Anyway, the point is, it's a very, very well done game. It was never boring, many of the characters were actually interesting, and it makes some impressive efforts investigating the good/evil dichotomy. I've written down a number of the things that made the story so compelling and the game so fun to play, which I will share with you now, and descriptions on how to adapt these things for tabletoppin':
- Upgrades, upgrades, upgrades: Through the use of workbenches, the main character can upgrade certain special items. This means that instead of going out on quests to replace your Lightsaber +1 with a Lightsaber +2, you can use items gained from quests (scopes, armor reinforcement) to improve some of the unique items you already have. In my Deadlands game, I've used this idea once already to give the posse a telescopic scope for one of their rifles. It could be used for special ammunition, gems to place in a sword's pommel, or "trauma plates" on wears under armor. The whole point of this upgrade system is that the items are interchangeable between the gear most of the party carries.
- Quests give you items, not gold: I appreciated that you mostly undertook quests for unique items or favors instead of gold/credits.
- Frenemies: Even people who oppose you want things from you. Only the villains want only to stand in your way.
- The Sith are all dicks: This is an important note that I hadn't thought about. Many times, there's a push to make villains sympathetic or identifiable somehow. For instance, in Inglourious Basterds, the Nazi soldiers usually come across as a lot more likable than the heroes. Not so with KOTOR, where all of the Sith, from their despicable leader Darth Malek to the lowest footsoldier are all just fucking awful people who kick babies and kittens and never show any remorse for their actions. The Republic and even the Jedi Council are portrayed as fallible and human, which makes them all the more interesting to work for.
- Most of the PCs have cool sidequests based on their backstories: This is, of course, a staple of roleplaying games, and I think it's well-executed here. Almost every time you level up, your comrades reveal something about themselves, and if you talk to them often enough you eventually unlock their side quests. It's a great way to take advantage of their disparate personalities and skills.
Inspiration can be found everywhere - if you ever have an emotional reaction to a video game, piece of music, novel, comic book, or any other piece of art, take a moment to think about why that is and then use your findings to better your game.