Monday, May 5, 2008

Being an Imperial Liberal : A SWG perspective


Although the ruthlessness of the Empire is well-known throughout the Star Wars narrative, the SWG environment, for game mechanics reasons, challenges the notion of the inherent evil of the Empire. While the storylines developped within the game fall in the mainstream narrative (crush the scum / overthrow the tyranny), the status given to player characters offers a widely different view. Actually, from a game mechanics standpoint, none of the evils credited to the Empire are true. Player characters from all species, genders and ages enjoy the benefits of a free professional pursuit, freedom of residency on habitable planets, freedom of property (including estate), freedom of movement, freedom of association (establishing cities, player associations, or simply gathering), freedom of representation in said associations or even in the NPC city of Bestine (mayoral elections), and finally, freedom of expression. In addition, players residing outside player cities may enjoy the benefits of a tax-free existence ! The only discrimination in place being the cost of factional items for non Humans / Zabraks for Imperial player characters, a descrimination highlighting Imperial forces mindsets, yet not hindering a player to ever become an Imperial general if he / she / it saw fit.

This has two main consequences. First, members of the Alliance to Restore the Republic may justify their participation on generic Star Wars lore and within the SWG narrative (Chapters, mission term lore, Heroics, Instances, etc.) but can hardly say that at any given time they have directly felt the crushing heel of the Imperial boot on their head (unless they are in Combattant or Special Force status). Second, it is a reminder that all citizens in the SWG are equal and since all the visitable / habitable planets are within the Empire, all are, ahem, Imperial citizens whether they like it or not.

As Imperial citizens (of all obediences) it is possible to witness (or actively take part) in stories where the Imperial rule is less than commendable, these point inexorably toward an unjust leadership in the Empire structure. It is for these reasons, that the "Imperial Liberal" comes into play. With undeniable evidences of the Empire's leadership wrongdoings, but in the complete absence of personal rights violation, there's a (small) roleplaying gap that can be filled with Imperial players believing in the Empire as a system but contesting the exercise of the current rule.

A fine line indeed, but shying away from being a Rebel Scum...In the SWG timeframe, the Imperial Senate has just been disbanded, Alderaan has been destroyed in questionable circumstances (Imperial and Rebel mission terminals conflict on this issue) and the Death Star has been destroyed (Death Star fragments are prized items). Thus, questions about the Empire leadership ought to be strongly asked. The situation for Imperial Liberals could be summarized to this : defend the Empire as a system, while imperfect, it's still better than the Old Republic (detailed accounts of slavery, bribery and such appear later in the Star Wars narrative), challenge the leadership over its accountability (disbanding the Imperial Senate is a major setback), support the Alliance to Restore the Republic as a political movement : its motivation is to preserve rights within the Empire (even though it sees itself out of the Empire), condemn the Rebellion as it is not yet justified by the narrative.

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