Kovani posted Feb 17, 12
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/duel,  argument,  Author: Kovani,  BioWare,  childhood,  combat,  Datapad Notes,  Decibelle,  deploy smooth jazz,  dispute,  disputes,  duel,  EA,  Electronic Arts,  fight,  ic,  Kovani,  LucasArts,  ooc,  pvp,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  Tia,  TOR
When I was a kid – not that, by any stretch of the imagination, I consider myself to be a grown-up now – the majority of my time was spent out of the house. Me and the local kids wasted our time playing around the neighborhood; my mother described our behavior as being remarkably similar to a pack of mangy dogs. Our days were spent brawling, building forts, or hitting tennis balls with whatever we could find, or whatever else occupied us. I'm not telling you this, might I say, to reminisce about those golden times before video games, but to discuss one of the frequent disputes that occurred when we pretended to shoot each other with our fingers. "I shot you!" "Nah, I had my shield up!" "But she shot ya!" "Doesn't matter, I have a laser shield!"Even today, I remember this argument: mostly because Alex was an idiot, since laser shields should not exist in a game set in the wild west. It did, however, teach me a few things about resolving problems when you're playing a game, though not all of them are particularly relevant now that I'm mature. I do miss my childhood methods of punching each other up, or whinging to Dad about someone cheating, though. In this Datapad Notes, we're going to look at how players resolve disputes between each other, and between characters. Take a look after the break.
Markaeus Crasus VII posted Sep 26, 11
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Author: Darth Eidolon,  BioWare,  Conflict,  Duel,  EA,  Electronic Arts,  Empire,  Force Reflection,  Jedi,  Knights of The Old Republic,  KOTOR,  LucasArts,  PvP,  Republic,  role-play,  Roleplay,  RP,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
Conflict is inevitable in roleplay. Some characters even thrive on it, push for it, orchestrate it. In many ways, it's the difference between character development and character pent-up frustration that is never released. Violence can be motivated by anger, love, revenge, even pity in some of the more strange cases. I've heard it said that resolution of conflict is harder than the ignoring of it, and in a roleplay situation, this is painfully true in many ways.
How, then, do we as roleplayers undertake resolution of these conflicts, especially in the violent case? Do we attempt to talk it over, and, if unsuccessful, how do we then proceed? The largest debate I've seen amongst some of my associates is the idea of Player versus Player combat implemented towards the resolution of conflicts within roleplay. I, personally, have engaged in the action more times than not to settle a fight or dispute -- even at the disadvantage of levels of gear.
Does this practise of game mechanic combat to reach resolution feel right, or wrong to you as a roleplayer? Have you ever indulged and if so, what was your experience? Let us know your feelings on the issue, and whether or not you support or denounce player versus player resolution to roleplay conflict.
Sebaya Keto posted Sep 7, 11
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Author: Sebaya Keto,  BioWare,  Combat,  Dice,  Duel,  Dungeons and Dragons,  Emote,  Fred Flintstone,  LARP,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars Galaxies,  Star Wars The Old Republic,  SWTOR-RP,  The Darker Side of Life,  The Old Republic,  World of Warcraft
Well sports fans, here it is the most controversial topic we've tackled to date. This is a question as old as RP itself. How do you settle conflicts? This simple question has lead to more drama and killed more communities then any other topic. I've found myself moving from one camp to another over the years, so as we approach launch I'm going to share my thoughts about each and pick a winner for The Old Republic.
I have to say though, it is amazing how this sort of thing has evolved. In the days of Dungeons and Dragons, dice was king. Live action roleplay has always been emote driven. For a long time these were your choices if you wanted to RP. As computers developed, so did roleplay options, but early games and IRC chatrooms lacked intricate and balanced PvP options, but emote had made the jump to cyberspace. The Massively Multiplayer Online Game, or MMO changed that. We now have systems that will allow us to fight our characters quickly and efficiently, but are we really better off? Has technology improved roleplay options, or just created more?
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