Archive Record • 612269267

DAJ Role Play manual

1. DAJ is simply put, a Role Play clan based on LucasArts game Jedi Knight: Jedi Academy. DAJ is not semi-Role Play clan, so all people connected to DAJ server must Role Play all the time.

2. In any Role Play, characters talk and interact with their environment. For this there are different chat colors in game with different purposes. For example: Green = Talking | Yellow = Actions | Purple = Whispering | Etc. A full list may be found in the DAJ Constitution. When using action speech, one must be careful to express actions ONLY as it is not for narration or anything else.

3. DAJ constitution is a very long list of different RP rules used on the DAJ server. Apart from speech rules, there are rules for missions and expeditions which DAJ members can undertake. Also there are rules for general RP: the daily RP at the Jedi temple. These rules are essential and must be followed to enjoy RP in the DAJ (extended Star Wars) universe.

4. No matter what rank, no matter DAJ member or not, one needs to keep in mind the limitations of their characters in a real world setting.

Say, for example, a disrespectful thief sneaks into a party. It is understandable that, there were someone looking right at the entrance at that time, and happened to know the guests invited to the party to notice that the thief wasn't on the guest list and to alert a guard or the host/hostess. However, if there isnt anyone looking at the doorway or everyone is engaged in their own conversations, it wouldn't be realistic for everyone to suddenly notice that an uninvited guest had entered.

Or, with respect to Force Powers we must understand that a Padawan is not going to be able to stand toe to toe with a Knight. As such, a Padawan *Mind Tricking* or attempting to use the Force against a Knight are likely going to fail considering the Knight has extensive training in most topics

Now, same can be applied to DAJ temple: a stranger cannot just enter it and go to archives to steal information.

5. As stated above, characters have limitations. For example, even having five or six conversations at once is a momentous task. While you can easily type the conversations to people on the screen, you should keep in mind that the character is "real" and you need to think realistically what that character is able to do or not. If it is hard for you to understand it, just think about real life and whether you would be able to do what your character does and not whether you WANT to do what your character does.

6. Keep consistent with your character. For all intents and purposes when partaking in RP us the player IRL are just a mode of giving our player life. Our feelings IRL should not be transmitted into Role Play as it breaks Role Play.

7. Another point. What you, as the player, know in real life about another may not be what your character knows. Now this can be a little difficult to separate, because, say, you, the player, found out that some hunter is going after you and is hiding out in your home to stab you to death the moment you fall asleep, your character may decide to spend the next several nights at a friend's house or camping, whatever. This is not exactly what I'm talking about because such information is hard to forget; not many of us make characters just so they can be killed by the next bob on the street. What I am talking about is when you're OOC and you find out some information, like a weakness, of a character; you cannot use that information about that character. When you obtain information OOC, you cannot and should not let this information leak into your character's knowledge. There is no magical link that connects your brain to your character's brain like that. This is not how it works in real life either. If your character needs information, they have to do their own homework: research, spying, asking people, whatever. Your character does not know what you, the player, are thinking.

8. Your character cannot know everything, cannot be specialist in any field. You must choose what areas your character is good at and what not. When playing your character, you need to keep in mind the qualities and skills that your character possesses. Unfortunately with the mix of free form and pre-written characters, so are the abilities that each character possesses. This is where most fights break. Best way to avoid this (aside from being descriptive in your moves) would be to keep conversation open in PM to make sure all your actions are relevant and others are okay with them.

Also use common sense: for example, in the med bay, cockpit, or anywhere with a control panel, please don't automatically run to it and pretend to be an expert. Not every character is awesome at absolutely everything. DAJ clan has ranking system and it is expected that lower ranks (Padawans, hopefuls) have some limitations: they cannot travel somewhere alone; they cannot have Force powers or have lightsabers etc. These rules are also mentioned in DAJ constitution and are to be obeyed. This is essential for realistic RP.

9. The key to keeping your real life out of your online role playing life is to remember that they're separate lives. You are not your character. When you go to turn off your computer, your character is turned off with it. You do not go around living a life with the mindset of your character. I do realize that you cannot play your character completely objectively, else you'd have no passion for interaction but you have to remember that your character is not you.

10. To sum up the above, RP must be as realistic as it can be. Always use common sense and think "how would it happen if it was in real life". Do not come up with some random or epic stuff all the time: like dark spirits in the temple attacking you out of nowhere or having some visions of future or dark side. I don't mean this cannot happen, but it must not be overdone. RP must be realistic and must make sense.

11. Biography and timeline are essential to keep realistic RP events. Some weird stuff like "I was born 300 years ago and then was kept in cryo for 2 centuries" is very annoying. Your biography and any RP events you create on server must be relevant to DAJ timeline. Use your common sense.

12. For RP to be more realistic do not use any random characters. Role play your own character, do not create random new characters and do not let guests do that. This usually results in non-sense RP. Each character must have fixed personality and biography, only then RP can be of a good quality.

13. Now some more specific advice. Why Jedi don't give sabers to their friends at birthday parties: building a lightsaber is an ancient tradition to the Jedi and Sith. They never openly speak about how to make them as it is sacred to bother parties and distinguishes them from the rest of the Galaxy. The same can be said about possessing a saber. Sabers aren't handed out on whims to people or compliments given when someone is seen with one. Most often in fact they are confiscated or broken if found in the possession of someone who is part of neither party nor are they Force sensitive.

Now why can't someone untrained (physically or in the Force) wield lightsaber properly? For every force there is an equal and opposite force. So the force used to sustain a projected laser (or plasma blade as it is undefined) is incredible. One could hold the blade sheathed but once activated the weight of the saber would change drastically and make it hard to hold (not to mention use it and swing) properly even for a fully grown sentient. Saber requires strength and dexterity. Only well-trained people can use it.

14. Hacking an Archive Computer to steal information? Try stealing information from the wrong computer:

a. To even access anything on the computer you need a special card from the Historian

b. The card can only be used by its' owner.

c. The card has an access level on it, depending on the level you can only access certain information, and to change information you need Master permission.

d. Any dangerous or potentially dangerous information isn't on the Archive computers. And the computers that have any vital data are not even networked with archive terminals.

There's likely more reasons but these on their own rule out any potential of "hacking" archive computers.

15. Here are a few rules about how to do battles and wars in RP.

a. This is still RP, not FFA. Instead of slashing each other, do different actions: get injured, knocked down, get up, try to talk. If you fight a person and see his chatbox on, do not attack and wait until he completes the sentence. Do not do chatbox laming (killing people right after their chatbox is down).

b. Let others do damage, do not be overpowered. Let yourself be shot down, be tricked by the enemy. If someone says "lures enemy into a trap" then do not do "notices the trap and turns around right away".

c. Be creative on events and tactics. Do not do just simple charge-and-whoever-has-more-firepower-win. Divide objectives between players: some can do sabotage, some can do stealth recon, some can use bombers, some turrets, etc.

d. Do not overuse vehicles. Usually all vehicles are spawned before the battle. Do not spawn additional ones if you get blown up, unless permitted so. Proceed on foot after vehicle part of battle is over.

e. Remember, even after we win battle, we still do not know everything about the enemy or their plans. So do not do heroics and be all-knowing about who the enemy is, where it strikes from etc. Keep the intriguing secrets until the end.

f. Obey all orders given my mission leaders. Do exactly what your role should in a battle. If you want to add something, ask about it in private first.

Archive Record • 977742438

Dueling Guide

The following is a 'Concepts of Dueling' guide by Grifter.



Since I began playing Jedi Knights, I've striven to become better and better as a duelist. As a personal goal, I've sought to become the best duelist I can be. While I believe I have yet to achieve that goal, I believe that I have learned some time honored lessons from each of you, and others I've met in the JA universe. Below is a summary of fundamental guidelines that while perhaps incomplete, may yet prove helpful to some and amusing for others. In any case, I have given these guidelines a great deal of thought. They have proven strategically and practically useful to me time and again in dueling, and it is my hopes that they will help others as well. 

Sincerely,
Grifter. 


Concepts of Dueling


1. You will lose. Eventually everyone loses. It's the nature of the game. Take your losses as learning opportunities not as personal failures. 

2. Be healthy. Get a good night's sleep, exercise on a regular basis, and eat right. Try not to play when you're sick or accept that you will lose a lot due to illness. Understand that in part this is a game of reflexes, and requires strong hand and eye motor coordination, and a nimble mind. If you're slack jawed because you're too tired to think or slothful because you're unhealthy, your mental and physical reflexes will fail you and you will consistently lose. 

3. Real life should always come first. Never fight when you are distracted by other matters; for example, arguing with a significant other, problems in school, or you're simply pressed for time. Play when you have genuine time to waste (not that any of us do) or at the very least be prepared to lose a lot if you're preoccupied with other, more important concerns. Remember this is a game, and it's supposed to be fun. 

4. Never become frustrated or angry. Anger is not just the way to the Dark Side, it clouds your judgment. Irrational decisions result in death. 

5. Clear your mind and allow the power of your instincts to be harnessed and tempered by disciplined thoughts. Without focus, your instincts will lend themselves to panic, anger, irrationality - the Dark Side of the Force. 

6. Never quit. If you have only one HP left, you still have a fighting chance to win. Do not dwell on foolish mistakes, missed chances, or unpleasant accidents. Even in death there is victory because you fought with integrity and you gave your very best. If you quit before the final blow, you might as well not duel at all. 

7. Do not pay attention to HP any more than what would be considered rational caution, a part of strategy. Remember, if you're looking at your HP, you're not looking at your opponent. 

8. Never underestimate your opponent. Never. 

9. Never make compromises. Do not tell yourself that you will give up HP for a chance to strike your enemy. Do not give away anything you don't have too. If you are injured in combat, and you will be, be sure to exact damage on your foe if at all possible. But do not put yourself in this position on purpose in hopes of making a lethal hit, you will die.

10. In accordance with guideline 9, dodge and block, and wait for your foe to give you an opening. Ironically, when they are striking, especially in red, they are vulnerable.

11. You must strike swiftly and truly. Do not hesitate. Do not fall prey to uncertainty. Be confident and fight well. 

12. Vary your style. Use the right tool for the right job. Avoid repeating the same pattern. If you go from red to blue to yellow, change it up so that your opponent cannot predict what you will do next. He or she will be less ambitious to come right at you. 

13. In accordance with guideline 12, no single style, weapons combo, or special attack is absolute. What is good is what works. Do not become so obsessed with landing a particular strike that you become predictable. If a particular attack is not working, try something else. 

14. Consequently, learn all the styles and all techniques. 

15. Hone your rhythm and timing. They are essential to winning duels. 

16. Listen to everyone who is willing to teach. Be humble, remember that you can learn something even from someone relatively new to the game. Even among the best of us, a teacher is nothing more than an advanced student.