Roleplayers have their own preferences as to how duels are carried out, however the decision could possibly weigh heavily upon the game's ability to make combat look impressive. Perhaps this is something Star Wars: Galaxies failed to do, however BioWare have managed to make combat in The Old Republic to be much to the contrary; it is beautiful, almost as if we're watching a choreographed combat scene in a Star Wars film. The many in-game combat scenes depicted in some of BioWare's trailers, specifically the Join the Fight and Fate of the Galaxy trailers, are a clear representation of what BioWare like to call "heroic combat."

Here at SWTOR-RP, we've discussed emoting in The Old Republic extensively. It has been covered in All The Galaxy's A Stage: Emoting in RP, The Darker Side of Life: Emotes, Dice, and Duels, as well as the Codex of Roleplaying. We now pose the question of emoting in duels to you in this Force Reflection. Which do you prefer? The emoting style of combat, or the utilisation of the game's combat system? Pop your opinions in the comments section. 
Serithis I find it hard to choose, but in the end I go with Combat Duels, if a player is a low level, which means he's clearly in ...
Vaanthe
This particular discussion seems to always engender .. passionate.. responses on either end, to put it rather mildly. I' ...
Londrieved I never fight unless it's either planned or with people I know. People just don't get into fights with random strangers, ...


Welcome back everyone to this week's The Darker Side of Life. In this edition, we will be discussing our characters and how we create and become attached to them. The two main issues here are called Mary Sue, and the IC/OOC divide. Mary Sue refers to the complexity of a character, their balance, and how much of ourselves we put into them. The IC/OOC divide is a term for how we keep ourselves as players separate from our characters, sometimes not always successfully. 

When I think of Mary Sues, I like to think of Duke Nukem. He represents an unstoppable killing machine bubbling over with testosterone that is out to kick ass, get the ladies, and nothing else. When it comes down to it though, it's not much fun to be in Duke Nukem's universe if you aren't the king himself. Mary Sues tend to put other roleplayers in a similar position, since they are often all powerful or unstoppable. The question is, where do you draw the line? How much is too much? 

The IC/OOC divide is an even more convoluted topic. We often put a bit of ourselves into our characters, but again, how much is too much? How do you know when you've become so attached to a character you cannot bear to see them harmed? Every roleplayer has become too attached at some point, and the question here is more how to deal with it when it happens, otherwise it can be a problem for everyone around you.
Gratulor Wesley is a perfect example of why we shouldn't put our whole selves into our characters.
Jeanne Nice article... the images made me laugh.
El-Cid I sort of disagree with your premise. To me, a Mary Sue has always been either A. Someone whose backstory is intimately ...


Roleplayers are renowned for their ability to immerse new characters in to a pre-established environment. We create characters from scratch, putting together physical features, personality attributes, skill trees, as well as a story to add the finishing touches. For roleplayers in an MMO based on Star Wars, there is one more aspect in character creation to take into consideration. The Star Wars universe if filled with countless creatures of all shapes and sizes. We've seen numerous species depicted in the Star Wars films and games, and with BioWare's addition to the Lucas universe in The Old Republic, we get to take our pick from a bunch of aliens for our characters. However, we need to ask ourselves, are we capable of immersing our characters into BioWare's fantasy world successfully with these alien choices for our characters?

In Sa Chi's latest edition of All The Galaxy's A Stage, he discusses the very topic of species and roleplay. It wouldn't be awfully difficult to roleplay a human character in The Old Republic, as we know how they perceive the world from our own experiences. However, when it comes to alien races, we need to take a bunch of other race-specific attributes into consideration. Twi'leks are capable of communicating via their lekku, Sith Pureblood can also communicate expressions by twitching their cheek tendrils, and the Miraluka perceive the force not by sight like other races, but by an ability called Force Sight. Here is a snippet of Sa Chi's take on the Miralukan ability and how it would affect roleplay:

"Force Sight won’t allow colours to be perceived but will distinguish between organics (including the dead) and their alignment from the surrounding environment by auras.  Objects like walls and doors appear translucent, effectively allowing them to see through them.  The big realization was that Force Sight would require me to learn a new way of relating to the world because everything my character sees is from the perspective of energy and auras."

Head on over to Ask A Jedi to read All The Galaxy's A Stage: Species and RP in full. As roleplayers in a Star Wars MMO, we need to make sure we cover all our bases when it comes to roleplaying alien races so that we can allow for a seamless experience once the game launches. Feel free to discuss your views on the matter here at SWTOR-RP. Pop your thoughts into the comments section. 
Cleeyah I think for starters I keep to playing a human. I already suffer from the kid-in-candystore-syndrom when it comes to cho ...
Ethereal Night I'm working on building my Mirialan Smuggler, and so far she has 2 racial traits that could give me some passive and act ...
Firaxus I think it's quite satisfying when people can convincingly bring up the quirks of these alien species. It truly represen ...


The personality of a character created by a roleplayer for an MMO, such as The Old Republic, can be one of two things. The character's personality traits and habits will either be a mirror or slight extension of the roleplayer, or much to the contrary, where the character would be the complete opposite, sharing almost no similarities with it's maker. In The Old Republic, you could come to face a character who is your everyday nice guy, created by a person who is very much the same in real life. On the other hand, your everyday nice guy might just want to test the waters to see how evil they can be, hiding behind a virtual creation, reaping havoc across the Star Wars galaxy. Both options are viable, as the quality of roleplay isn't defined by how a character is created, but by how the roleplayer can immerse their character into the virtual world. 

In today's Force Reflection, tell us what was involved in creating the personality for your character. Are you the devil's advocate in real life, creating a mirror of yourself for the game so that you may slice and dice anyone that opposes you? Or are you going to lay your evil ways to rest during your game time with The Old Republic, donning the wings of an angel, swooping in to save those in need? Let us know whether your character is very much like yourself, if they're an extension of you, or if they're the complete opposite. Add your answers to the comments section below. 
Darby Thinking about roleplay, I'm sometimes reminded about the story Ray Bradbury told about his early short-story 'The Lake' ...
Chaos Listarchos Devious, Prince of Trovas Vylius, One of Many Champions for the Throne of Devious Lords. I took a lot of tim ...
Jeanne There is definitely a piece of me in every character. In Adlai, there is a lot me to the point where he has only a few t ...

We all have favourites. It is undeniable. As impartial as we try to remain at times, we just can't help favouring one thing over another. We have favourite foods and beverages, favourite singers and rappers, as well as favourite ways to smack others about when they dis something you favour. There is one thing, however, that we could all probably agree to favour together, and that is BioWare's upcoming MMO, The Old Republic. We've waited for it since 2008. We've watched, week after week, as small details were released from the unbreakable cage of secrets guarded by BioWare. We've wanted the game more and more, and finally, we can expect to get our filthy hands on it on the 20th of December this year. 

There are eight classes available to choose from in The Old Republic. Four for the Galactic Republic, and four for the Sith Empire. Two classes from each faction consist of force-wielders, whilst the other two get all their glory with no help from some hokey religion. Each class, however, is based on a well known character from the Star Wars universe. The Bounty Hunter can be said to be a representation of Boba Fett. The Smuggler is a Han Solo enthused rendition, whilst the Jedi Knight kicks butt just like Mace Windu did in Revenge of the Sithbefore getting his arm cut off that is. Each class's likeness isn't limited to one character, as we could probably compile a long list of characters that fit under one of the classes for the game. 

What we'd like to know in today's Force Reflection is who your favourite Star Wars character is that fits the role of one of the eight classes in The Old Republic. Start with your chosen class, and if you wish to divulge, list your favourite character for each of the eight classes. Post your choices in the comments section. 
Amaranth Favorite class is the Sith Warrior. Favorite character for Warrior would be Darth Sion. Ambitious, tenacious and decepti ...
Jayke Carto My favorite class is (and I've said this many, many, many times lol) the Smuggler. As far as my favorite character goes, ...
Aylira/Syna I loooove the clones. Adore them. And they are all troopers. hehe
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