So, you want to start a group
Posts: 2462
  • Posted On: Dec 13 2006 10:39pm
Good for you! While groups are by no means a requirement to roleplay on TRF, they do add a great new dimension to the experience. Before you start a group, take some time to make sure you have the time and energy to dedicate to making it work, and give your group some thought. The best groups are interesting and well thought out - take some time to think of a history and what makes your group unique. It might be an Empire, it might a Soldier of Fortune group, or it might be a world-spanning Galactic Corporation (all have been done with great success here at TRF).

It's not quite as simple as that, unfortunately. Your group has to fit into both the Star Wars canon, and the TRF history.

Canon is the official literature put out by LucasFilms and the various publishers of the novels over the years. It includes the six Star Wars films, the novels, and the Black Horse comics books. For more information on Canon, click here.

TRF exists roughly ~45 years after Revenge of the Sith, and our history begins after the events of the Black Fleet Crisis. TRF has a very rich, detailed history that you must take into consideration - for a good overview of this history, see our time line. In short, as we stand as of this writing:

-The New Republic has fallen
-The Galactic Empire (represented on TRF by The New Order [TNO]) is the predominant force in the galaxy
-The Galactic Coalition is the primary opponent of the Empire (basically replacing the New Republic)

Once again, refer yourself to the time line for a more indepth understanding of our history.

Once you know what you want your group to look like, make sure you are well versed in the rules of TRF. You should review all of them, but there are a couple important ones when it comes to groups, like: this one


Groups can own planets. A group can own (or control) an unlimited amount of planets. Planets are captured by writing a role-play of at least 5000 words and then posting in the Planets List to claim said planet. Planets give Groups Assets (see below) that can be used in various methods.
You see, if you wish to start a group called 'The Empire of Ed', you can do so. But in order for it to be an Empire spanning multiple worlds on TRF, you have to develop it on TRF. Your Empire will start with one 'homeworld': you need to write 5000 words for each additional planet in your Empire (though you can say that planets are within your 'sphere of influence', this is not quite the same, as power is measured in part by the number of planets you own, as opposed to influence).

When it comes to taking planets, remember to check the Planets List. You may attempt to take these planets (usually through a fleet engagement), but the planet's owner is allowed to defend it. More than that, they might even launch a counterattack against your group! If you're a new group, it's a good idea to go after planets that are unoccupied. Keep in mind two things, though:

1) Even though a planet might not be currently owned, a group might be in the process of taking it over. If this is the case, there will be a thread in the Battlegrounds with the planet's name in the title, or in at the top of the first post. Use the search function to see if there are any recent threads involving that planet.

2) Just because nobody owns a planet and nobody is taking it over right now, it does not mean this has always been the case. A planet might have been held by a group that has left TRF, for example. That means the planet has a history on TRF, and you will have to account for it. Again, use the search function to see if anyone has owned that planet before you, and read the roleplay so you know the story before you begin your own takeover.

Planet takeovers need to be 5000 words, and should be spread over multiple posts and real time days, so other groups have an oppertunity to try and stop you (if they so desire).

Also keep in mind this rule

It should also be noted that the days of massive fleets consisting of hundreds and hundreds of ships is long gone. In your writing remember that building a single Star Destroyer could very easily drain the entire resources of a single planet, or system even.
The smaller your Empire, the smaller your fleet. When you begin, you might have a few small ships. As you grow in size, depending on type of group you are, your fleet will grow. Multiple big warships right off the bat are a no-no.

Finally, this rule about characters is worth mentioning:


In some instances it may be impossible to perform all the tasks required of a group with player controlled Characters. You may, if you so desire, assign a fleet to an NPC character and use that NPC to attack or defend anything you so please. However, if someone else sends their main, highly experienced character, you may have a hard time winning -- even if the NPC's group has 90 planets and the player character's has 4.
This means that the more characters you have, the more powerful your group. This is by no means a be all/end all in terms of power, but it is worth keeping in mind. A group with ten well-developed characters will be more powerful than a group with one. Keep in mind that, while you may have multiple characters, a group with multiple players (that is, different people playing them) will likely be more powerful still.

So, recruting new players is a fundamental part of growing your group's power.


If you have any more questions, TRF's lovely staff would be more than willing to answer them. Standard text-messaging rates apply.



The Fine Print: This guide is not official literature nor it to be taken as an addition, ammendment, or substiution for the TRF rules. Read those, too. This guide may be updated or otherwise altered without notice.
Posts: 5711
  • Posted On: Dec 13 2006 11:55pm
Well done, Drayson. Stuck!
Posts: 5
  • Posted On: Mar 29 2010 9:37am