The final Jedi ethic I will look at here is how the Jedi run themselves. The Jedi have a Code, we know that. What is IN the Code, we have rather less idea about. In the EU, there is this little poem floating around which some people say is the Code. This is clearly nonsense- the Code is presented in the films as a set of rules, and the only one we know for sure is “You cannot have more than one Padawan,” which does not appear in that poem. The current Star Wars RP (d20 system) has a more in-depth look at the Code which is also, I assume, an EU source, which is interesting but I want to point out I disagree massively with parts of it. Particularly, at one point, it says that the Code states that ‘a Jedi is not a creature of morals’, which it expands to say it is not your job to enforce your morals on other people. It uses the example of a Jedi that barters with people who ate her friend, excusing it on the grounds that it was in the culture of these beings to eat people and she had no right to criticise it.
In as much that you should respect the cultures of other worlds, that is fine… but only their LEGAL cultures. The definition of that might be wide, but eating sentient beings is way over any line. Jedi are very MUCH creatures of morals, just as Star Wars is a tale of morals, as I have already covered above. Any creature that eats people I think we can safely put in the ‘black hat’ territory. It is plainly and manifestly evil and it would be part of your job to stop that.
“The Jedi recognised that punishing the Colicoids for following their nature would be acting out of emotion and ignorance,” says the RP book. To which I say- bollocks! Stopping people pursuing an evil act- in a Galaxy where we KNOW what is right and wrong- is the very essence of a Jedi’s job. By all means, educate people out of criminal acts rather than stopping them by force if you can… but I suspect aliens that eat people would probably need a sabre in the face to be stopped.
“The second reason is that judgment leads to vengeance and vengeance leads to the Dark Side,” continues the book, which is gibberish- it would only work if Jedi never did anything. But they DO do something- they are the protectors of Peace and Justice in the Republic, with, as I mentioned GL himself says, the discretionary powers of Wild West Marshalls. It is endemic to their nature to be judgmental- and being judgmental is not wrong if you are guided by wisdom, which of course you should always strive to be. And being judgmental does not rule out being respectful or even tolerant- just that there are limits.
If you disagree with me on that point and prefer the interpretation of the d20 rulebook, then that’s fair enough... but this is how I run things in my game, I am afraid. In fact, much of the rest of what it says makes good sense (for example, the line “If a Jedi ignites his lightsabre, he must be prepared to take a life. If he is not so prepared, he must keep his weapon at his side.” Good advice).
This does of course leave the question- what if you discover something that is immoral, but not actually illegal? Sadly this happens all the time, what with the corruption of the Republic. The only advice you have there is to try your best, and explore these problems in-game. The important point is that Jedi you may be, but you have no moral right to carry out judgment over others if it is not against the law of the democratic Republic- note the difference between judging people, and carrying out a judgment ON people. Being in the right does not give you THE right to do something- those rights are only granted to you by law.
So, what IS in the Code? It’s hard to say, but I think that if you strive to be good a guy Jedi and not abuse your powers and always strive for wisdom and understanding and control of your emotions… then I reckon you’ll get most of it. The procedural rules- like not taking a second Padawan, and obeying your Master- should also be obvious enough.
Renegades, in my game, are not people who have left the Order, but people who do not follow the Code. Renegades are still good guys- we can safely assume that they follow all the ‘don’t be evil’ parts of the Code. It is the procedural aspects they will have issue with- and the way that the Jedi work with the Republic, a system the Renegades find too distasteful to work in. Whilst we are talking about Renegades, Renegades must remember that unless the Council grants them the power to act as proper Jedi, you get none of the legal powers of a Jedi in a mission. The advantage of being a Renegade is that you are a free agent, able to investigate matters at your own leisure- but you lose the official power to do so.
All of this looks like a lot of restriction- this is often the problem with being a good guy. But do remember… your powers really are great indeed. Each one of you is one of the most important people in the Galaxy. Little wonder that this needs some counterbalancing.
Other than that, all there is to say about the Jedi is their mannerisms from the films. Jedi are trained from the cradle upwards to be as they are- and with the Force guiding them, they tend to be very sure of their actions. Not that they are incapable of error, but they do tend to act on firm grounds. Jedi tend to be patient, reserved, and dedicated. Some of you, of course, will have a taste for action and adventure and hacking things in two with a Lightsabre. Yoda may disapprove, but there is a place for this in your job- just make sure you keep it in that place.
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3. Gaming
Ok, how to do well in games… ok, I have two parts to talk about for this one- how to do well in context of your characters, and how to do well in context of being players, yourselves.
As characters…
Don’t forget the basic maxim of means, motive, opportunity.
Being a detective aside, your primary job in an investigation is to identify exactly what has been done, identify who you think might have done it, find evidence until you can narrow down to a prime suspect or suspects from that list, and then find as much evidence as you can until you have a reasonable case against that suspect, then you can get your warrants!
Gather evidence of all sorts. Get forensic investigations of crime scenes- forensics isn’t just DNA testing and so on, it is finding little things that point towards something. Search places properly. Talk to people that might know something. Make sure you know exactly what people were, what they did etc.
If you think someone might have done something, find out if he COULD. If something difficult or unlikely has happened, narrow your field to find out who could possibly have done such a thing.
It’s a big Galaxy, so use your contacts for specialist info.
Likewise, use your mentors for advice.
Use your force senses to try and infer info from people. Jedi are master psychologists in this respect- even posing questions to a suspect can tell a Jedi a heck of a lot from how that person reacts.
Don’t forget people are SCARED of Jedi finding them out. If the person you know is behind things, or at least involved, is NOT scared, something is wrong.
If you have a Padawan don’t forget he/she is watching you. But if you do not actively involve your Padawan, development will be slow- and they won’t learn if you don’t tell them.
As players…
Pay attention! With a little experience, you should soon learn to pick up important details from background ones.
It may help to take notes. Not detailed ones, but just somewhere where you are bearing in mind the important facts of a case or plot, so you don’t lose track later on. What seems fixed in your mind at one point might have totally vanished three months later.
If you miss stuff, I would much prefer you to read the missed posts rather than asking me to write out things again- other players may oblige you better.
However, don’t be afraid to ask for more detailed info on something- often I leave details vague until someone actually checks them out.
Make skill rolls! Skills are useful. Look for times when you might be able to make one and ask for one. I’ll tell you how well that might or might not work. If you don’t know what skill is relevant, ask me! The more pro-actively you find out stuff, the better- though apply common sense limits.
Don’t forget your supportive force powers- Instinct/Luck re-rolls, or the power Insight, and most certainly don’t forget info from predictive force powers!
I give hints all the time. What people say, do, their mannerisms, descriptions of places and events… keep a look out.
Times can get tough in RPs, but I am not setting you up to fail. Keep your cool and try and do the best you can at all times- you’ll be amazed how well things might work out if you stick at it. I very much believe that players SHOULD feel pressured and things should be hard- else victory is worth little.
Talk with other players, in the thread or in private. Share info and ideas. Come up with plans- but don’t overcomplicate. A simple plan, decisively delivered, is a hundred times better than a complex one that people might not be certain about- I say this because a lot of time seems to go past as people fret about maybes and details. If you can make a Master Plan out of such worries, fine- but more often it just seems to make no plan at all. Keep things simple, then maybe work up to bigger things in later stories… on the off-chance things get harder…
In short… never forget what it is you are meant to be doing, and the means you are taking in order to be able to do that. Stay on track at all times, and things will go far more smoothly!