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The Revolution Will Not Be Televised
What does it mean to be a revolutionary in SD?

Lame 1971 reference in the title I know, I'm sorry.

I saw this come up in the Corporate Branding thread and I agreed with the suggestion it deserved it's own thread.

Now, this is probably going to sound a little emo and angsty and I apologize, but sometimes certain things hit wrong.

Without going into IC details and information. As a new player here in SD, I got to be apart of something pretty damn amazing with 45 days of build up, it was the highlight of my RP here and I hope whoever the driving player behind it was, knows just how much fun I had with it.

The problem is that players didn't show up.

This is just my opinion and I welcome discussion on it, but if you're taking an anti-corporate stance, or you're trying to fight the status quo to influence change in any setting or any game, if you're only talking, and not trying to take action, or mobilizing with other players/people, then you aren't a revolutionary, you're the chum on the other side of the TV who thinks they're apart of it by supporting it from afar.

Just like the protesters on the streets in America throughout 2020. If you aren't on the ground taking those risks, then are you really contributing on the level same?

I think It's disrespectful if done on an OOC level, but perfectly fine on an IC level to consider yourself 'one of them'.

Be a vocal supporter, be a financial supporter, be something, even better, actually be a revolutionary and take a literal stand.

The resulting events really had a negative OOC impact on me, it went from the literal series of RP that made me love Sindome completely, to feeling frustrated and disenfranchised with the player base. I'm slowly getting over it and struggling to find new RP that excites me as I had been in the past month and a half, but it's a little bit of a struggle.

I have hope and I believe it'll happen, but this topic really felt like it needed some "real-talk" time.

I know it's not everyone's RP to fight the system, and I definitely do not believe this was an intentional snubbing of a player's event.

But in the back of my mind, I can't help but think people are already so overwhelmed with consequences for simply communicating discontent, that any actual action putting them on the front lines is likely viewed as character suicide. When I think bout that, it kind of feels like a systemic issue that should be given some discussion time on an OOC level.

How do we enable players to feel like it's not pointless to participate in one of the primary lures of gameplay?

City Corporations

Corporate power built this city, drives its economy and through the councils, controls its future. They believe that they can do anything... and for the most part that's true. Will you work for them as a corpie, fight against them as a mixer or simply leverage them for biz?

Just saying, never underestimate what might be going on behind the scenes. ;) There might be similarly-minded characters who did not think that this event was worth risking lives for. They might have been trying to steer players to another cause that they felt more strongly about.
There are some thematic issues in play, for instance the Mix/Corporate divide has been in flux and different plots around have been tried over the past 2-3 years and not everyone is on the same page about how exactly everything should work.

However mobilizing players to do any plot, of any kind, especially multiple players on the same day, at the same time, has always, and will always, bring practical challenges.

It tends to be one of the reasons that larger plots sometimes focus more on involving more reliable veteran players.

As was said on the thread that sparked this, when you engage the corpies you're doing so knowing that you're playing to lose most of the time. My comment was hasty and while I stand by my opinion, I should've explained better. However, I also don't think I can explain without going into a lot of information that I can't state here.

Basically, what you described is very high risk and most players opt for safer play styles, some until they're more capable or others doing what they can in the dark. The glaring issue is that the overwhelming majority prefer quick paydays over long term, dangerous RP as a revolutionary character.

Can't really say I blame them though.

*Please not that I did not say nothing is happening. Thank you.

I think a lot of characters saw through the hype.

If you don't know what I mean by that, then your character doesn't either. All IC.

Making your revolution compelling is a major thing, not only to garner support and followers, but also to have your opposition play the foil.

There's two ends of the SD revolution approach, in my experience.

One is the loud and proud approach, which will get you stomped fast and typically results in both sides being perpetually annoyed.

The other is the super shadowy one that supplies no hooks to the otherside whatsoever.

There's a balance here. Both sides need to be able to take hits, play into the dynamic, and put on a bit of a show when they get bruised. In my experience, the desire to win and seemingly some OOC/bleed anger tend to ruin these instances, with players refusing to budge whatsoever for their cause.

Why should the other side pull their punches or play the villain you want them to when you won't even meet them in the middle? This also calls back to another post I made, about the onus of authority and punishment. The reason why vets are called upon for these things is because they're not playing win -or- lose, but playing to creative a narrative.

This post has no answers. Only food for thought. There is no perfect approach. Just consider how you treat the other side should you engage in any part of this. It's a constant effort to tell a great story.

Respectfully, Svetlana, I am not sure what your comment is supposed to inspire in me.

It kinda feels a little harsh for you to openly admit that one event was likely not worth the risk, and then try to feed me hypothetical unknown, shadowy efforts by other people as if that resolves the whole problem of arbitrary risk/threat evaluation dissuading player participation in themely player plots.

I still worry that lack of participation in front line activity may be a systemic problem that could use some gameplay analysis.

I thank you for your response regardless.

I was just saying that maybe the lack of PC engagement in the event wasn't due to OOC unwillingness to take risks, but due to IC manipulations in the background. SD is half shadowy-secret discussions, half action, anyways.
I still worry that lack of participation in front line activity may be a systemic problem that could use some gameplay analysis.

It is a systemic problem in the sense that plots are often swimming uphill to engage players who may not be interested in participating for a multitude of reasons. Some of it IC, some of it OOC.

Sometimes this gets generalized and blamed on some players being too cautious but I think that's a simplification overall. It's a net result of a lot of different factors that has no one cause or solution.

Sindome tends towards very, very long term play. Players who have been working on stuff for months or years are generally going to be disinclined to jeopardize any of it for a short-term plot unless they have some pretty compelling reasons to.

Thank you everyone for the replies so far. It's given me plenty of food for thought.

I was definitely lacking the long-term play perspective, for me that is hard to empathize with since I am an 'in the moment' type of roleplayer, I find it difficult to get attached to months or years long efforts or plans with a character, and rather get caught up in the player activities in the moment and see where the chips fall.

I may be bad at my own personal long-term feasibility, but I certainly love trying to contribute to other people's stuff where I can.

I guess my survival instincts are probably wired wrong for a game like SD. I am actually trying to make it work though, I find myself avoiding more situations, but to be honest, it doesn't feel very good. There have been times lately that I feel like I am robbing people of roleplay because I think that well "I could take this risk big or small as it may be, but I don't want to fail so hard again so quickly if it takes a turn."

I hope to find a comfortable balance with it, may take some time but I'm trying.

As I said in my last post, taking on the corporations is generally play to lose. In my own experience it felt hopeless both from an IC and OOC perspective because while you understand that as a mixer you're playing to lose, we are all players on the same game and one side has all the tools it needs to smack down the other 99% of the time. If the tool doesn't exist, it will be invented.

Is this okay? Yes. Is this expected? Yes. What's not expected is the endless bloodbath that sometimes follows to ensure mix terrorists suffer for as long as possible. This is not something that's limited to one player, it is to be blamed on the system as a whole. Great strides have been taken to lessen punishment for most things though, so maybe this is less of an issue now than it was for me.

Moving on, the next problem with being a revolutionary is likely how hard it is to profit off of being one. If it's hard to profit then it's hard to keep the revolution going. In the end everything is doomed to become an act or half a lie because of what has to be done to keep momentum up, which is maybe 'themely.' It's not as if there's a mix organization not tied to the corps that has the money to fund actual, serious terrorists.

Finally, I have also mentioned before that it would be nice if the rewards set for the heads of corporate citizens (By NPCs) were actually proportionate to risk. You may win the battle, but you're probably not going to win the war. Having the chy from the successful hit a megacorp and the Hall are now after you for would make getting back on your feet or even hiding easier.

I understand that staff may not want to overload the system with magically summoned chy, but gear cost and time to pull most of these jobs off far outweighs what's being paid out.

I'm going to leave economics aside (besides a short comment) because they've been greatly twisted and manufactured in a way that isn't sustainable longterm over the last eighteen months for some events and actions. When I want to get a sense of where the game should be economically, I look to the numbers put out by NPCs as a whole consistently. There'll be outliers, but those should be rare. Risk can be mitigated by planning well, and ballooning, inflating numbers creates a sort of negative loop: it raises expectations that paydays will always go higher, leading to people holding out for those bigger paydays so they sit around and wait rather than act, and rarely does it encourage them to include other people when those paydays get higher. It makes it so it's the opposite of desperation to get chyen.

For Andromeda:

I get your frustration but if you compare certain recent current events to recent past events, you'll probably notice a difference in more visible, public response. Heavy plots often have a lot of chess moves. And while I understand what appears to you to have been a lack of engagement from the playerbase, not everything is what it appears on the surface. Sometimes people get outmaneuvered.

There's definitely ways as a playerbase as a whole where we could talk about risk aversion, theme, etc, but IMO this isn't one of them.