In an
earlier article, I talked about the problems with confusing IC and OOC authority. The comments section brought up a lot of other issues regarding guilds, so here goes the beginning of a short-lived, flame-griddled series on roleplay guild management and culture.

The Numbers Game is the basis of almost all open-recruitment guilds in SWTOR. It’s so ingrained into the culture of the place that if you ask a guild, "why do you need new members?" the answer you’ll probably get is "so we can grow." Which would make sense in a game of, or even the likes of EVE Online, but seems like an empty answer in an RP guild.

If you’re unlucky, you might even hear, "so we can be more powerful!" in which case you’ve stumbled across some basket case who hasn’t managed to work out roleplaying isn’t method acting. Either that or they’re for some reason obsessed with power on the internet.

If the answer is, "to give lone players people to RP with," that’s a lot harder for me to poke at with the cynicism stick, but introducing lone players to a bad atmosphere is worse than just leaving them alone, so it’s not always good.

Troels/Oldstead/Zabrak in Shorts As an example of why IC and OOC separation of power/leadership are beneficial, I have an old story from SWTOR about a gu...
Mebeth Thank you for posting this. I'm in the process of setting up a small guild at the moment, and one of the discussion...
Diregrin The guild I'm an officer in at the moment is 100% designed in response to everything you've said. Both myself ...

Would it be an incorrect generalisation to say that everybody eventually chooses a side? Regardless of whether or not you claim independence, in most cases your actions generally tend to assist one particular side in a two-faction battle. Playing the mediator is not a fun gig. How much slack can you take from either side before eventually giving in, either calling it quits or choosing your allegiance? Before doing so, you need to ask yourself the question as to which side will benefit you. You can take it a step further and ask yourself which is the lesser of two evils. 
If we ask ourselves from these questions from the point of view of the many Star Wars characters, we'd get a bunch of different answers. Jango Fett benefits from a substantial amount of wealth from the cloning campaign on Kamino. Money isn't everything though. All the money in the world cannot stop a clean decapitation from a lightsaber. The Jedi set their allegiance with the Jedi Order, swearing to maintain peace and uphold justice on behalf of the Galactic Republic, but for many Jedi, this just isn't fitting. How many have veered from the path of light, steering themselves towards the dark side of the Force? There isn't much of an in-between, as there are only few Grey Jedi that ever existed in the history of Star Wars.
In The Old Republic, we're forced to set our allegiance to either the Republic or Sith Empire. However, there are those that have chosen one of the two factions only for class selection, in hopes of maintaining an independent point of view. But really, who are you kidding? You're going to eventually work for either side, depending on which faction offers you a better reward, right? For today's Friday Focus, tell us what factors determined your choice of faction. What is it about the Galactic Republic or Sith Empire that is so alluring? Chuck your thoughts into the comments section. 
YA BOI CatharMando I decided to go imp side because they seem like a much more selfish bunch
Bloodletter Character-wise, the only explanation, really, is that Varelle is an Imperial by birth. He doesn't know anything els...
Watcher_Hevilas I think I picked the Empire in the end because I can only hear so much of the Republic's feel good story before I s...

Unfortunately, all good things must eventually come to an end. Worlds of The Old Republic is a series of articles based on the planets that we can visit in The Old Republic, detailing the planets' history and story, as well as a few interesting facts. This is the seventh and final edition of the series, covering the last three planets, saving some of the best for last. Coruscant and Corellia, majority of you should be familiar with, especially if you call yourself a Star Wars fan. The third and final planet featured in this article is Ord Mantell. Each planet is aligned with the Republic, but they're said to have suffered an impact from the Empire or criminal organisations in some way. Lets find out how. 

Welcome to the fifth edition of Worlds of The Old Republic. Nine worlds in The Old Republic have been covered so far in this series. If you wish to possess a better understanding of what each of these worlds have to offer, be sure to check out the previous four editions which can be found amongst the other countless articles here at SWTOR-RP. In our previous edition of Worlds of The Old Republic, the focus was on worlds associated with the Hutts -- Hutta, Nar Shaddaa, and Quesh. This time around, the spotlight is on the Independents. Though there are more than three worlds in the game that are independently aligned, the fifth edition of the series looks at Tatooine, Taris, and Voss. Just because these worlds aren't associated with either of the two factions, the Galactic Republic and Sith Empire, it does not mean that they don't have their own dilemmas to deal with.

Welcome to the fourth edition of Worlds of the Old Republic. For viewers who are new to the series, Worlds of the Old Republic covers the planets in The Old Republic. Parts I, II and III have already covered a number of these worlds, so be sure to check them out. Two worlds associated with the Jedi made it to the spotlight in Part III, consisting of Tython, the homeworld of the Jedi, and Ilum, the home of the Adegan Crystals. Part IV takes a step into the wild side, covering three worlds engulfed with crime lords, spice and smuggling. Hutta, Nar Shaddaa and Quesh all share a similarity -- the Hutts hold a share of power and control over each of the worlds. Smugglers rejoice as this is your territory. Keep your blasters holstered and give yourselves a break from the Sabaac tables by taking a journey through some of the worlds featured in The Old Republic that you will most likely call home. 

The Star Wars galaxy is an enormous place, far greater than a single individual could imagine. It is said that the galaxy is 120,000 light years in size. To give you an idea of how great that number is, a single light year is ten trillion kilometers, or more precisely 9,460,800,000 kilometers. That is an awfully large space to cover in movies, TV series, books and games. However, with those forms of entertainment, we have taken our imaginations through journeys that have captured and riveted us. These journeys continue with The Old Republic, where the game gives us the opportunity to visit and explore Star Wars worlds. These worlds ranging from the galaxy's nominated core planet of Coruscant, to the sands of Tatooine, and through the blizzards of Hoth. Worlds of The Old Republic will take you through each of the planets, its history, and some handy information that might help you in your roleplaying endeavors. The worlds will be covered in twos, so stay tuned for further editions of Worlds of the Old Republic over the next few weeks.

Introverts and extroverts tend to work in opposite ways. Your typical introvert, locked away in their own world of shyness and independence, will tend to go about their daily business alone. They prefer it that way, as interacting with larger groups just isn't their cup of Jawa juice. Call them your ordinary loner, keeping their head down as they walk through the streets, singing away to themselves like a crazy person. On the contrary, your extrovert cannot get enough of sociality en masse. If a task consists of grouping up with one or more people, your typical extrovert will be there with cow bells on. Perhaps quite literally. And to take the idea of introverts and extroverts a step further by applying them to roleplay, the category to which a person can be assigned to may just determine their style of gameplay. 
In The Old Republic, BioWare have made it clear that the game can be played solo. If your wish is to conquer the game as a lone hero, taking on either the Empire or Galactic Republic with nothing but your trusty side-arm or lightsaber, you can very well do that. However, you'd be missing out on countless amounts of content, including Flashpoints and Operations. Oh, and roleplay. If grouping is what you prefer, you will have the option to take to the streets of Coruscant with your trustiest heroes-in-arms. So for you, what will it be? Are you a solo player? Or are you a groupie, making much use of The Old Republic's LFG (looking for group) feature? This is today's Force Reflection. Be sure to post your answers in the comments section. 
Fidd1er I play a merc on BC, and the way I play is very much solo. Even the guilds I join, I hire myself out to do conquest for...
K. Jikiiti I actually have an addiction to being social. I get anxious and nervous if I am all alone for over 24 hours without any ...
PSDuckie When I'm not RPing, my favorite part of the game is Operations - and those are not soloable.

We’ve seen a lot of new content from BioWare in the past few months. Since the initial nine chapters were released with Knights of the Fallen Empire, we’ve seen six more chapters of content released individually. Since by now, most people who are going to play it have already played through it, and are therefore spoiler-immune, I thought it might be time for a review of where the expansion has taken us, so, here’s How Not to Save the Galaxy.

Yes, there will be spoilers. I’m going to spoil just about as much as I possibly can.

Arcanum Darth Marr is what'd happen if middle-aged Count Dooku really hit the weights and muscle powder. RIP.
Magenta Sparrow Innovations Heh, I liked this, and found my experience to be pretty similar, especially regarding the nice environment we only visit...

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 granted. 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.

Jedi Recruiter Morrit Ch-Gally informs the students of the Jedi – the targeted audience for the book – that the most significant aspect of a Jedi Padawan's newly acquired status is the Padawan braid. The braid consists of a strand of hair behind either the left or right ear, which may one day be removed once a Jedi reaches Knighthood. Not all species have hair, however, much like the Togruta. Other options are available to Padawans, such as woven beads or braids behind the ears, wrist, neck, or horn.

Nikodema Ayyin 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 ...

The path of the Jedi is a difficult and treacherous one. It is filled with obstacles based on the rules of philosophy and morals, as well as requiring immense discipline. The Jedi Code must be followed at all times, lightsaber combat techniques must be at a competent level, and a Jedi must be able to connect mind, body and soul through a number of different and intricate meditative techniques. Not only does a Jedi have to pass a number of trials to excel within the Jedi Order, but they must do it selflessly. They must also resist the constant temptation of the dark side of the Force. A Jedi will make many decisions throughout their selfless career, and the utmost care must be taken to ensure a Jedi doesn't slip through the cracks to plunder to the fiery depths of the dark side.

A Jedi isn't without help. Neither are roleplayers who wish to take the reigns of a character based on such immense and deep lore. The Jedi Path, written by Daniel Wallace, is a book written from the perspective of some of the most formidable Jedi throughout history. The book is filled with comments by Luke Skywalker, Yoda, Count Dooku, Qui-Gon Jinn, Darth Sidious, and more. The book is written to address a Jedi in training. It is a great resources for any Jedi roleplayer in training as well. If you're struggling with certain aspects of Jedi lore, or if you wish to further your knowledge on probably the most renowned aspect of Star Wars in its entirety, be sure to check out The Jedi Path.

With SWTOR-RP hosting a Jedi-themed Force Reflection week, we thought it appropriate to educate our members on all things Jedi, bringing you the best bits from the book written by Daniel Wallace. In today's edition of The Jedi Path: Teachings of the Jedi Order, we'll be discussing the Jedi Code, the history of the Order itself, as well as some of the duties and trials faced by a Jedi Initiate in training to become a Jedi Padawan. Be sure to stay tuned at SWTOR-RP for further knowledge of the Jedi, taken straight from The Jedi Path. But for now, lets kick off Part I.
Oraeni I bought that book a couple weeks ago, it is amazing. I love the Bergruufta Clan!
Bielduwyn Not a bad read, some choices made are pretty peculiar, and a LOT of the character comments and notes are downright chees...
Gezmondo With this, and the Essential guide to the Force, it's like I could start my own Jedi Academy!
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