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Jobs and roles for new players?
If a thread for this already exists please link it!

I started playing recently and I already enjoy the game a good deal. I love that basic jobs like crate delivery exist in game to give new players some income, but I am starting to want more than that.

I am wondering what sort of roles/jobs/skill specializations are good for new players? Something I'd love to play is something that is in high demand or useful to other players, and I have humored the idea of doing a doctor type for that reason, but I am unsure and open to feedback!

There are entry-level roles for all the archetypes listed here: https://www.sindome.org/archetypes/

That said, having a job isn't going to necessarily create meaningful opportunities for you. I've seen skill-less guttersnipes finesse there way into chyen and well-situated chummers squander there worth.

If you want something high-demand - it is probably best to go with bare-bones transactional experiences. A Medic or Cab Driver are two great examples of these but there are a ton of jobs constantly being requested. Some of them don't even require a particular skill set. After listening to SIC for a little bit, you will get a better feel for supply and demand in the job market.

As a new player, I recommend focusing on meaningful interaction by exploiting what might be otherwise transactional in these roles and jobs. That is where the magic happens.

You might consider checking out the Surviving Withmore guide dispensed at the gate and then asking about specific jobs mentioned in it. Some characters are paid to help you get settled, and they're more than happy to talk you through your options!
You're going to hear the phrase 'find out in character' (or FOIC) often. Unlike most (or all) other games, outside of help files and the general guidance given to new players to help them start out, most of what you learn about the in-character world is meant to be learned in-character (IC).

However there are several characters in-game whose job it is to help new players learn about the game and give them guidance, so that's probably the best place to start.

The best thing you can offer as a new player is not skills, but engagement and roleplay. Your interactions with other players are going to be much more relevant to them than whatever you spent UE on.

Aside from some skill pitfalls, I would recommend chosing an archetype that interests you personally, rather than one that might be strictly more powerful or flexible. It's really common for characters to be fairly diversified in their skills, so you're not locked into doing or being good at just one thing.

So I looked through that Surviving Withmore book and it lists some options, and I'm told it takes up to a week to hear back about them when applying? Some of them need resumes too and I don't think my history alone will provide a useful reference.

I'd use my skills without a job but I don't know how or whether I need equipment since the help files don't say. I thought if I got a job that needed the relevant skill it would be explained or something.

A lot of this you can ask in-character on pubSIC. Not everyone will be helpful, but you'll probably get the answers and guidance you're looking for from someone!
Check out the hot jobs list here => https://www.sindome.org/newsfeed/

Some of those jobs might not be available to players or up to date, but that list gives you a decent notion of possible jobs inside the game that your character might want to pursue.

But like it was already mentioned the best information can be found inside the game.

My advice would be, don't get too attached to you first few characters and instead use them to gain game world experience over a few months.

Hopefully you won't walk into the usual newbie pitfalls but its all part of the learning experience.

Also please read thoughtfully @rules, @newbie, help files, video tutorials, etc. There are plentiful resources for new players which usually aren't taken advantage off.

Those job listings on the feed are not at all reflective of IC reality.

Only three of them would be accessible to new characters (and are not necessarily open at the moment), and most of them don't exist at all.

You're only going to find accurate and up-to-date job information IC.

Finding a viable job is possibly one of the more difficult questions of Sindome that should drive a player to RP, and by RP I mean actually socializing and doing active listening with people, which is much, much harder than it sounds.

This isn't really limited to just newbies too. I've been around this one time where staff just destroyed an entire moneymaking enterprise because they felt things were being too consistent and easy.

Don't feel discouraged if you feel unemployed as a newbie. I think everyone, even the biggest, baddest solos, have to spend some time jobless here and there.

"this one time". Lol.

Raise your hand if you've tried to pull a new player into a plot, or give them some work that would act as a launchpad for RP, and they responded with some variety of… "Uh. Yeah. Maybe if I have time after I run my crates."

Just to speak for myself as the newbie OP here, I haven't turned down a plot to run crates. I'd sooner drop the crate and pay the fee than miss out on a plot or a meaningful job.
Echoing elysian's answer here.
Not to be contrarian here, but I actually asked staff about the job postings on the front page and was told by Johnny that every one of those job positions are codedly present and available. It might simply take RP and/or skill investment to get into them.

YMMV.

I do want to be positive here and say that now that I have played a bit, and even in the time since posting, I am seeing more opportunities pop up that are intriguing.

All of that said, what I am now finding challenging is fitting my initial character concept to the setting, and finding my character isn't super desirable or employable, etc. It's just a bummer and I would have very much loved to have seen the content in Surviving Whitmore available before I made my character or the like so that I could have planned better. It's not a big deal, I'll just know better when I make my next character!

Elysian, 'noob' or entry-level positions with places that typically hire immies fully understand that you probably aren't going to be some hard-edged min/max character for that one thing. The total amount of UE you start with is basically only equivalent to a few weeks of training anyways, so don't feel like you've 'lost' anything of any significant time investment.

Just roll with it, get into what interests you OOCly so that you won't find yourself bored to tears a few weeks into a career, and have fun RPing!

They may be codedly present but Saedor Krupp, Nito-Kodak and PrimeSoft have all been inactive since I began playing. From what I recall, characters applying to them are directed elsewhere.

The last time some of those NLM jobs were advertised was seven years ago, I suspect some of them are defunct.

Not to get too off-topic, but I did always wonder why SK wasn't a 'playable' corp.

I wonder if it's because there's no enough population topside to warrant it, or some other reason. I wouldn't think NeoTrans exported/created enough content to merit it being playable, but someone with more perspective may correct me.

One thing that has been on my mind since the time of posting this is Decking/Hacking. There are warnings left and right about it not being newbie friendly but it intrigues me, could someone please explain why decking is not newbie friendly in detail so that I can decide if I want to try it?
It's not that the archetype is not newbie-friendly, but rather that decking is reliant on a legacy system (Grid 2.0) that's been scheduled to be replaced (Grid 3.0). Until that happens, there's limited coded support for decking-related mechanics.

https://www.sindome.org/bgbb/game-discussion/ideas/grid-3.0-worth-the-wait–1627/

https://www.sindome.org/bgbb/game-discussion/game-problems/deckers-on-sindome-334/

https://www.sindome.org/bgbb/game-discussion/ideas/official–grid-3.0-feature-requests-1235/

Thanks so much, definitely cannot wait for this update then.
You should wait. Or you might asphyxiate.
Nothing beats good ol' lying to get a job.
Fake it till you make it, baby.
Just a personal opinion, but I've become less of a fan of the crate system. It's fantastic for introducing newbie to the area, and requires no changes, however, it turns out there's other automated systems that trickle in the chyen.

What I really like about those other systems is the do a great job of generating RP. Even when I'm alone, if forces me to take a socially available, vulnerable position where RP is all but guaranteed to find me.

My suggestion would be to extend this trickle-based-must-be-vulnerable-and-socially-available system to other jobs. Starting with bartending and bouncing. It would be a simple adaptation to make it available to other professions, and I think it might make those other professions more attractive.

I'm not sure what exactly are you suggesting? Bartending and bouncing are already IC jobs with NPC pay that newbies can get out of the gate.
They don't trickle out the crate-pay. Bartending solo with no players results in zero income, rather than being a replacement for running crates. A command like 'tend bar' and 'stop tending bar' would be the equivalent, and you 'collect your tips', which counts against your crate pay budget. Tie the rate of earning to appropriate states too. Just like the existing system.
Ugh but… Why?

Those jobs are not supposed to be your life, just a kickoff point for them. This would be promoting a loop of doing the factory work, as part of jobs, and, honestly, no player ever should actually be working the factory codedly, besides some weird making a point.

If the bar is empty, don't sit there, go somewhere else and make things happen, find RP, sic random people and invite them to the bar. Don't become your job.

I see both sides here. One hand, I like the passive income idea. Bars are hubs for players to chill and RP, and sometimes a reason to stay there keeps that a viable option. Other hand? Bout to have -lots- of bartenders if that happens. Couldn't hurt though, more RP in that than running around with a box, right?
Why? Income! Flash! Vulnerability. An alternative to running crates. A constant trickle of RP coming to you. What do you mean don't become my job? I love my job! It's FUN to RP! All I want to do is sit at my job and RP, because my job is awesome. I'm fortunate to be able to do that beause my job has a trickle income system, while bartenders are literally forced to leave their job, leave their RP opportunities, to go do completely anti-social things to make income. Like running crates.
They already give you passive income though - that's the salary you get weekly. Whether you are there for 1 hour or 20, you get the same base pay. It's a low base pay but hey, it's a job you can get right out of the gate.

And by not become your job I mean exactly that, it's part of you, yes, but is sitting behind the bar all your character is? Go hang at the gym, go explore different parts of town, bother people at the park, or other bars. The moment you put this in, any moment someone in those entry bars is not just sitting at that one IC room, they are being penalized.

There are more ways to fill your weekl limit than crates too. And hell, honestly, the most money you will ever make is by meeting other people, and reaching out to them and leaving your mark. Small simple player job usually pays more than mixer job does for entire week, and ones with a bit risk pay multiples of it.

Chy is in the people, not being tied to a room. You can still do that if you want, but lets not penalize those who do not.

I don't have any idea what you're talking about? Chy is in the people? No it isn't it's in the weekly crate budget! We're trying to extract it from that system. And forcing people to leave their RP opportunities to go run crates and make their income? I'm not talking about their weekly pay. Every bartender I know runs crates. Why? Because doing their job isn't an alternative.

(Edited by AndThenWhat at 5:50 am on 10/7/2025)

I mean that players in this game create jobs that pay.

Short term jobs, job term deals, one offs, services, runs of all sorts. Some will hire you to spy on someone, some will hire you to beat someone up, others to bring them items from red, or to do some deeper, weirder and more creative setups where both sides benefits.

Some of players who do that have access to NPC cash to fund some of those ventures too, and it's expected of them to use it to create work for others. And it pays WAY better than crates.

I'm, again, not talking about 'player jobs'. Third time: The chyen in question is not in the hands of players. It's in the hands of NPCs. And bartenders et. al. run crates to get it *because their job isn't an alternative to running crates and getting that NPC chyen*.
Automated income from crates is available to augment if you don't have another way to make chyen. It isn't intended to be a long term solution. The system is designed to push people away from it and toward player generated income, or more long term jobs. It's part of the struggle of playing in the Mix, finding your footing, figuring out what your character wants to do, building your stats/skills/rep.

This system is working as intended from my perspective.

Also, the folx responding here are looking to provide feedback based on their experiences. Please be kind and thoughtful to each other in your responses per our BGBB rules.

(Edited by Slither at 6:31 am on 10/7/2025)

Honestly if someone asked me my job advice for brand new players who have never played Sindome, it would be to NEVER be a bartender, stripper, or joy as your starting profession. You probably won't be playing in three months.

Be a ganger or be a medic. If you're a non-combatant then WCS, or Clone Angels.

And always remember that the players saying that you should be getting your money from other players have about as much economic sense as people saying tariffs aren't taxation.

That's curious! Can you elaborate on why? My experience has been the opposite: Every other profession I have encountered has complained about the lack of income opportunities, where as the ones that put you in the bars, and force you to RP to make money? Are literal cash cows. Medics? I don't see the RP opportunities at the same rate at all.
At risk of getting insulted again…

There is no difference in RP opportunities where you are. If you got sicnal, and/or progia, you can try to drum some RP. And then from that RP if you run into the right person, and are willing to do some things (usually dubious in law/morality) then you can make money out of it, and also connections which are no less valuable. Just have to start reaching out to random people on who.dat, and if you need more of a guide, go for those active on keys/pubsic to avoid siccing into NPC void.

Expecting RP to walk in through the door to meet you is the best way to end up with very little, proactivity is king. And people giving out player jobs tend to tweak them to characters, more so as a lot of jobs require no skill checks at all, and are designed to expose you to certain people/rp avenues that may be related to what you want to do.

As someone who has played more than a handful of immigrants over my six plus years of playing the game, a great deal of receiving RP and opportunities is just pure luck. Proactivity is very much needed on your part, but also on others, and to expect characters to be willing to part with money in exchange for RP is something that is not always, or even often, a guarantee.

I've found that the best, reliable way to earn money is through these automated income sources and most of my characters who earned a modicum of wealth relied heavily on these instead of PCs willing to part with their own chyen. Perhaps I am not the caliber player that the game expects. Or perhaps my experience is similar to many other newbies/midbies. All that is to say that I am all for ways of tying automated income to passive ways like tending a bar, as I play this game to RP but the chyen obstacle oftentimes makes it quite difficult to run the plots that I wish to run.