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[2023] Summer Town Hall Topics
Put your topics in for the town hall!


It's time for the Summer Town Hall meeting for 2023. We're excited to hear from all of our players and learn more about your experiences and feedback with the game over the past few months. A lot has changed since our last Town Hall, and we want to make sure we're moving in the right direction.

This is an opportunity to have your voice heard and to help shape the future of Sindome. We want to know what you'd like to discuss and hear about during the meeting, as well as any suggestions or concerns you may have. Let's work together to make this Town Hall the best one yet!


You can respond to this thread with your suggestions, however, PLEASE in the interest of keeping this easy to manage, do not engage in discussion about the topics here. If you want to discuss them, create a relevant thread in the correct part of the BGBB and note that not every topic will make the cut but we'll do our best to get as much in as possible.


The town hall is THREE HOURS long.

It begins with speeches from the admin, who offer updates on their respective areas of the game (Building, Coding, Operations, etc.).

Then we move into the discussion section, where we run through an agenda of player & admin submitted topics.

We then close it out and people can leave or stick around to chat with the various admin.


If you're stuck thinking for suggestions to give, here are some general topic categories that you can think about:

Code Improvements - What could be changed code-wise to improve the game?

In Character Topics - What can we do In Character to make Sindome a better place for all?

Out of Character Topics - How can we help you, the players feel more at home in Sindome?

If you're still stuck, then take a look at a previous topics thread.


Please do not reveal any IC info in this thread. Again, this is just for posting ideas for topics (you can explain your topic in as much depth as you want, but don't get into it with others about the topics they post). Create a new BGBB thread to discuss something if you want.

I think some topics that might be good for Town Hall are...

1. How we can improve acting immersively, and not break character or break immersion for others

2. The same as above, but specifically for SIC and how we can improve using SIC immersively

based off of recent ideas and complaints discussions.

1. How has the immy/new player experience been, and where could it be improved? How can we create a welcoming OOC experience that is themely IC at the same time?

2. Topside experience - I've heard some complaints IC that topside is too stagnant, that people aren't showing up to PC-organized events, that characters are shying away from plot hooks and intrigue. I guess the question here is, What -is- corpie theme, exactly? What are steps that every corporate character can take to play into that theme and push exciting plots?

1.) Will the Town Hall be with our IC or OOC names? This matters for the inevitable "That's a great idea, put it on the Ideas board." and separation of IC/OOC.

2.) The advantage system was brought up in the last town hall as being a sore spot about character creation with the pure randomness occasionally being a shot below the belt. Is there anything that can be done to rework the system into something that is less pure randomness?

3.) Robotics is in a state of complete disarray, which is sad because its a really awesome system. But by my estimation close to 70% of what I would classify as "features" to be expected are either broken, missing, or ICly advertised yet not implemented. At least Decking has a warning sign of not working. Is there a timeline when we can expect for Robotics to get a deep dive look?

Kind of an addition to Batko's #2.

I would love to hear staff's current stance on SIC as far as how it is perceived ICly. Specifically, I would like to hear if staff feels we need to pretend there are millions we are hearing on SIC and in the who list and we should RP our characters with this in mind similar to how we RP ambient population in rooms, if SIC is some how limited based on grouping or algorithms or the like so what we hear and see is all our characters hear and see SIC wise, if it's something else entirely, or if it's intentionally undefined.

If there is time on the docket, I would be interested in hearing admin and storyteller's thoughts on how the process of creating and unfolding world-plots has been going, overall, since the last town hall or so. Then in turn get some feedback from players and staff alike on what they'd like to see in terms of the genres of plots moving forward, whether enough people are being involved or involving themselves, and how we can get more PCs interacting with the plots as well as one another with plots as the catalyst.

I think this is important now due to some discussions in the periphery, mainly about proper theme and how people should respond to aspects of the game world. I've always believed world plots are a great way to really highlight both, and draw people in. Though even as I grow more seasoned as a player, I still find it difficult to see where I might fit in a world plot. I find myself unsure whether it's even built for my type of character, whether I'd become a nuisance trying to involve myself, and whether I should be proactive or reactive. I don't want to burden staff logistically, or hijack something by jumping in the fray, but at the same time I'd like to fulfill a duty of being involved. An honest discussion about these player worries, and what staff would like to see in response, would be nice.

I'd alike to to talk about s&w's topic suggestion but expanded to include how we as players can help an undermanned staff pull these off so there is less weight on the shoulders of the people we do have as GMs and support GMs right now.

Essentially rather than what staff can do for us, what can players do for staff in this area.

Another topic I'd like to talk about or at least hear the opinion of others on is what I can only tentatively describe as 'staying at the low bar'.

For me, IC-based negativity is perfectly cool and par the course for the theme. Your character hates someone or something and wants to dump on them? Expected, though I do generally try to mix in bits of positivity about the actions, the taking of chances, the creativity, etc where I can if it's me doing it.

What I'm talking about with 'staying at the low bar' is OOC-based negativity and low expectations filtering in from us as players into the world.

Response to player-generated plots and actions which go along the lines of, 'that's cool, but don't expect that to happen often or much at all' but reworded and repackaged. Whether it's for singular big moments, longterm drawn out plots with lots of investment, etc. Whether these types of thoughts are shared to everyone or smaller groups.

How can we rather than default, in some cases, to expecting less effort, enabling if not encouraging low expectations, to rather shifting towards where we uplift to higher expectations and creating more effort? Which I think can also pull some from other threads where people talk about wanting more than death-only resolutions or death-only conflicts.

+1 to crashdown's suggestion about player-created plots.

I think a discussion about bleed and "playing to lose" would be useful here too. How to get into a good mindset for this game and not fall into unhealthy habits (getting too competitive or attaching your self-image to your character)

Tying in with the mentions of the 'play to lose' mentality, taking risks, and a staffer's recent mention about how people aren't dying enough; can we maybe at least touch on the cost of living in Sindome and how to make it so people can bounce back faster? Losses from a single death can be substantial and I think this is a large part of what stops people from playing fast and loose.

Similarly, how can we encourage or facilitate more feasible topside crime to bring danger and death to the other half of the game population?

I'd love to hear what others have to say about player-created plots, as well as cost of living and topside crime. These are pretty much staples of town hall topic at this point, but I think they're worthy topics to keep checking back up on every once in a while
I think another good topic would be the gang economy. What worked before, what doesn't work now, and if there should be tweaks. I think the gang economy really made Red a maelstrom of RP owing to a constant influx of trading and gang fights. But with the rebalance/bug fix that made ganger runs a lot less frequent, a lot of that fell off and disappeared.
Town Hall is this weekend everybody so please get your topics in if you want them to be considered for the agenda! Looking forward to it.
Topic submission closed! I'm turning the suggestions here into an agenda and will share in a bit.