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About Tyler F.M. Edwards

Writer, gamer, and nerd of the highest order.

SWTOR: Catching Up

The Jedi Under Siege Update has brought me back to SWTOR for another brief visit. I know, I’m a bit behind the curve. Things kept coming up. I played through the new story initially on my agent, but the return of Nadia Grell made this a perfect opportunity to finally bring my Jedi consular up to date, and that’s where the real story is, so let’s talk about that.

The Jedi and Sith do battle on Ossus in Star Wars: The Old RepublicThis will contain spoilers for all of the story to date, including Jedi Under Siege.

The downward slide:

When I’d left off, my Jedi had been about halfway through Knights of the Fallen Empire. Getting him caught up meant finishing off that expansion, Eternal Throne, and the subsequent patches.

I’d forgotten how good Eternal Throne was. Fallen Empire is good, but Eternal Throne is close to the best the game has ever been, rivaling and in some ways exceeding the best of the original class stories.

It’s a shame they couldn’t keep up that momentum.

I didn’t really notice so much at the time with months of time in between each update, but when you play through it all in one go, the drop-off in quality after Eternal Throne is stark. The War for Iokath is entirely forgettable, and the Traitor arc had some interesting ideas but is far too rushed to properly flesh any of them out.

This is a bit of a tangent, but can we also take this moment to acknowledge the fact that the Republic is the evil faction now?

My consular, Senya Tirall, and Arcann in Star Wars: The Old RepublicSeriously, the Republic’s been showing a shady side since Shadow of Revan (and arguably earlier depending on what story arcs you’ve played), but as of Eternal Throne onwards, they’re just the bad guys. The Empire has proven itself the more honourable faction time and again.

While the Republic was plotting a power grab to twist the Odessen Alliance to its own ends, Empress Acina was bargaining in good faith. While the Sith were fighting and dying to save Voss and ultimately liberate the galaxy, the Jedi were planting potatoes on Ossus and washing their hands of all responsibility. The Republic were the ones to fire the first shots on Iokath. The coming war is their fault.

I’m not sure how I feel about this. On the one hand, the Imperial loyalist in me isn’t going to complain about this smear on my enemies. On the other, I wanted the factions to be more gray, not for which is black and which is white to flip. I mean, I’m not saying the Empire doesn’t still have a very pronounced dark side (no pun intended), but they are clearly and decisively the better faction now.

When it came time to choose sides on my Jedi, I only picked Republic out of a desire for completionism. I really wanted to go Empire, and not just because of my personal preference. It’s objectively the right choice. Siding with the Republic after Eternal Throne means betraying a loyal ally (Acina) for people who spent the last five years abandoning and backstabbing you.

And that brings us to the latest story.

To Ossus:

The battle over Ossus in Star Wars: The Old RepublicThe trouble with Ossus is that it’s clearly the first part of a new story arc, and therefore hard to judge in isolation. When viewed as part of the larger whole, it might take on a new light. With that in mind, I try not to be too harsh, but right now I’m not exactly thrilled.

Obviously the headline here is that the war between the Empire and Republic is taking centre stage again. I don’t have the knee-jerk negative reaction to this faction conflict that I do to the endlessly tedious Alliance/Horde war in WoW, but it’s not something that thrills me, either.

The trouble with any story like this is that, as I have said before, neither side can ever really win or lose. The structure of the game prevents it. So it’s a conflict that has no real drama.

It worked in the base game because the faction war was just a backdrop for our class stories. We each had our individual stories to give us personal motivation, whether it be unmasking the Children of the Emperor or fighting to earn a place on the Dark Council. We need a similar hook or twist now to make things interesting, and while that might be coming later, Ossus doesn’t provide that. It feels like a side quest at best.

I’m also concerned that this may be too much an attempt to reset the story. I’m okay with taking the focus away from Zakuul and back to the base factions, but we can’t totally ignore recent events. Lana, Theron, the Alliance, and the war with Zakuul have all been too much a part of the game for too long to be swept under the rug. I really hope that’s not how this is going to play out.

My consular alongside fellow Jedi on Ossus in Star Wars: The Old RepublicOn a related note, what I find perhaps most concerning about Ossus is that it’s introducing so many new characters. That might not seem like a big issue, but one of SWTOR’s biggest problems is that it has an overly bloated cast and nowhere near the resources to give all the characters their due. And now they want to add even more characters to juggle?

Why?

It just shows really poor judgment on the part of the developers. And doubly so when you consider that so far none of the new characters are at all memorable or interesting. I’ve already forgotten most of their names.

Ossus is not entirely a write-off. When it’s not wasting time with faceless newbies I have no reason to care about, it does reintroduce some very beloved characters, though even with them there are stumbles.

Firstly, as trumpeted from the rooftops by Bioware for some reason, Darth Malgus is back. This frankly reeks of a marketing ploy. It comes totally out of the blue with no good explanation of how he survived, and the whole thing feels pretty silly.

That being said, Malgus is still one of the best characters in the game. Like Lana, he’s an excellent example of how to make Sith interesting, nuanced characters rather than mindless brutes. He’s as ruthless as you’d expect a Sith lord to be, but he also obviously cares deeply for the welfare of the Empire, and he’s thoughtful and pragmatic. I’ve always regretted that I wasn’t able to take his side in False Emperor, and he’s a character I’m happy to once more follow into battle.

Darth Malgus returns to conquer Ossus in Star Wars: The Old RepublicSo no matter how poorly handled his return might be, it’s still probably a net win for the game.

On the other side of things, we finally have Nadia back. That was, after all, the whole point of bringing my Jedi up to speed. He and his wife are reunited.

This also was not handled well. Of all the companions in the game, Nadia’s probably the one who was most well-equipped to track down the player when they went missing. She’s Force-bonded to you, she’s exceptionally strong in the Force, and she commands a sizable army. Her letter in Fallen Empire talks about how she’s on the warpath to get you back, and she has everything she needs to achieve that goal.

Ossus 100% ignores all of this. The Rift Alliance has apparently vanished into the aether (it’s not even mentioned), and it appears that Nadia gave up on finding you almost immediately and just buggered off to Ossus to farm with the rest of Jedi.

If you romance her, that’s also mostly ignored but for a few lines that could be interpreted as vaguely romantic if you squint and tilt your head. I was wondering if I was bugged and the game wasn’t recognizing the romance tag or something. Only at the very end do you get a very brief patch of dialogue in which you can choose to reaffirm your relationship.

All that being said, there is still a fair bit of Nadia in this patch, and Nadia is still an absolute and utter delight. I particularly enjoyed her effusive delight over what the Alliance had accomplished, and her truly inspiring vision for peace after the war.

My consular reunited with his wife, Nadia Grell, in Star Wars: The Old RepublicMan, we all need a Nadia or two in our lives.

It’s a long way from everything I wanted, but it’s good to have her back all the same.

* * *

So it’s not all bad news, but I can’t say I’m feeling very good about the state of SWTOR right now. I really hope that once Anthem launches and more resources are freed up things will improve.

Dungeons and Dragons: Meet My Characters

As tabletop role-playing continues to take over my life, I have of course rapidly built up a sizable stable of characters. I thought it might be interesting to do a rundown of them all, and what I enjoy about each one.

The official logo for Dungeons and Dragons, fifth editionMaigraith Numin:

Race: High Elf

Alignment: Neutral good

Classes: Paladin 5, cleric 1

Sub-classes: Oath of the Ancients, Life Domain

Backstory: In her youth, she was a warrior. She served as a mercenary, an adventurer, a hired bodyguard, and much more. At first, it was wanderlust that drove her. Then, she simply knew no other life.

The centuries of bloodshed wore her down. She came to hate her life of violence, and her role in it. In the end, she could take no more. She spurned the mercenary life, and swore an oath to use her skills only to defend and preserve life.

She follows no gods. She believes in none. Her faith is only in herself, and the belief that there is still good in this world that is worth preserving.

Mai is my “main.” I played her in the short-lived Storm King’s Thunder campaign that began my D&D career, and after a while I imported her to our current campaign, where she replaced Rabican.

I love this character. I love her role-play, her backstory, and her mechanics. We tweaked some of the paladin rules (as previously discussed) to make her work as a ranged character, as I really wanted to make her an archer. She’s since become firmly established as our party’s main healer/support, while also putting out some pretty respectable damage.

Her only weakness is that she’s very squishy for a paladin. Her AC isn’t bad (16), but she has a -1 constitution modifier, so her health pool is pitiful. It’s become a running gag in our group. A stiff wind could knock her over.

Mai is heavily inspired by a couple of my WoW characters. Her backstory and personality are a mixed of my paladin and my shaman, though ironically she’s closer to the shaman than the paladin.

Rabican:

Race: Tiefling

Alignment: Chaotic good

Classes: Monk 3, bard 1

Sub-class: Way of Shadows

Backstory: Those who dare the slums of Baldur’s Gate may see Tieflings dance the Firefoot. What few outsiders understand is that the Firefoot’s acrobatic leaps and graceful kicks actually form the basis of a deadly martial art, developed to allow the downtrodden to defend themselves from all who might exploit them.

One of the Firefoot’s more accomplished practitioners is the man named Rabican. He travels between inns and taverns, performing his dances for the crowds… and if the crowd should get too rowdy, he knows just how to deal with that.

Rabican has little trust of outsiders or the “proper” authorities, but he would do anything for his friends and neighbours, and when trouble comes calling, the residents of the slums always know who to turn to.

Rabican was my initial character for our main campaign. He was inspired by the Brazilian martial art of capoeira, which was designed by African slaves and disguised as a dance to give them a way to train without arousing suspicion. Given Tieflings are a bit of an underclass in D&D lore, it made sense for to me for them to develop a similar martial art.

There’s a lot I like about Rabican. Whereas most of my characters are cautious and thoughtful, Rabican prefers to rush in and let his fists do the talking, which can be pretty fun. His combination of monk and bard abilities also make him very versatile and well-rounded, which I enjoy.

However, I came to realize that I don’t like playing melee very much in this game. Also, as fun as Rabican is, I do like Mai better as a character. She’s more “me.”

I may still play him again at some point. No specific plans have been made, but I’ve discussed the possibility of swapping back to him for a session or two with our DM.

Dorotea Senjak:

Race: Drow

Alignment: Chaotic good

Class: Sorcerer

Sub-class: Draconic Bloodline*

*(I’m using the mechanics of the Draconic Bloodline origin, but RP-wise, I explain her abilities as the result of demonic heritage.)

Backstory: Even by the standards of the Drow, House Senjak was among the worst. Dorotea does not remember what sparked the house’s demons to run amok. She remembers only that they killed everyone she had ever known, and that she would have died too if dark power had not erupted from her, slaying her attacker — and revealing that she too carries the blood of the Abyss.

Hating what she is and where she came from, Dorotea retreated to the surface, where she ekes out an existence as a vagrant.

So far, I’ve only played this character once, but after months of break, there are some more sessions for her campaign coming up this week. This campaign uses Adventurers’ League rules, which I’m not overly fond of. I would have preferred to give Dorotea one of the Unearthed Arcana subclasses (likely Phoenix Sorcery), but I had to make do.

That said, she’s still a character I quite enjoy. She’s sort of halfway between Mai’s utter stoicism and Rabican’s wild ways. She’s cautious, but she has a harsh edge.

Mechanically, unlike all my other characters, I have not chosen to hybridize her or give her any support abilities. Instead, she’s pure “burn the world down” damage. If a spell involves fire, she probably knows it.

Dorotea is a significantly modified adaptation of my ranger character from Neverwinter. The stuff with demons is new, but both are exiled Drow princesses who’ve come to hate their own people.

Myrdred:

Race: Shadar-kai

Alignment: True neutral

Class: Druid

Sub-class: Circle of Twilight

Backstory: Dispatched into the material plane by the Raven Queen, it is Myrdred’s duty to hunt undead and maintain the balance of nature by ensuring nothing escapes its fated end.

Knowledgeable, curious, and patient, those whose goals align with his will find him an amiable, if inscrutable, companion.

What others are unlikely to ever see is the desperate fear in Myrdred’s heart, for he has come to love the warmth of the living world, and he dreads completing his mission and being drawn back into the cold embrace of the Shadowfell…

I created this character for a couple of side-sessions we did in the Ravenloft setting, and I really enjoyed playing him. I love the idea of the Circle of Twilight spec — a dark, necromantic druid wielding the powers of death to hunt undead — and it felt like a perfect match for the anti-undead attitudes of the Raven Queen and her Shadar-kai.

There’s obviously a strong inspiration from Diablo’s necromancers, as well, with the concept of maintaining balance.

Also, as my only character who isn’t good-aligned, he’s a bit of a change of pace RP-wise. I love playing goody two-shoes types, but Mydred’s detached perspective is refreshingly different.

Like Mai, he’s a mix of support and ranged damage abilities, leaning perhaps a bit more toward damage than Mai.

Merrill:

Race: Half-Elf

Alignment: Neutral good

Class: Ranger

Sub-class: Hunter

Backstory: Abandoned at birth, Merrill was raised in an orphanage by a kindly Halfling couple. When her Aberrant Dragonmark manifested, it became too dangerous for her to remain at the orphanage, and she took to living on the streets.

In House Tarkanan, she has found allies who accept her, but while she’s grateful for their assistance, she doesn’t entirely trust them, and has refused full membership in the House as a result.

I made this character for a one-shot we played in the Eberron setting a few months back. Yes, she’s named after the Dragon Age character, and while it wasn’t my plan, as the session went on I increasingly began to role-play her as Dragon Age Merrill. I even started doing the accent a little bit after a while.

I love her personality, but to be honest ranger is probably the least fun class I’ve played in D&D so far. It feels like a class that only works in a very realistic campaign with a lot of survival mechanics, which is not how we play. With all of their abilities focused on exploration and survival, in combat all you can do is plink arrows at people. It’s super one-dimensional.

Macro:

Format: Guardian

Alignment: Chaotic good

Backstory: Armed with his trusty KeyTool, Micro, Macro has spent many long minutes of his life patrolling the seedy lower wards of the Super Computer. In that time, he’s developed a deep contempt for viruses and those who aid them, and a casual disregard for the regulations of the Guardian Code.

This character was for our DM’s experimental one-shot in the Reboot setting. I didn’t take him at all seriously. I just went full cheeseball with him. He’s a growly, hardboiled, loose cannon detective who plays by his own rules. It was fun. Not sure he’d hold up over a long campaign, but I wouldn’t mind playing him again once or twice.

Future concepts:

Of course that still isn’t enough to satisfy my alt lust. I’ve toyed with the idea of rolling a warlock for a long time, though I’m having trouble nailing down a good backstory for one. I really want to go with the Great Old One patron, but it’s hard to come up with a character who fits that but isn’t the stereotypical power hungry lunatic or nihilistic cultist.

I’m also tempted to import my warrior from WoW (the Dwarf), as I really like her personality, but fighter holds little appeal to me mechanically, so I’m not sure if I’ll do that.

I don’t expect I’ll ever play my TSW homebrew as anything but a DM, but if I did manage to make it work as a player, I’d probably be a Dragon (of course). Either a blood hunter replicating my old main from the MMO, or a druid with the new subclass I designed for it.

Then again, a Council of Venice character is also tempting. Perhaps that new Way of Gun monk subclass I designed…