Sebaya Keto posted May 15, 12
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Author: Sebaya Keto,  BioWare,  EA,  Electronic Arts,  Empire,  Galactic Republic,  Gav Daragon,  Guild Spotlight,  Hydian Expedition Outfit,  Jedi,  Lord Adraas,  LucasArts,  Mission Impossible,  Mission: Impossible,  PvP,  Republic,  Ringo Orlan,  role-play,  Roleplay,  RP,  Sith Empire,  Smuggler,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Treaty of Coruscant,  Trooper
Hello again everyone. It's time for another Guild Spotlight! This month I sat down with Lord Adraas' Hydian Expedition Outfit (HEO) and their leader Ringo Orlan. The HEO is a semi-independent Republic organization that does the Republic's dirty work while allowing it to officially have deniability. It almost sounds like Mission: Impossible's IMF to me.
Republic RP is suffering a disadvantage of numbers recently. Every server has seen shrinking populations as the newness of The Old Republic has worn off, and other big MMO titles are launching. The Republic has always been the victim of a faction imbalance, so we've been trying to highlight them recently to help turn that around. If you are interested in a Guild Spotlight of your own, you can contact myself of Ganden to officially request one. For now though, read on to see what Ringo has to say about the Hydian Expedition Outfit!
Jenos posted May 15, 12
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apprentices,  Author: Jenos,  BioWare,  Coruscant,  Dark Temple,  EA,  Electronic Arts,  Force Reflection,  Korriban,  LucasArts,  Ord Mantell,  role-play,  Roleplay,  RP,  ship,  Sith,  Smuggler,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  thief,  TOR
 Congratulations! You've received your ship either through hard-won efforts in the Dark Temple, stealing it from someone, reclaiming it from a thief or earning it from your superiors on Coruscant. Now your roleplay can actually begin, right? Right? How many of us wait to RP until we get a ship? I'll admit, the ship is pretty convenient (and sometimes necessary) for RP with friends or within your guild. But is it really essential for RP? Certainly we can RP without it, right? For example, a cadre of apprentices on Korriban break tradition and work together to fulfill their masters' designs. Perhaps a couple of Smugglers realize a split profit is better than none at all and work to clear out Ord Mantell of problems. The point is, the ship may be necessary for RP in certain ways, but one can always find way to do without it. Do you RP without your ship? If so, what sorts of things do you normally do? Post below and tell us all!
Ganden posted Apr 23, 12
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Author: Ganden,  Bear Grylls,  BioWare,  EA,  Electronic Arts,  Gratulator,  Guides,  Jamie Oliver,  LucasArts,  Progenitor,  role-play,  Roleplay,  RP,  Smuggler,  Staff Spotlight,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  The Progenitor,  The Scarlet Sigil,  TOR
The answer: Gratulator.
As one of the many Guides at SWTOR-RP, Gratulator submitted himself to the mandatory interrogation in order to complete his Staff Spotlight. I tried to crack him, but he has more willpower than I had anticipated. Continue reading to a get a glimpse of what this man from Europe is all about!
Centerfire posted Mar 16, 12
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Aesthetics,  Author: Centerfire,  BioWare,  Clothing Models,  EA,  Electronic Arts,  Force Reflection,  Imperial Agent,  LucasArts,  role-play,  Roleplay,  RP,  Sith Inquisitor,  Smuggler,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
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!
Ganden posted Mar 15, 12
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Author: Ganden,  BioWare,  Bounty Hunter,  Doctor Who,  EA,  Electronic Arts,  Imperial,  Imperial Agent,  Lord Adraas,  LucasArts,  Member Spotlight,  Nar Shaddaa,  role-play,  Roleplay,  RP,  Sith Empire,  Smuggler,  Star Wars,  Star Wars Galaxies,  Star Wars The Old Republic,  SWG,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Ultima Online,  West End Games
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!
Sebaya Keto posted Mar 14, 12
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Agent,  Amaranth,  Author: Sebaya Keto,  BioWare,  Bounty Hunter,  Chroma,  Cloak,  EA,  Electronic Arts,  Enjin,  Executor,  Extended Universe,  Galactic Civil War,  Jedi Consular,  Kida,  LucasArts,  Mai Cash,  Millenium Falcom,  Nar Shaddaa,  Operative,  Republic,  role-play,  Roleplay,  RP,  Sendra,  Sith Assassin,  Smuggler,  Spying,  Star Wars,  Star Wars Galaxies,  Star Wars The Old Republic,  Stealth,  SWTOR,  SWTOR-RP,  The Darker Side of Life,  The Empire Strikes Back,  The Old Republic,  Tolian,  TOR,  Trooper,  WingedThing,  Xaveric
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.
Tenebras posted Mar 13, 12
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A Long Time Ago,  Archetypes,  Author: Tenebras,  BioWare,  Character Creation,  EA,  Electronic Arts,  Folklore,  Heroes,  Imperial Agent,  Jedi Shadow,  LucasArts,  Mythology,  role-play,  roleplay,  RP,  Sith Assassin,  Smuggler,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Tricksters
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!
Sebaya Keto posted Mar 8, 12
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Alderaan,  Author: Sebaya Keto,  BioWare,  Crew Skills,  Denova,  EA,  Electronic Arts,  Explosive Content,  Galactic Republic,  Game Update 1.2,  Ilum,  LucasArts,  Novare Coast,  Operations,  Operative,  Panel,  PvP,  Republic,  role-play,  Roleplay,  RP,  Shinzar,  Sith,  Sith Empire,  Sith Inquisitor,  Smuggler,  Star Wars,  Star Wars Galalxies,  Star Wars The Old Republic,  Story Mode,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  UI,  Warzones,  World of Warcraft
So this will be the first of two articles on the panels that was held at the recent BioWare Guild Summit, since there's so much I want to talk about from the roleplay panel, and questions I asked of developers. In this article, however, we'll be focusing on the new content that's coming for gameplay in The Old Republic, and new features for guilds to use. We have several things to cover, so I'm going to just dive right in—this article will cover the PvE, PvP, Economics, Crew Skills, and other panels. To start with, the GTN is now "80% less stupid" with a total overhaul, and many new features! Apparently the developers hated the current one as much as we do. Read through to the end, because I'm saving the best for last.
First up I'll cover the Economics panel, because it was surprisingly one of the more interesting. The official spread of players for instance across all servers is 57% Empire and 42% Republic, with a 1% margin of error. While this may seem unbalanced, it's actually better then most MMOs. Also, a whopping 70% of characters are male. Sith Inquisitors are by far the most popular class, with the Smuggler earning the dubious award of least-played class. Crew Skills are getting a major revamp to make all of them useful in the end-game—not just Biochem. We already know about crit-crafted oranges with augment slots, but classes besides Slicing will be able to make augments now as well, with Slicers supplying the materials. Keep reading, I'm not even close to done.
Sebaya Keto posted Mar 7, 12
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Agent,  Alts,  Author: Sebaya Keto,  BioWare,  Bounty Hunter,  Corso Riggs,  Cyborg,  Family Tree,  GTN,  Guild Summit,  Human,  Inquisitor,  Jedi,  Legacy,  Legacy System,  Miraluka,  Pureblood,  role-play,  Roleplay,  RP,  Sith,  Smuggler,  Sprint,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Twi'lek,  Warrior,  Zabrak
Outside BioWare HQ, the official food truck of the Sith Empire makes an appearance...
One of the best parts of the Guild Summit, and the part I'm going to start with is the newly expanded Legacy System in The Old Republic. First off, we've all seen and heard over the past month or so about the new race/class combos, but now we finally have details about how they are obtained. To unlock a race for all classes you must level a character of that race to 50 in any of its native classes. So for instance, to get that Pureblood Jedi, you're going to have to level a Pureblood Warrior or Inquisitor first. Since Cyborgs are already shared by many classes, you'll simply unlock all the class specific implants for everyone. Humans will not unlock anything including the red skins useful for RPing Zeltrons, but instead at 50 give a global stat boost to Presence. Additionally, Twi'leks and Zabraks will unlock the colors and cosmetics available to both factions.
For those of you that aren't alt-a-holics, there is good news; you will also be able to buy most legacy features with credits from your main, but it's going to be expensive—no word on just how expensive yet though. To help people who do want to level new alts to participate in the system, they've also moved Sprint to level one, meaning you can turn it on right away and clear the origin worlds a bit faster. You'll also be able to buy a jetpack or rocket boots through Legacy that will work as an enhanced sprint. And don't worry about people just sinking money into Legacy instead of working, as I'll explain later in my economics report that means lower repair costs for everyone. Keep reading; it gets better!
Centerfire posted Mar 1, 12
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Author: Centerfire,  BioWare,  Code of the Sith,  Conflict,  Dark Side,  Dramatic Conflict,  Electronic Arts,  Escaping the Cantina,  External Conflict,  Imperial Agent,  Internal Conflict,  Jedi,  Jedi Code,  Relational Conflict,  Republic Trooper,  role-play,  Roleplay,  RP,  Sith,  Smuggler,  Star Wars,  Star Wars The Old Republic,  storytelling,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR

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.
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