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Dying and Getting On With It
Does death get wielded too quickly?

From my own recent experiences with the game and hearing filtered bits of others from xooc and the like, Sindome has a really strange meta surrounding how it handles conflict interactions that lead to death in general. Any big bit of pre-death roleplay seems to be exceedingly rare, and when it's not - your character dies afterwards, so you don't remember any of it, which in turn sort of makes roleplay before a hugely monumental event in your character's life essentially optional… which is crazy for a roleplaying game!



Not remembering any of it makes it MUCH harder to build a meaningful story out of it. I can't thread in elements of my character's death into their personality because they don't remember it. It is hard make the act of dying especially meaningful to them outside of a bewildered jaunt into 'who did I piss off' and a rocky game of Cluedo after the fact. I'm not asking for death to be able to be remembered as that would be silly, but I am trying to illustrate how we're sort of incentivizing there to be less/no roleplay in high stakes conflicts.

I just wonder if maybe there's too much of an ingrained push to Just Kill People instead of leaving them stripped, chyenless and nearly dead on the side of the road. Functionally dead, incapable, still just as reliant on their friends and allies for help, but able to pick up the pieces with continuity and able to keep the story going. I understand it is a hard world and that executions are flashy, but is there not a way we can negotiate that as players to help spin more interesting stories for everyone involved?

(Edited by Ameliorative at 10:01 pm on 2/26/2026)

I agree, Ameliorative. There are so many more interesting and creative ways to give a person consequences other than just a boring vat. We have so many options available to us to kidnap, dismember, turn off SICnal, etc…even a plain old mugging leaving someone unable to even crawl, like you said. Get Creative!
I will say that the problem is elsewhere, and this is just a symptom.

I think the problem is is that many people want to kill, and upsides of it, but not die themselves. They want victims who are out there, exposed, available, and with good loot, but are unwilling to do that themselves. They want the asymmetry of leaving no trace, but expects victims who won't then 'smallworld' to find the thinly-veiled murder.

In short some people seem to treat this more like some PK looter shooter than RP. If you go after someone within a narrative, even a bigger one that the specific person may not be directly involved with, that can create a story, threads to pull and so on. But if you just 'corpie bad' as reason, or whatever other equivalent then you have no reason to leave a trace.

It's down to people wanting less of telling collaborative stories, and more they crave some 'win'. And that's just not fun for anyone but you.

My main problem is being unable to really continue it. Like, say someone gives you a religious expose or whatever before they merk you, and you really fuck with it. Once you're dead, you can't engage with that anymore. You don't even get the agency as a player to like, be afraid or screwed up by it. You just get The Vat Experience.

And there's such a rush for people to finalize kills because of the risk of assistance and the like that the whole sequence from start to finish seems pretty much designed to force the aggressor party into ending things swiftly and early, or else they get curbstomped.

The whole experience for both sides just seems set up in a way that denies both parties any real chance to make anything out of the altercation outside of reprisal, which I think is really disappointing.

I have given many players chances for RP and stuff and have been met, quite often, with things like RPless chain vats and even having the tables turned and dying myself because I tried to stop the fight.
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I have had a simmilar experience these past few several weeks, Wulf.

I think the solution is still partly a mechanical and code based problem, but we should generally as players do better and promote a more narrative based culture even if it might sometimes be to an IC disadvantage, or at least to some extent. Someone has to break the cycle.

Icly my character would shun characters who act this way and be reluctant to do business with them/ not respect them. Maybe if we foster such a culture it would be less common.

(Edited by Mikael at 7:59 am on 2/27/2026)

I don't think it is a bad thought to collectively agree to make dying more cinematic, but to do that you would have to get trust, reciprocity and a willingness to accept vulnerability.
That's a cultural problem because the game rewards efficiency. It's like a pet peeve I have with language, the meta is to save your last 4-5 ue or whatever and spend the next however long it takes becoming fluent in each language. It's not against the rules to do so and it's efficient and optimal. People who play games with survival mechanics tend to lean towards optimization. You might get the desired behavior from a few players, but I would say don't hold your breath.