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Welcome!

Welcome to the Star Wars Roleplaying Club, New Republic, and Jedi Academy. You’ve more than likely accessed this page in hope to learn more about joining the Jedi, so we’ll get down to business. It is supposed that you have had some experience with roleplaying games and, more importantly, with the Star Wars universe. In case you haven't had experience with RPGs in the past, here we will give a brief overview of what roleplaying games have to offer and how they operate, followed by details concerning joining the Star Wars Roleplaying Club (the SWC) and, most specifically, the Jedi Academy, as well as creating and playing a Jedi in general.

Roleplaying

Roleplaying can be summed up in one term: interactive fiction. We all love to explore fantastic realms in time and space through novels, short stories, plays – all elements of fiction. Roleplaying affords us an opportunity, much like acting, to not only explore the story but to make the story. As in theatre, roleplaying games are populated by characters with players portraying the characters. Unlike theatre, with roleplaying games you not only make your own character, you write the script as you go along - under the supervision of a monitor and referee called a gamemaster - with your imagination as the only stage for the action to be played upon.

Roleplaying games fill the role of any other type of game, that of an entertaining atmosphere to have fun and participate with others, yet more can be learned and experience through roleplaying. As with acting, each role taken upon by the player offers a chance of insight as to how various people think. In short, it offers us a chance to learn from doing things that we could never or would never do in real life. Games taken in temperance offer us a chance for mental expansion and growth concerning respect for others and differing points of view.

A Word on Rules

Every roleplaying game, except for "free-form roleplaying" which is controlled completely at the whim of the referee or gamemaster, includes a standard for participation and resolution of actions, referred to as a system of rules. Each rule system has its pros and cons, and you may have heard of a number of them from GURPS to d20 to D6 – West End Game’s system that we use here in the SWC – yet the primary purpose is the same. With a standard mode for resolution, meaning physical laws and constraints in the game world that may in some part reflect such laws in the real world, offer a chance for the player to no longer be at the whim entirely of the gamemaster as in “free-form roleplaying,” which has no real rules. The game world becomes the players' as well as the gamemaster's not only in story but also in actuality as the gamemaster runs by the same laws as the players. This doesn't mean that the players control the gamemaster - the gamemaster is the one who introduces the story and the description of the world and shapes the course of the adventure through the player's actions: he always has the final say. However, the rules system offers an even playing field where trust can be more readily ensured for both players and gamemaster. It is mastering the rules system that proves the hardest portion of roleplaying for many players, yet this shouldn't be the determining factor for player activity. The game is about the story; the rules system simply offers the background work for the world with its various characters to operate in realistic harmony.

Joining

Joining the Jedi Academy is a bit difficult. To be up front, it’s one of the more difficult branches of SWC to get into. Jedi characters, due to their potential, are somewhat limited. They can be among the most entertaining characters to play, especially with the current changes in effect and the new storylines. The difficulty to play a Jedi, along with the rewards, is higher.

The Jedi Academy is made up of students and NPC trainers and Masters that devote their full time to studying the Force. Members of the SWNR are welcome to join the Academy students in their studies, so one does not need to be solely an Academy student to study the Force. However, to become a true Jedi, one must devote their life and their time to studying the Force and learning to live in harmony with it.

If you do wish to play a full-time Academy student, with the aspirations of becoming a Jedi Knight, you have to submit a full background and base-level stats. All non-Force skills and Force-powers included in the stats must be justified and explained clearly in your submitted background. You must also be patient.

Patience is the ultimate key.

The Jedi Academy Gamemasters have a lot to keep track of, and lots of backgrounds to review. Understanding and a quiet reminder now and again will get you approved faster than demanding to be accepted.

Background

When writing your background, here are a few things to keep in mind. We’ll use Jedi Knight Alexandra Tillet as an example for a few of these.

1.Timeline – the SWC is set in it’s own independent timeline. It’s approx. 30 years since the Empire was first formed, and nine years or so since the Emperor was killed at Endor. Many of the events set in the books never happened in SWC’s timeline. The Emperor was never Reborn and Luke never set up a permanent Jedi training school on Yavin IV. Keep this in mind when you’re establishing your age and past.
2. History – the Empire came into being at the end of the Clone Wars. That was thirty or so years ago. Any character under the age of 30 would have no recollection of the Old Republic. All but a few outlying worlds were under Imperial Rule. Most alien races were either enslaved or given restricted citizenship. Jedi were outlaws. Most people were Imperial citizens before the NR took power. Don’t forget this when writing in your past.
3. Major Trilogy Figures – Emperor Palpatine died at Endor. Everyone knows that. The NR knows that Anakin Skywalker, aka Darth Vader, was the one who did him in. The Imperials believe Vader died alongside his master, loyal to the end. Mon Mothma was president of the NR for a while. Leia Organa-Solo never took her place. Luke Skywalker, after the events on Endor, went into seclusion. His location is unknown, and if there is an Academy on Yavin, or anywhere else besides the Chu’unthor, it’s unheard of.
4. Major SWC Figures – Trask K’tar is the Supreme Commander of the Imperial forces. No one is sure of his age, or his true abilities, but what is known is he is a dangerous and capable leader. President Galnor Wynova currently leads the New Republic. The Jedi Academy is led by enigmatic Master Tirian, a gold-skinned humanoid who vanishes on business of his own for months at a time. He leaves the three resident Jedi Knights behind, Dalinar, Nick Tarwin, and Alexandra Tillet. Alexandra is the most well-known of the Jedi, a representative to the New Republic and an ambassador as well as the resident Scholar. Dalinar is known to many of the New Republic Navy, being a former Commodore until retiring a short time ago.  He tends to seek the way of peace in life like a Jedi should, though recent events plague him.  Nick is the relatively least known of the Knights. Of the three, he is the one most like a warrior though he also has a strong philosophical bent.
5. Attitudes – While the NR and most of its members have a positive outlook on aliens and the Jedi as a whole, do recall that the New Republic is, well, new. Most people would have grown up with the anti-alien, anti-Jedi sentiments of the Empire. Of course, this doesn’t mean all people hate aliens and Jedi, but a majority of the pro-Imperial worlds did. Keep that tidbit in mind when you write your history out. Example: Alexandra grew up on an Imperial world, and learned the Force in secret. She was later arrested for having contraband - a lightsaber.
6. Length – A history teacher once gave an analogy that I hold pertinent even to this day, and it definitely applies here. Your background should be a like a woman’s skirt – long enough to cover everything, but short enough to keep it interesting. Nobody wants to read a novel for a background, and hopefully you don’t have the time to write one. Quality is more important than quantity, and length is definitely not a prime factor in the equation for bonus background dice, contrary to popular belief.

Keeping ALL this in mind, now start working on your background. Remember, your character’s age and species are important. Characters older than 30 have memories (even distant ones) of the Old Republic. Younger characters had the Empire to deal with. Also, aliens would have more restrictions on citizenship and movement than humans at the time.

Be Creative

We’re all seen the typical “I’m an orphan, taught the Force by an old hermit” background. Alexandra had “I was raised by my grandparents, taught the Force by an old ballerina” as her short and sweet background. Be original. Think of something we’ve not seen before; it’ll probably get you in faster than being an orphan kid from Tatooine.

You don’t have to come from Corellia, Alderaan, Corulag, Tatooine, or Coruscant. The Galaxy is a BIG place. Making up your own homeworld can be a great way to get original. Make up your own religion, culture, habits, and even slang! Alexandra, for example, is from a Mid-Rim world known as Fabin II, which is famous for it’s marble and agriculture. It was an Imperial world until it’s governor panicked and fled the planet when the Emperor died. Treasure seekers heavily looted the planet, and only after it joined the NR did it start rebuilding it’s archaeological past.

Include your past

The dice you have to put into your character, upon approval, are all directly related to how well your background documents your past and history. Write about your childhood. Oftentimes childhood events shape a person’s personality, likes, dislikes, loves, fears, etc. Who raised you? What kind of family life did you have? All these made you who you are today; it’s no different for a character.

Schooling also has a major hand in things. Did you go to the Imperial military Academies? Did you go to a COMPNOR school? Home schooled? Did you even get an education? And how was your social life there? Life of the party? Class clown? Loner? Remember, these things help shape and make you who you are.

What about after school? Did you work, go into the military, drift about? Did you get involved in the war at all, if you’re old enough to have done so? And where did you get the notion to become a Jedi? Old neighbor? Family member? Find a hidden cache of notes about the Jedi in a trunk? Somehow, you’ve always known? Your starting Force powers are directly tied to your background, so be creative when describing how you knew you would study the Force.

Make something you want to work with

When you first play, your character will not be what you want it to be. Nobody gets as much dice as they really want at the beginning. You won’t be as powerful as you’d like to be. So be sure to include room for improvement - have an idea of where you’d like to go. If you’re not happy with what background dice you’re given, ask if you can re-work it to make it better. If not, just keep in mind what you need to improve on and add it after game play. Roleplaying helps a character grow, so don’t feel bad if your character concept is a bit weak at first.

Playing a Jedi

Once you’ve been approved and begun your Journey to find the Chu’unthor and Master Tirian, there a few things to keep in mind that are of extreme importance.

1.Time – the gamemasters and leaders of the SWC and the Jedi don’t run this show on a full-time schedule. They have things to do as well, but, just like you, they want to enjoy their time in the SWC universe. Be considerate in your approach to the game. If you’re not getting as much playtime as you’d like, start your own tabletop game. The SWC is meant to be a happy augmentation to life – it isn’t supposed to become your life. It is a game, after all, and you’ll probably hear that said more than once.
2. Posts – how smooth an adventure runs isn’t entirely the job of the gamemaster, the players have an indispensable role to fill. Make sure you’re as punctual as possible concerning your posts. A single post every day or every other day is a reasonable minimum expectation. Informing people you’re involved with concerning an extended leave of absence would be a good thing as well.
3. Chats – posting slows down the game, yet it is still the primary and best way to communicate the story. In the Jedi Branch, we are trying to implement chats over IRC clients as much as possible to speed up the process that continues to be hampered by purely post-based games. Be open to your gamemaster’s requests for chats or ask if such is possible to speed things up. Each adventure you’re involved in should ideally take roughly two months, so if your gamemaster is able to accomplish that he or she is to be congratulated with heartfelt thanks.
4. It’s a game! – I told you that you would hear it said more than once. The purpose of a game is to have fun – it is most definitely not to run your life. So live your life to its fullest and, if you’re so inclined, let SWC add to your happiness, but don’t let it become your life. It is a game, after all.

Begin!

The SWC homepage offers a great section for New Players, along with a Character Creation Tutorial for you to begin the approval process. The Special Forces branch of SWNR also has a great reference page. Refer to this document along that process, explore the rest of the site, and be sure to get a feel for things by reading about what’s going on in the Communication Network (the Forums). Remember to post only in OOC forums like the Republic Forum and Jedi Forum until you’re assigned a particular bulletin board for an adventure. Above all, enjoy!

Welcome to the Star Wars Roleplaying Club!


Communications | Join | Academy | Holo-Archive