Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- Sivartas 11s I make the Grinch look happy.
- RedProtokoll 7s
- Burgerwolf 26m PANCAKES
- Rillem 10m
- Veleth 39m Vampires don't sparkle.
- F9DFCQ 2s
- Komira 3m
- Vanashis 30s
a Mench 33m Doing a bit of everything.
- zxq 26m
- Cword 9m
- NightHollow 2m
And 21 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Where Are You, Withmore?
#RPInPublicPlease

So, this is something that's been dwelling on my mind for months that I've been wanting to ask my other fellow players about, especially after reading what ox1mm said over in the 'Get Rid of Topside PC' thread; the game world feels increasingly like a graveyard because no one ever seems to go out.

Where are you, Withmore citizens? What stops you from doing your biz in public? What keeps you locked up in apartments and offices instead of being out where people can see you, where vulnerabilities can form, where things can happen? Why are we stuck relying on SIC and phones as our primary means of RP instead of actually being present in the world?

I'd just settle for people making an effort to put themselves out in public a few times a week. Like, maybe just go somewhere that isn’t an apartment or an office for a bit so we can actually find each other. There are all these bars, clubs, restaurants, lobbies, and public spaces built for us, but it feels like they sit empty most of the time. Mixer or topside, we’d all benefit from having more visible, organic RP happening in the city.

But honestly, maybe the reason we don't go out as much is because there's not a lot to do once we're out. If you really break it down, we've got: drinking at bars, karaoke, SHFL, the movies, strip clubs, dance club...

And that's... kinda it? None of these things create natural conflict or invite intrigue on their own. You show up, do the thing, and then what? They don’t really generate RP in the way that, say, a high-stakes poker table where people can lose real money or an underground fight club with actual consequences might.

It's not that there aren't places to go. There's just no strong pull to go to them regularly unless you're setting up a specific scene or event. And when nothing is actively happening, people default to chilling in private spaces instead, which makes the whole city feel weay more empty than actually is. This is a shitty situation when you're a new player coming in through the gates and you're walking around, trying to find people to RP with, but all you see on Sinn Street is aesthetics with no actual players to give you substance with all that pretty style.

So my question is... What would get us to RP in public more? What would actually incentivize us to get out of our rooms and do our business in a way that invites risk, vulnerability, and new interactions?

Is it more interactive locations? More structured ways to gamble, bet, or engage in social conflict? Or is it something else entirely?

"playing to lose" can be fun, i try to do "sensitive" biz in public areas when i can (within reason). sometimes the fun is in getting caught as long as the guy catching you has something more inventive than just vatting you in mind
Bar RP isn't really that interesting to me, personally. I've 'sat at bars and talked' in MUDS for the last like, 20 years and at this point I'm over it. Sure, I'll come do it once in a while just 'cuz, y'know, that's where the party is at, but I'm the kind of person that would rather organize a small group to do a fun activity somewhere that isn't a bar or a strip club or some other shit like that, or maybe it'll be something productive or teaching someone something.

Gear fear. The same thing that keeps people from walking around without being shrouded up, the same thing that makes it so the only people you run into out on the street un-shrouded are immies. The more people have, gear, chrome, etc, the less they want to put themselves in a situation where that those things are at risk. I wouldn't even call it shitty of them, since no one wants to feel like they wasted time when those things go missing... But, y'know.
AdamBlue9000 said: Bar RP isn't really that interesting to me, personally. I've 'sat at bars and talked' in MUDS for the last like, 20 years and at this point I'm over it. Sure, I'll come do it once in a while just 'cuz, y'know, that's where the party is at, but I'm the kind of person that would rather organize a small group to do a fun activity somewhere that isn't a bar or a strip club or some other shit like that, or maybe it'll be something productive or teaching someone something.

But are we doing this right -now- in recent history? Are we going out of our way to set ourselves up in public places with a purpose that can lead to potential RP hooks that go beyond that initial scene? It doesn't seem that way.

Taking your own words, as an example, how often are we going to the Drome and going on pubSIC: "My name's AdamBlue9000. I've got alcohol an' one hour. Come ask me shit about X, Y, Z. I might answer, I might not, but it's a chance t' probably learn some shit. Get at me." or any number of things that signals us for this.

Even said: Gear fear. The same thing that keeps people from walking around without being shrouded up, the same thing that makes it so the only people you run into out on the street un-shrouded are immies. The more people have, gear, chrome, etc, the less they want to put themselves in a situation where that those things are at risk. I wouldn't even call it shitty of them, since no one wants to feel like they wasted time when those things go missing... But, y'know.

I understand that gear fear is very real and it fucking sucks balls to lose all your shit and progress, but I wonder what one could realistically do to counteract problems like this? Do you think if I pulled together a few of my ace kools and rolled in deep to The O to chop it up about some biz, that we'd feel safer? Do we hire a Chex taxi to take from A to B across the Mix when we know there's too many rooms where opportunists gonna catch us slipping? Do we make smoke signals or codes to shout out on SIC to let people know we're getting our shit wrecked?

Or, would the better situation be for gang members, solos, and combat antagonists to stop jumping everybody and everybody all day along and find other ways to be intimidating and badass?

Personally, I login to the site when I'm at work, and my job can easily shift from 'nothing happening for hours on-end' to 'chaotic & frenetic' at the drop of a hat. During specific times, often in the mornings, I can't go out and hang in public areas because if something happens, I'll either be forced to log out in-public or be caught completely flat-footed and unable to respond.
Apologies for the second post - but I wanted to clarify. That's when I do a lot of my coordinating, plot-pushing, and plan-making on SIC or by progia. Often, once I get home, I've laid a few foundations for things to progress in-person.
Not super long ago, gangers didn't just sit in bars or walk up and down their street asking for tolls. They actually RPed interacting with their environment, and just shot the shit or did ridiculous things on the street itself.

I think it's important to remember that, unlike real life, the streets are not just some path to get to your destination. They can be the destination itself.

Go post up at that wreck on Sinn, or Fuller. Sit on it. Do things in semi-ambiguous places instead of ones easily identified.

Hell. Be absurd. Go do your drug testing right outside the hospital. I would love to see some baka sitting outside, abusing the shit out of drugs in front of the sign pointing toward the ER.

The game is a sandbox. It is what you make of it. If you choose to see the only vectors for interacting with others as bars and clubs, and moreover, the only times for interacting with people during scheduled events and parties, that is all you are ever going to actually get.

I really like roleplaying on the street but I do think gameplay pressures tend to discourage it, especially that SIC is as bad on streets as it is in apartments which I don't believe it should be, and also the watch/address system is the worst game system ever conceived of by a human mind.
Like honestly try roleplaying with several different characters as you all move around different street rooms and characters comes and go and see how coherent the results are. For a roleplaying game Sindome really has some of the worst talking mechanics anyone could come up with.

The cacophony of voices here make it hard to pay attention to everyone.

The cacophony of voices here make it hard to pay attention to everyone.

The cacophony of voices here make it hard to pay attention to everyone.

I'll agree the threshold seems absurdly low before you start missing things. You can literally be standing alone in the market and just the interactions with the non-material NPC seem to trigger it. Though that could be some kind of intentional design for ambience or maybe just a bug.
I think the attitude I observed (and was taught) when I was just starting to play really took hold and became prevalent. Everyone was extremely paranoid about information leaking unless you were in an apartment far away from any doors or windows.

That attitude was actually fairly immersive for me as a newbie, but as time goes on, I do have to wonder why it became a mechanical necessity. I think there may have been a habit among staff of using information they heard while watching players in public that ended up throwing wrenches into a lot of plots, and players just accordingly assumed that there was a fleet of secret super spies listening in on all their conversations all the time. Even talking some place like a remote rooftop was discouraged because people were convinced that some drone would be listening in.

Then, not long after that, several drawn out IC conflicts where everyone got shot for the silliest reasons if they peeked their head outside reinforced the feeling that every jaunt out of your apartment is probably going to be lethal. I wouldn't say everyone was affected, but enough were affected that a significant number of people who were usually out at social locations or on the street learned to stay inside unless they have important business to attend to. I am still trying to unlearn that behavior myself, I try to force myself to go to a bar or club at least a couple times a week as my OOC schedule allows.

Lastly, there was actually a huge (in my perception) push to shame people who were often at large social centers as 'bar sitters' and even shame people who did silly street shit like sparring in public as somehow being cube ninja-esque. The toxic attitude towards actually interacting with eachother, however inconsequential it was to major plotting, ended up being counterproductive to plotting as people continued being inconsequential... alone.

Some people here are parents IRL, I often find myself leaving Sindome on with my character in their apartment to deal with my kid, like making breakfast, lunch, or dinner, or abruptly going @ooc to help the kid.

So, admittedly, I'm not as super active like I used to be years ago, but I try.

By batko

I think the attitude I observed (and was taught) when I was just starting to play really took hold and became prevalent. Everyone was extremely paranoid about information leaking unless you were in an apartment far away from any doors or windows.

That attitude was actually fairly immersive for me as a newbie, but as time goes on, I do have to wonder why it became a mechanical necessity. I think there may have been a habit among staff of using information they heard while watching players in public that ended up throwing wrenches into a lot of plots, and players just accordingly assumed that there was a fleet of secret super spies listening in on all their conversations all the time. Even talking some place like a remote rooftop was discouraged because people were convinced that some drone would be listening in.

My observation has been different. I've watched PCs not so subtly elude to GMs dumping information from @notes into the public forum. But I suspect that might be in part because the @note did not explicitly state whether something occurred in a public, or secluded/private location, rather than being an actual malicious action or overreach. I haven't really observed that sort of complaint lately, though, so maybe it's no longer a problem.

Then, not long after that, several drawn out IC conflicts where everyone got shot for the silliest reasons if they peeked their head outside reinforced the feeling that every jaunt out of your apartment is probably going to be lethal. I wouldn't say everyone was affected, but enough were affected that a significant number of people who were usually out at social locations or on the street learned to stay inside unless they have important business to attend to. I am still trying to unlearn that behavior myself, I try to force myself to go to a bar or club at least a couple times a week as my OOC schedule allows.

From my perspective, this is an unfortunate consequence of the mentality/understanding that dropping a molotov, attacking, and/or killing someone is the best initiator for conflict. I've mentioned in another thread that I am not a huge fan of that mentality, and this is ultimately what happens when it is applied at every available opportunity. That said, this happens in bars and clubs during so many events, that it has become something of a running joke that if any player gathering is being held in a semi-public location, it is going to get molotoved. I really wish people would restrain themselves more, but maybe I'm in the wrong and they were taking the one available opportunity they had to do something they felt was impactful.

Lastly, there was actually a huge (in my perception) push to shame people who were often at large social centers as 'bar sitters' and even shame people who did silly street shit like sparring in public as somehow being cube ninja-esque. The toxic attitude towards actually interacting with eachother, however inconsequential it was to major plotting, ended up being counterproductive to plotting as people continued being inconsequential... alone.

I recall some of this, and my interpretation was that it wasn't to shame people for this behavior explicitly, but to nudge certain people into behaving more appropriately for the role they were attempting to fill, at the time.

A lot of the things I encourage other people to do, I cannot do, myself, because it would be in direct contrast to where my character has settled into within the game world. It doesn't mean I don't want to see other people doing them, or letting them know that it is, in fact, acceptable to do so. I feel like there are a lot of PCs in the game right now that have more freedom to act publicly, but don't. They'd probably have more fun if they did. Maybe I'm wrong.

By Beepboop

Some people here are parents IRL, I often find myself leaving Sindome on with my character in their apartment to deal with my kid, like making breakfast, lunch, or dinner, or abruptly going @ooc to help the kid.

I walk away from my desk--I'm probably not even exaggerating--maybe a hundred times a day. When I am at my desk I am often doing any number of other things, and can only spare so much attention for the game while I'm doing them. Other times I'm distracted by the outrageous flood of BGBB posts and end up spending all day reading/responding to them rather than playing the game (yesterday). I do go out anyway, often enough (I think), but the times when I can actually sit and focus on the game often don't align with when other players are active. If I tried to be more forceful, I would probably end up jumping in and out of the @ooc lobby to an obnoxious degree.

I feel your pain.

Before I get to @Napolean's excellent question, I will chime in on a few of the comments.

I can relate to so much of what @batko said. I started playing here during the Syndicate Wars of 2107/08. I was caught in that crossfire. On top of that, there were some extremely aggressive muggers in the Mix. In addition to the gangers wanting tolls. As final icing on the cake, my last character was not a combat character.

Even five years later, when that character was close to Max UE, I was still afraid to go outside. I had major gear fear. My character was effectively a loot pinata. They didn't have any allies to make attacking them dangerous. They couldn't defend themselves against anyone besides immigrants. It was a lonely existence.

My current character is the opposite. And with them, I make a point of being outside. I make a point of walking on the streets. Of roleplaying outside of places with high foot traffic.

And you know what? The streets are pretty dead. Other than immigrants running crates. Or the occasional shroud who walks by. Who may, or may not be an actual player. It's a pretty sad state of affairs.

I make a point of not being over the top when taking things from other characters. I intentionally made a character who has a reason to be in conflict with other characters. That said, I am trying to make that conflict hurt a bit less. And make that conflict less about smashing stats against each other.

To get to @Napolean's original query and follow up questions

I think some effective strategies to get people outside is to give them reasons to be outside. If you're a ganger, pick a corner to claim. Call runners to bring you smokes and pizza on the corner. Get known for being there, on that corner.

Same thing if you're a fixer, or heck, just about anything. Medic? Great. Be known for always having a medkit and taking care of bumps and bruises for anyone who stops by to see you outside of the... Drome, Carnals, the Ashlin Mall, whatever.

I wish that I had more concrete suggestions. More actionable strategies to share. I am still learning as I go with a lot of these things.

It's cheesy and cliche, but I'll repeat it. Be the change you want to see in the world.

Once you get a bit of experience and some spare chy under your belt, start having people to do things you wish people had you do. Or even just start copying other people.

Do you need a pack of smokes and a lighter? No, of course not. Can you pay someone to get them for you? Yup. Can you ask them what they're in Withmore hoping to do? Yup.

Do that out in public. Make some crap up. "I gotta wait here for this fool to show up. Will you run up to the store and get me a ...?"

I'm right here getting absolutely bodied
@Ralph

Thanks for taking one for the team.

And welcome to Withmore!

Getting bodied is part of the experience. It makes the elation from finally being able to body others all that much sweeter.

I hope that you find what you're looking for here. And bring some of yourself to the story.

All of those ideas work either:

- when you got nothing to lose (generally newer players)

- are a strong combat PC (or to lesser degree got rep enough to scare people off)

- seek out victim RP (very rare, playing a powerless victim is not fun for majority by far magrin)

This leaves any sort of past-immie non-combat PCs with extremely no reason to be out in public, besides to fuel combat PCs wallets/rp/ego. And sadly, most of that is not done in a fun way for the victim either, going right to vat to prevent backlash is common enough, and so it at least doing so in a way to leave no trace to follow.

And extremely little to gain from it, both materially and RP wise - you can easily meet with people you want without those risks.

Inviting people to embrace my '90% unshrouded/unhooded life' motto. It's okay to be seen. It'll only kill you about 20% of the time (this part is a joke).
I really need to think that to make more people go out, the aggressive PCs should revisit their ways, not expect possible victims to adjust their ways. When over and over there are no talk vats, shrouded sewer drags etc, hard to expect the others to do all the work.
It's a cycle. And it's equally the fault of those targeted as it is those who target people.

I'm firmly in the camp of deliver a message and give RP with people 99% of the time. Even when it's only vague clues because that's all you can give in the moment. Despite playing killers in the past, I don't particularly enjoy killing characters (PCs or NPCs).

But victims have to be willing to engage. And have to be willing to not call for help immediately, people close to the victim have to be willing not to run and help in masses. Willing to play into fear, worry, remorse, eat shit and their pride. When it doesn't happen, it makes a conflict-driven, aggressive character/player disappointed, bitter and falling into survival mode. The same as the victim fell into survival mode.

And then it just goes on and on, each party digging deeper and doubling-down.

I've had a situation where someone was targeted for only some mutilation and extensive RP. But when half a dozen people came running after them, that turned what could've been a stay alive and get a lot of RP into that person has to die now so the solo doesn't get swamped and killed. I've had a situation where someone had to die, were given messages and a theatrical warning afterwards. They treated it like a joke and so multiple other people who were up for good non-fatal RP scenes instead got the fatal treatment.

That's the kind of stuff that disheartens the people who want to do non-death or give a victim/target extensive RP and leads them down a road where they realize it isn't going to be reciprocated. So they start doing less effort like the victim did. Future victims get the brunt treatment of it and so they give less, they go out less, they wear shrouds/hoods more.

I can guarantee you a large part of why there's so much silent killing these days is because of smallworlding, metaing, no-selling, etc by victims (and people in the victim's group).

And that bleeds over into Napoleon's question and point. People go out less. People do more behind closed and locked doors. And a lot of empty space jumps off the screen.

Right now we're in a time where Red isn't at it's least aggressive and dangerous, but it's close. It's increasing, which is good. And there were some active social areas a few months ago that have dwindled down, so I think the desire is there in some. But brave the world a little, be comfortable inviting danger, mischief, muggings, beatings by being out in the open and identifiable. And if there's real danger, hire a mean-mugging chum to come along for the ride.

Another aspect of the vats vs others argument is that there's a tendency for players to respond very aggressively as revenge.If it isn't people rushing in at the time to help someone, then it's how after the fact you do something to them (beatings, dismemberment, warnings or whatever else) the IC friend group of the character you're up against, or just some other third party on their behalf (and sometimes not even on their behalf who disapproves of your actions for one reason or the other) will 85% of the time vat you in exchange for what you did without returning any of the creativity or effort you put in.

Doing something creative and fun to antagonize someone only for them or their friends to just try to vat you in exchange can leave a player jaded and from then on just vat people themselves since the response is so extreme.

As someone who finds non-death RP super fun and suspenseful, it makes me sad that other people are rushing in and ruining it for both the initiator and the target. I’m not sure how to discourage that.

I get the feeling that oftentimes people are bored or want to prove themselves somehow, and rush to any source of excitement or conflict that pops up.

Also, it could be that people are unsure how seriously to treat death in a world where death is only temporary, so they see attempts on their life as a joke. I take death very seriously, but the theme can be a bit ambiguous on what people should just let roll off their back and what they should take seriously.

Just a thought, if DCD was completely cured and available for everybody, it'd increase the conflicts because people wouldn't worry about dying off for good.
DCD is curable with chyen until your next vat with chyen, and stat loss associated with DCD is recouped via UE regains (I believe). It brutal but manageable. Albeit, I have hit the 100k+ mark for DCD treatment costs in past PCs.
You know what I mean.
It's that time where I am again going to say the unpopular thing.

deep breath

DCD is a good thing. It's okay for characters to vanish for good and for people to reroll because characters being around forever is how we end up with severe power imbalances. I brought this up on another thread but SD has certain elements that exist to add risk and without those elements it just wouldn't be the same game anymore. Modifying the game for balance is great and all but we don't need it lose its identity.

I agree with Necronex here. I personally consider DCD a solid alternative for helping players along the path to rerolling instead of rerolls being a mandated thing after x time.
I actually agree that DCD overall is a problem, not because of its literal gameplay impact on players and their characters, but in my opinion the way it was implemented has caused it to have a really outsized chilling effect on players and has very slowly selected over time for cautious players overall.

I believe four times now a character expressed to me in some way they didn't feel they could compete towards the 'end game' anymore because they had racked up too many deaths during their very turbulent immy phases. Not everyone will be effected by that but it is something I've noticed, that playing at the top requires 'saving your 1-ups'.

I've also generally started to notice many of the players circling the top level conflict part of the game came up through extremely safe contexts compared to my experience in the past, and I have a feeling that getting to Max UE in safer contexts before starting to spill and spend blood might have become something of a quiet metagame (in the pvp gaming sense of the word, not in the RPI sense) in part because of DCD awareness.

I do wish there was some kind of gameplay counterbalance on penalizing characters for having 20 deaths while going through a ganging careers because to a certain extent those are the players we'd want to actually preferentially select for in the end game rather than having them placed at a certain perceived disadvantage to someone who racked up zero after 2 years in corporate security.

Players cruising toward the endgame then only getting involved in conflict when they are at max UE has been a problem for forever. I'd rather see the game get more dangerous for those people too instead of focusing on something like DCD which is far away from being the root of the problem.

There are positions where it seems like the chaos of the world just does not impact the characters in them the same as everyone else and that should change. We're all players on the same game and regardless of where our characters end up we should be exposed to danger in some form or fashion at least occasionally.

I will also just add that in the time I've been playing the game I don't think a single player character has been physically forced out of play by their advanced DCD that actually had any reason to be, in terms of it clearing up stagnation. It was pretty much always really reckless and crazy characters who probably were better to have around.

Cautious players can remain largely unconstrained by advanced DCD essentially forever, whereas danger-seeking and reckless players are more likely to be impacted, which strikes me as basically the opposite of what we actually wanted to encourage when it comes to who the old Max UE characters are who stick around.

We have had some good, deep discussions here on BgBB over the last month or two. I say that because I find myself thinking about them even after I have read them.

This is one of them.

It came to me that the "aim" command is a fantastic way to foster outside RP.

For many, myself included, I got conditioned to believe that having a character aim at my character was inevitably going to result in a vat nap.

With my current character, I have been using aim to force RP upon other people. By force, I mean simply slow them down so that they don't enter and exit a "room" with my character, without so much as a pose.

On other M*'s I have played on in the past, it was considered poor etiquette and bad form to move through a room with a visible character and not drop at least a one line pose. "Jane Bata hurries through, clearly wanting to be somewhere other than here." That was bare minimum. 80%+ of players would then wait for a response.

I understand that the stakes here on Sindome are different. Stopping CAN result in death. Moving too slowly through the Mix can invite dipping and loss of equipment.

Hear me out here...

Sindome would be a healthier place if we started to recondition each other to internalize that AIM is an invitation to roleplay. Not a precursor to a vat nap.

I will use an RL example. I am 46, turning 47 this year. I was in a toxic, co-dependent relationship and marriage for 15 years.

The last relationship that I was in was the first "healthy" relationship where I felt unconditional love from my partner. Prior to that, the only unconditional love I felt had in my life had been from my dad.

My now ex girlfriend is an amazing woman. Among other things, she has a masters degree in psychology. She is neurotypical, but understood that I am neuro-spicy. She was very clear about her boundaries. Clear about her expectations. And an excellent communicator.

The first time she told me, "We need to talk." I got triggered. I immediately flashed back to all my prior life experiences. The times when "We need to talk" turned into major arguments. Arguments that never got settled. Arguments that turned into ammunition that my partner would use against me years, and even decades later.

I had physiological responses. Heart rate increase. Anxiety. Tense body. The whole deal.

To my surprise, we had a healthy conversation. Her telling me, "I need this. I am not comfortable when you do that.. etc."

It was weird. It was different. It was abnormal and not what I used to.

It happened again a couple of months later. Different topic, but the same.... We need to talk. And it was healthy. And non-judgemental. And about behaviors, and not character assassination. It was, weird, but less so.

I still had the same, fight or flight responses. My internal dialogue still went through the same. "This is the end. I'm going to lose this woman. I'm such an idiot. etc, etc."

But I didn't. It was healthy.

Fast forward a few months after that. Another, "We need to talk." conversation.

But, it was different. My mind didn't go instantly to worst case scenario. My breathing didn't quicken. My heart didn't start racing. She had created a safe space for the two of us to communicate as a couple. And by the grace of God, my body had adjusted. Those decades of trauma from my marriage, and past relationships, didn't come up.

It was amazing. Freeing. Liberating. One of the best feelings in the world.

If you read this far, thanks.

I went on that tangent because I would like to see AIM become the same. At least most of the time. A safe place for RP. An experience that does not trigger the flood of fear, disappointment, despair, anger, frustration, sadness.... all of the feelings that so many of us feel when our character takes a vat nap. When we lose gear. When we maybe don't understand why our character just got vatted. Etc.

I hate to use a law enforcement analogy. But think of it like being 'detained' versus being 'arrested'. Being put into a situation where you 'aren't free to leave' but you aren't guaranteed a vat nap.

How does this sound?

What do those of you who read this, think about it?

There are positions where it seems like the chaos of the world just does not impact the characters in them the same as everyone else and that should change.

I don't disagree, but how? Nearly all the gameplay pressures that exist favour caution, safety, circumspection, restraint. Is there any mechanic in the whole game that encourages risk-taking anywhere that we can apply to other things?

Well 0x the answer to that is that the GMs used to proactively work toward getting characters whacked if they were too safe, yet even then some characters still flew below the radar so that wasn't a perfect system either. I do recall being syndicate, doing fairly well for myself and having Storm spawn a plot straight out of a hell to kick my ass though. Whether or not this was better for the game is subjective and not every GM wants to be that "bad guy."

Force a crisis that can't be met with a perfect response and things proceed naturally from there. I wasn't expecting to be shot up so badly that my poncho was literally shot off of my character's body that one time and it was a NPC who did that.

As an example gangers are typically very dangerous but after a brawl an average vulture who'd usually get wasted by them might actually be the most dangerous character on the street.

Conflict at the moment doesn't have that many dimensions to it. You show up with more people and you win, there need to be factors that can steer us away from a pure numbers game. More confusion. More chaos. There was a major plot like that last year topside that I of course can't detail but you probably know what I'm referring to.

I think it's unlikely there's going to be ever staff support like there was in 2018-2020 for Syndicate gameplay, it took a lot of staff and by Storm's own account it burned them out.

I love everything staff are doing now, it's made a big difference in my impression and enjoyment of the game, I never would have believed we could be in the place we've come to and I'm happy about it, but I also get the sense there's a lot of ice-skating uphill going on trying to encourage players by plots alone.

A few little gameplay tweaks just to slightly change pressures and encouragements could go a long way to alleviating there needing to be one person making it work in real time.

My point is that the balancing mechanism to the safer parts of the game and endgame positions has always been staff. Now that this is no longer the case we see what it's like when those characters are mostly left to their own devices longterm. Mind, I am not blaming staff for anything either.

I don't even want staff to intervene the way they used to so this isn't a complaint. I only mentioned it because from my perspective a new balancing mechanism hasn't really replaced the old, admittedly much blunter approach. Whether or not that approach was for better or for worse.

Behind the scenes staff has always been the reason there's been a change of guard, so what happens when that's no longer the case?

Not to detour off that part of the discussion but I just want to shout out Crashdown's anti-shroud mantra which is something I applaud and I'm going to take his lead on.
I'd like to mention as an aside that people are mentioning sunsetting and characters sticking around too long a lot lately. I think this is from a bit of a skewed personal perception being in conflicts with older characters and not enjoying it.

I will just state that my character is still a few weeks off from reaching five years old which is the minimum age for a proper plot sunset as per help sunsetting. Many other characters have stuck around many years past that minimum in the past, and some still exist with characters that are over ten years old in OOC age.

The game is really long-form and I think with a lot of big sunsets in the past year or so people are getting more impatient with expecting other characters to do the same. Just know that if you try and shame them into doing so it's more likely that they'll feel the need to stick around to avoid feeling like they've been bullied into putting their character down.

I think most players can benefit from taking IC conflict more IC and less OOC, as usual. The OOC spite and villification of others is exhausting and, to stay on topic, I wouldn't be surprised if it played a huge part in why people would rather not play outside at all, because there's no trust among the community and we've proven to eachother time and time again that we will sooner start pointing fingers on the forums than meaningfully engage in a shared story together.

I think you should stick around for as long as you want to, batko. Anyone telling you that you should sunset is wrong for doing so. This goes beyond any one player anyway, the endgame on Sindome has always suffered from confusion on what needs to happen next and as I stated before, also always required staff intervention to force players into decisions. This is unhealthy for several reasons and I don't think I need to explain any of them.

That aside, I think the ability to sunset should be made available sooner. Staff would ideally like players to cyberpunk end or at least that's what sentiment was last I heard, but it takes a very specific kind of player to have their character essentially die off as a plot device.

As far as I know, because I requested a three-year sunset and there was no provision for it at the time, it was changed so that you could plotless sunset before 5 years but I think it is staff discretion to facilitate or not.

I also don't think characters should have set lifetimes. I would fight tooth-and-nail against that type of policy because no one knows when a story is over except the person telling it. I have encouraged players to re-roll if I thought they were miserable or spinning their wheels though.

I know one conflict stagnating is influencing a lot of opinions players have been voicing lately, but I also don't think that's particularly new or unusual. Pretty much every major conflict in the last six years had some very terse behind the scenes feelings involved.

@0x

For me it's not even really about any one particular conflict. This has played out numerous times over the years and every time there's been a major roadblock it's staff who's had to clear it over and over again. If it always takes staff intervention or someone sunsetting / cyberpunk ending for things to not be stagnating then it's likely that the system is broken, and has been broken for a while now.

I wish UE carryover happened to a vacation character too, so that it dosn't feel like you are reset to 0, now I do not know how vacation works. Just vaguely but still. So you can trail and error and see if you'd like to continue as that one instead.
By 0x1mm

Not to detour off that part of the discussion but I just want to shout out Crashdown's anti-shroud mantra which is something I applaud and I'm going to take his lead on.

I've been observing this happening naturally in the game for the last couple of months or so. I think a lot of people may have decided on their own that just being a nameless hood isn't a lot of fun.

That said, I wonder how impactful all of the vast camera networks in the game are toward people willing to put their hoods down. I'm guessing it's not insignificant.

I believe 90% of the camera anxiety that players have is perception and not reality, and a lot of the concern is carry over from a past era. Similar to what Batko mentioned about players still feeling the legacy of anything they do or say in public being fair game for plot consequences, which I don't personally feel has been something that's happened to me now in years but takes some unlearning to lower that guard.

Surveillance mechanics were, if not gutted then very strongly curtailed and the probability that any given camera is attached to a network that can be watched and that a player is actively watching that exact moment, and that feed is live tuned, is extremely low. That those things are true and players also face some negative consequences for it is even lower still.

I suppose the way I would frame it reassuringly is that I probably know comparably as much about network mechanics as any other non-staffer and my personal concern about their offensive risk to me is very close to zero. Mind you my confidence is also knowing where their strict limitations are so I can't really blame players who know nothing about them thinking they're being watched on every street at all times.

But they're really not.

Well, let's look at this realistically, because Sindome asks that we play realistic character, there are tons of realistic reasons why I don't leave the safety of my cube/pad.

-We're not all extroverts.

I know it's shocking, but this conversation reminds me of something I once saw complaining how it's always the introvert's problems and tips on how they can be more social. You never see Top Ten tips for extroverts to learn to shut the fuck up.

Some of us cannot handle the sheer flow of text that comes across the screen when a place is really bumping and crowded. That isn't even when there's something with massive text flow going on, like a television show premiere involving a crowded bar of shouting characters. This on top of the SIC network and having to keep an eye out for the inevitably flying molly to come sailing in. It is HYPER draining sometimes and it isn't something that is everyone's cup or tea, nor their black tar heroin.

-Fear, in general.

The Mix is not a happy place. In fact, it's a very very dangerous place. The sheer amount of corpses that you step over, and number of mothers calling for their lost or kidnapped children portrays such a place that only the craziest of people would WANT to be outside. In the Mix, you're either a victim or a victimizer. And if you think you're a victimizer, just wait. So it seems very odd that anyone outside the dedicated combat monkeys would WANT to be out on the streets. At some point existing outside of your pad without a reason is wanting to be a victim. And sorry not sorry, but victim RP is not playing to lose.

-Gear Fear, but clothing.

Yeah. I don't want to lose my gear. Nobody wants to lose their xo5 body armor. But more importantly I don't want anything to happen to my clothing. If I love and cherish a certain piece of tailoring, I should make sure to never wear it outside. A single knife slash or bullet wound and suddenly it is permanently ruined. I'm either going to be obviously worse for wear or my clothing would be always known to be repaired. As someone who is CHR based, that's not exactly my bag.

Worse was when I lost clothing to the vats that I actually tailored myself. All that creativity, pride and energy completely gone. There really isn't a point in me investing in what I wear when the slightest sneeze could ruin everything. You'll get more out of your chyner buying a leather trench and slapping a sticker on it, because it'll actually take a beating and LOOK like a weathered and used trench coat.

-Humans in general really don't leave their homes.

It's just human nature. I mean, odds are the majority of you reading this are sitting at a computer inside an apartment or a house. You probably did not leave the house for much reason, except to goto your job, maybe run an errand or two. But you leave your house, accomplish what you set out, and come back to your house. You probably didn't decide to randomly stand on the street corner for four hours talking to strangers.

If you're on the streets and not in your home, it's because your job requires you to be on the streets. Whether you're a cop, a EMT, or a criminal element on your turf, your job is to be on the street. Or you don't have a home, AKA you're homeless.

Also, normal people really don't go out that much in terms of social functions. If you're going out drinking more than 3 times in a week, you're probably an alcoholic.

-There really isn't anything to do.

If you're not a ganger, there really isn't anything to actually DO on Withmore streets outside of hang out at a bar. Sure, there are hundreds of people wandering the rooms, but... none of them say anything. Once a flipper knows who wants what, there's really no reason to strike up random conversations with people on the street when 95% of them will tell you to fuck off.

-It's raining.

Not sure if you noticed, but it rains a lot in Withmore. And it's very cold. I'm going to stay inside where it's warm and people can't kill me. What do you want me to do? No-sell it raining?

-I don't exist to be your loot pinata.

As I stated before, victim RP is not playing to lose. It's not fun. It's boring, and it makes me want to stop playing. Unless your strength is at the very least at the curve then a grapple from stealth means you die. That really is the long and short of it. I lose everything, you get everything for the same effort as smashing a pinata with about as much roleplay as sitting awkwardly in absolute silence for five minutes choking me out as I attempt to RP. This isn't a game I signed up for, and if I can avoid being a victim, you're damn straight I'm going to take every chance I get to avoid being your victim. Not leaving your apartment is the #1 easiest method to avoid becoming a victim.

And some people, if they're made an offer to escape Red and move to a sector where it's harder to be victimized, might just take that offer to avoid continuing to be a victim. Why am I not shocked that a major thread right now is that we should eliminate the ability to join Corp and escape Red? How dare those victims attempt to get away from everyone playing their victimizer simulation.

Sindome is a sandbox. That means you understand there's a possibility you'll get sand kicked in your face. But if you're an asshole and nobody wants to play in your corner of the sandbox, that's on YOU. Wondering why nobody wants to play in the murderhobo end of the sandbox and then claiming it's the victim's fault for not wanting to be a murderhobo victim? Aida's got a point that the blame is probably more in the victimizer's court than anyone else.

Like, I'm honestly blown away by the complaints I'm hearing. Somehow it's unfair to the victimizers because the victim can do things like... scream for help? Or even *GASP* lean on the protection and allies they've acquired to stop from being victimized? The audacity of having private security!

If you're paid to deliver a message and you can't figure out how to isolate your target, silence, and extract them to have a private conversation with them off SIC, I don't know what to say? Must suck to suck. Get gud?

But no, it's of course the victim's fault because they... want to live and scream for help? Or is it their allies fault for wanting to see your victim continue to stay alive? Heaven forbid your victim doesn't roll over and take it and actually wants to seek vengeance!

And you know, if we just got rid of all the Judges, then people couldn't hide behind NPC's and the safety of Topside.

The victimizer's failure at being a solo is not the victim's fault. It's the solo's fault.

So yeah, why don't I go out? Because outside of loud clubs there's nothing to do, it requires pants, and there's dangerous solos outside. If I have a reason to leave my apartment, I will. But I paid for my apartment, I'm going to enjoy the security of what I paid for.

Not to just pluck one thread out of all those topics to highlight Risikio but: I do agree that harm and risk to clothing is a game element where Sindome dramatically misunderstands its audience and the appeal it has to them. When casual destruction and burning and junky patching came in as baseline mechanics, I doubt the devs then realized a huge part of the future experience and appeal was going to be Cyberpunk Couture.
I think Risikio makes a lot of hrs to counter points there. On a side note though, it's kind of uncomfortable to browse the forum and get acquainted with the topic of the day here and read unsolicited personal details about someone's personal life and trying to glance past how that relates to game mechanics and roleplay. I mean this in the kindest way possible,

Wow. Bad post. "I think Risikio makes a lot of hard to counter points here" Is what I was trying to say. Not sure how that got messed up!
@Mindhunter (and anyone else who felt uncomfortable from my sharing my personal experiences)

I apologize.

I'll be more mindful in the future.

I also just want to clarify why; I don't want to attack YOU, HEK, the Person. I want to attack points in your argument. You know what I mean? Sorry if my initial post lacked that explanation.
And some people, if they're made an offer to escape Red and move to a sector where it's harder to be victimized, might just take that offer to avoid continuing to be a victim. Why am I not shocked that a major thread right now is that we should eliminate the ability to join Corp and escape Red? How dare those victims attempt to get away from everyone playing their victimizer simulation.

While I recognize there are players who don't want to engage with the competitive side of the game, I'd have to retort the game is by design competitive for everyone, whatever their preferences or interests. Players may prefer more or less of those things but there is no option to entirely sit out that competitiveness and risk and gameplay mechanics, things outlined in help expectations and @newbie 2 -- Roleplaying in Sindome.

Players can try to do so and make a choice to use all the means at their disposal to avoid the risky or competitive side of the game but it is the game's general approach that you cannot isolate and also generate resources or power that can effect the competitive landscape. The game will attempt to prevent players from staying locked inside 24 hours a day, 29 days of the month, while drawing huge weekly salaries for example, and there is something of a unspoken (but factual) social contract that jobs with perks and privileges come with a rider that dying for the privilege may happen and is parcel of the experience. This is particularly true of corporate jobs where the attitude has been historically that everyone that goes up must come down again (ideally dramatically).

Corporate jobs were tuned that players could and would be subject to additional targeted risks even if they protected from some casual risks, but it has been my experience that over the years corporate play has preferentially selected for players who want to avoid the PvP side of the game so much, and have lobbied to entrench that (such as dismantling firing risks, expectations all falls come eventually, and severe fall taxes), to the point that it's now somewhat expected that corporate play is the non-PvP side of the game where the social players should go.

@Mindhunter

Thanks for that.

So, what do you think about using AIM to foster / force RP? By that I mean, using the code to find ways to slow characters down long enough to interact with them? Without the ultimate intention of vatting them?

I find there is no real reason to go out, there isn't much to do as I don't really enjoy bar rp or emoting clapping as someone emotes playing a fully sick riff on their guitar. Nothing wrong with it but just not my thing.

In terms of ideas:

Maybe make a casino or something (unless there is already one in that case why wouldn't it advertise more), I want to gamble with more than just my PCs life or gear every time I step outside.

Maybe make earnings a (higher overall) daily cap instead of a weekly cap, so people have more reason to be active.

I'm right behind you! PEW PEWPEW!
@Ink -- There's three or four coded gambling systems that you should be able to find out about just by asking around what sort of gambling is available, plus some player-run versions.
By Hek

So, what do you think about using AIM to foster / force RP? By that I mean, using the code to find ways to slow characters down long enough to interact with them? Without the ultimate intention of vatting them?

Aiming is an overtly hostile action. How would you feel if you went out to buy groceries and had a gun put to your head, with the explanation, "Hey, I just want to have a friendly chat, real quick." ...?

I admit it took me many many years to realize it was good form to pose being in and leaving street rooms to give other players a chance to engage, even if indirectly, something I picked up from Crashdown after five years and I am still not great about it. I think there is actually a roleplaying term for this practice but I don't remember what it is.
"So, what do you think about using AIM to foster / force RP? By that I mean, using the code to find ways to slow characters down long enough to interact with them? Without the ultimate intention of vatting them?"

I think what you are saying is usually treated as such. If Someone aims at me, I typically stop what I'm doing and try to figure out what is going on. That being said, what the aimer has to get comfortable with is that the aimee may not want to stick around and talk to the person pointing a gun at them. They may choose to run. They may choose to disarm you. They may even choose to try and kill you. They're all valid choices and we can't force anyone to choose to engage in conversation.

If you're paid to deliver a message and you can't figure out how to isolate your target, silence, and extract them to have a private conversation with them off SIC, I don't know what to say? Must suck to suck. Get gud?

There is so much wrong with this statement I don't even know where to start. It's clear you've likely never had to play from the other side of things and therefore have no idea the level of luck, planning, and time it can take just to get a chance at grabbing your target to start with. I once had to camp someone for several hours over several nights. Real hours of my day spent sitting in one spot with my finger over the enter button, waiting, hoping. Get gud? Do you have to be good to collect your automated paycheck from that cushy job you probably show up to a couple times a week? I'm just astounded to see a line like that from someone who's had so many complaints in so many threads and all that's being asked for here is that people go out more.

You're also not much of a loot pinata if you aren't rocking the good shit, you stand to lose so much less, and while I do understand the annoyance of lost or ruined clothes if for some reason it does happen you don't have to special order them and hope someone can find them and pay exorbitant amounts of chyen for them. Outside of very special or gifted pieces you can just remake them. Yourself. It's called Notepad, start saving your designs.

I haven't read every post though I'll finish reading later as I need to sleep- but I wanna add that if I wasn't sure getting dragged off meant I was getting vatted 90% of the time, I probably wouldn't scream for help. If it was just non-lethal victim RP, I'd welcome it. But in my 7-8 ish years here on and off, it almost always meant a vat or best case a coded chokeout by a shroud.
@Risikio

People aren't bringing up private security. People are bringing up how a character's friends get involved in conflict that isn't theirs purely because 'that character is my friend and I am going to help them'. You can argue that's human nature, but even in the current world we live in people barely jump to their friends' defense on the street. I can't see it being so common in 2110 in a gritty, cyberpunk future.

It's one thing to pay someone to protect you or make a deal with the enemy of your enemy to get back at them. It's another to have protection just because someone decided to get involved out of friendship with your character or some other third party got involved because they wanted to dictate how conflict should be rather than stay out of it and simply disapprove like everyone else. You don't have to automatically save someone's ass even if you don't agree with the situation they're in. There are other ways to support that person if you wanted to that doesn't involve curbstomping on conflict between two characters - especially true for PCs with UE or power.

no idea the level of luck, planning, and time it can take just to get a chance at grabbing your target to start with. I once had to camp someone for several hours over several nights. Real hours of my day spent sitting in one spot with my finger over the enter button, waiting, hoping.

I'll add here that individuals in similar roles who are playing properly will spend more hours identifying their targets. Involving others to collect data on said targets. Determining habits and behaviors. All for a single collection.

You can spend an entire month setting up a collection on a single target. Countless hours ... for a mediocre pay outcome, compared to what you could have earned with other hustles.

People often underestimate the commitment required of combat roles, but they find out quickly when they pursue them, and are met with limited success when a target isn't just constantly sitting around in the open for them to approach.

This really belongs in the other thread about combat roleplay, but I'll put it here, since it was kind of deterred in the OP there. Understand, at the very least, on an OOC level, that the players behind the attacking character have committed hours, days, weeks, or months to securing that 60 seconds of output. They may have involved numerous other characters to get the information they needed to position themselves correctly, in an uncertain timespan, to secure you under the circumstances necessary to fulfill a contract.

If this deters some of you from building out characters with the intention of being solos... good. I don't really want anyone wasting months, or years of their time not knowing that they're building toward an archetype that requires absurd amounts of time and commitment, and offers very little in return.

"Murderhobos" are the minority.

I think few misconceptions snuck by and it may be a bit of my fault.

1. When I mentioned not fun to play the victim, I mean that UNLESS the attacker puts effort into making it engaging for the victim.

This can mean leaving behind a trail to follow, making clear demands, providing opportunities to convert this upsetting setback into future working relationship.... There are many opportunities here that will make me say "I wanna be their victim again, 5/5 would get robbed against my will again" (you know who you are and I love you).

Sadly, there are some people who do none of that, and that gets very loudly spoken about, which as a result means it gives a bad aggressor rep to most people. They just want to force their will and do anything in their power to not get struck back at and... Then don't be surprised that no one else wants to be a victim either, if an aggressive part of that situation refuses to accept that role in return.

It's a game of give and take, not just take. I know that kills can take a lot of setup but maybe take few more to think how to make it engaging for the victim after.

2. People who may be death reluctant are not necessarily escaping conflict.

While my PC is definitely on the limited exposure to direct death risk (something I am considering changing, pending some ic events), they are -absolutely- loaded with conflict, and drama and I do my best to keep them pissing someone off whenever I can. And they are absolutely reachable without needing to flat-camp for days (I do dislike that, every character should be drawable under the right circumstances, camping for hours should not be a thing)

But the key is that just because someone avoids the red screen confrontation does not mean they avoid conflict. I think it's important to appreciate the behind-the-scenes schemers, movers and shakers.

Options for continuance after a "senseless" death:

1. Ripper docs -- Did you have chrome? Maybe they were hired to pull it

2. Chatter -- This is a thing people probably don't utilize enough

3. Networking -- Your chums may have heard something. Or your chum's chums. People brag. It happens.

4. Fixers -- Did a fixer get a recent shipment of gear to fence? Did you happen to notice a convenient a cluster of gear on the shelves at your local pawn shop? Pressure them to give you data, or make it more valuable for them to give you the data than to keep their clientel confidential.

5. Forensics -- For the record, I voted for more forensics support on the recent polls, but there are some things you can get from that.

I'm going to stop engaging in this specific topic here, because it's more appropriate of a discussion elsewhere.

But yes, conflict does not almost mean "red screen". I've mentioned elsewhere that I'm not an advocate of character death as a means of conflict. But when you are served a steaming pile of "nothing". There may be clues to follow after all.

I hope players don't think everyone is just talking past one another in these discussions, here and in Friendship Simulator, because at least for me I've heard a lot of things articulated I vaguely felt but hadn't ever put into words and had my mind changed a lot.

In general I've felt something that was lacking was that Sindome had sex and danger and death but it was somewhat unsexy sex and danger and death for lack of better way to express it, and that just a little bit of repackaging and more alluring presentation could change something gross into something very cool, even seductive to players who might overwise avoid it.

I have to admit I think I was coming at a lot of my conflict pushing the wrong way. What Aida said (to paraphrase and interpret my own reading a little) about victimhood being fun if it's special really clicks with me because I never really cared for anything like being shaken down, or held off the edge of a building, or various other types of roleplay that players sometimes say they'd like to have around their combat stuff, so I didn't really see what it added to the experience.

But I do remember being a victim and feeling special for that experience, maybe with a lot of in-character crying involved but still special, and for me it was nothing to do with roleplay the attackers were doing but rather the context of who they were and what it meant for me afterwards, and seeing things from that perspective makes it easier for me to understand, I think, what players might be after.

I've mentioned this in the past but my first character death involved a lot of high effort roleplay and gameplay by several characters and I absolutely hated the experience because we were just, to put it mildly, on very different pages, and I think that had biased me lastingly against it because I just found more roleplay around dying to be more mocking, more taunting, and sometimes (in the context of that experience) more sexist.

For a long time I felt pure code and coded dying were the ways to avoid bad feelings and everything else was liable to go wrong and could leave the wrong impression or wrong impact, but I can probably leave that approach in the past where it was formed.

I know I can be a harridan in game discussions but I do feel I have more common ground with players now than in the past and it's probably time to dismantle the ways I've been approaching things and try new things with the difference audience.

Talking from experience.

Many people have a white and black mindset when it comes to "going out". You're either going to go from point A to point B with 3 layers of disguise, poncho, stealth, changing alias, using rooftops, etc to collect your paycheck. Or you're going to get chain vatted and lose everything.

But what happened to just going out to enjoy the game world and play to the theme? Go and talk to a guy on the street and tell him, hey man, the weather sucks today... and yeah... we're all being underpaid and we hate this fucking city and the government and the corps... and let's do something about it. Let's just talk and act like human beings in this imaginary universe we've made up.

I recently did an experiment, just took off my disguise, and walked around the Mix for almost an hour. Maybe I logged in at the wrong time, but I found no other PCs to interact with outside of the bars. And I'm an experienced player, imagine what the newbies must be going through.

Doesn't it all boil down to the fact that it isn't enough fun from an OOC perspective to be outside in the street vs what you stand to lose from engaging in that activity?

If the mix is a lawless zone where murder happens with indifference, what sane person would just linger and risk it? For what reason? Bars are often treated as a safe zone, so you might find people there and it is an easy space to congregate. But other than that? What does your average mixer-player with 1-2 months under their belt gain from being out in the street? The RP to be found isn't fun enough to what in actuality might happen to their character. They'll most likely get stolen/killed/beaten up. And fine, as a new player you learn that lesson once. Then you go hide like everyone else.

I agree there are probably too many disadvantages to being out that when the activity slips below a certain point they start a negative feedback loop downwards. Ideally I think the disadvantages of being out should just come from players themselves so as player activity decreases, there are fewer (or no) downsides so activity increases again naturally.

I personally feel very bad signal on Red Sector streets is seen as more of a downside now to players compared to the past because topside play and signal amps are more the norm. I also feel coded ambient pickpocketing creates more negative outcomes than positive because it gives the impression to characters they're always 'bleeding' resources when out, and increases the hate on player pickpockets somewhat unfairly.

I agree about the ambient pickpockets being annoying. I have recently been pushing myself to be out of bars more often and on the streets. In locations where I know there's high traffic I could generate RP in outside of bars. The ambient pickpockets do make me dislike being on the street, and yeah i do find myself moving with the SIC brownouts. I think that's more of a Fomo thing though cause how will I know if something is going on unless i'm in SIC.
I recall when I started playing there were just three locations in the Mix with SIC amplifiers and while they were the most popular spots, they weren't the only popular spots, and corporate roleplay was much less common as a percentage of the total playerbase. Now we see some major build locations coming in with long heralded mechanics and ideas and they are essentially dead-on-arrival for lack of signal. I think there's basically three reasons for this shift:

1) A majority of players have now played topside for a considerable amount of time and have become accustomed to constant signal to enable their roleplay.

2) More of the game's activity overall has moved to being on SIC, so lack of signal is tantamount to experiencing no player interaction.

3) Players are much less tolerant of anti-roleplaying mechanics than in the past because they have more exposure to new games that left those ideas in the 90s.

Like if I spend an hour or two roaming the streets every night without a shroud on, and I see no players and spend most of that time without signal, I'm pretty cognizant of the fact that I'm basically doing mostly lost labour to create the impression of activity for others to try to get a positive feedback loop going.

To be fair, ten or so deaths. And only ONCE have I had a good full on RP, that ended on a good note between both and that was that.

The other ones? Not a squeak, not a peep, not anything, nada.

It's just not fun, it's not roleplay, it's /kill and then onwards.

My opinion, I have no issues with combat, no issues with killing, no issues of being a 'victim' but do ROLEPLAY it, as it's part of a story.

SD's combat is so fast paced that it would be both difficult and unfair to enforce RP in the moment, mostly because nobody can control how the world or any victim's friends are going to react to an attack. The more powerful your character becomes the more they can get away with before they're in any actual danger, but more newbies especially the prospect of standing around having a complex RP scenario before an attack where someone can attempt to run away isn't very appealing.

We can't enforce that the victim stand around and RP either because that also isn't fair. More often than not we can try to provide more detailed RP after the attack if someone was vatted though.

On there being bad signal in Red I don't believe the intent of this design can be changed without also making changes to other parts of the game. Bad signal on Red allows characters to do things and get away with them, like waiting on someone's route to a location and attacking them where there's no signal so they can't cry out for help. That's an obvious one and the only example I'll provide so I don't give too much away.

If signal on Red were to be made more stable we'd need more methods of disabling it. Right now the only method that exists is unreliable and does too many other things. I'd be down for a cyberware option that you could toggle on to disable signal for the duration of a crime or anything that would achieve similar effect.

I think it's worth mentioning how the possibility of combat impacts RP.

This is not a Sindome specific problem, but a problem I've encountered on other MU* as well. PvP, fast paced, or requiring preparation/maintenance often has a negative affect on how deeply involved a player can be in an interaction.

I don't know about most of you, but I would probably apply more effort toward many of my poses on Blue than I ever will in a bar on Red. There's just that lurking possibility that you may have to clear your input field and respond to an attack that makes keeping your says/tos/poses short and to the point, or less likely to interact with ambient factors.

I almost wonder if something like a "panic delay" before the first actual attack would have a positive or negative impact.

Build it and they will come, destroy it and they will leave. I think the game has repeatedly nerfed a lot of systems that encouraged people being outdoors a lot, and whether you like automated income or not, the frequency in which people interact with those systems did drive a lot of engagement with the outside world.

I will never forget the endless hustling interacting with sales to gangers and other NPCs that are programmed to buy things, people would hire runners just to go check who needed what, and immies got a constant source of interaction and networking due to being scooped up to sell more drugs for fixer A or fixer B.

This was all born out of a glitch in the code that actually caused all those NPCs to buy equipment with far more frequency than they were supposed to be buying them. They would buy equipment and drugs even when they did not need it, which was not what the system intended. Instead the bug somehow worked like a cooldown rather than being based on the NPC's needs, and the cooldown was different for each different player.

This allowed multiple orders of magnitude more players to interact with the system at the same time, and it showed. It was a lot of money pouring into the game, but it was also a whole lot of plotting and movement around it that macguffins, cargo and even shitbergs failed to deliver on.

The current glut of drugs isn't because the amount of chemists have increased or because there are more labs in circulation, but because this was the normal production rate and people were still not fully keeping up with demand. Fixing one bug pumped the brakes on one of the most vibrant hustles in the game.

Maybe it would be good to consider ways to to make that system more like it was, if we want to try and replicate those years of gameplay. After all, we cannot purely will activity into existence, the fact that the game was once more active and vibrant, while now the streets of Red are dormant, means that there were material changes in the game that led to this.

On there being bad signal in Red I don't believe the intent of this design can be changed without also making changes to other parts of the game. Bad signal on Red allows characters to do things and get away with them, like waiting on someone's route to a location and attacking them where there's no signal so they can't cry out for help. That's an obvious one and the only example I'll provide so I don't give too much away.

I've argued this in the past but I'd prefer players lose the 'crime protection' of no signal and actually have characters to crime at. There's other alternative approaches like you can't send SICs while in combat that would do likewise or other solutions.

I'd like to convince players to be more conflict engaging but it's hard to ignore the exact same feedback from so many players that they're given no reason or encouragement to go beyond the paths of least resistance to the roleplay they're interested in, which for a lot of players doesn't require playing in the Mix or even going outside much.

At a minimum we can dial back some of the downsides of play that don't involve players at all (ie. in a sense getting rid of some of the Environment versus Player elements) so that shifts in what players themselves do can move the needle more.

Build it and they will come, destroy it and they will leave. I think the game has repeatedly nerfed a lot of systems that encouraged people being outdoors a lot, and whether you like automated income or not, the frequency in which people interact with those systems did drive a lot of engagement with the outside world.

I will never forget the endless hustling interacting with sales to gangers and other NPCs that are programmed to buy things, people would hire runners just to go check who needed what, and immies got a constant source of interaction and networking due to being scooped up to sell more drugs for fixer A or fixer B.

I just want to highlight how important I think this is because players will tolerate a lot of bullshit and mechanical frustrations if they're making good rewards in a fun way that drives activity and especially highly visible street acitivity. We're so allergic to rewarding gameplay, is it any wonder no one gives a shit when the roleplay isn't to their exact preferences?

This was all born out of a glitch in the code that actually caused all those NPCs to buy equipment with far more frequency than they were supposed to be buying them. They would buy equipment and drugs even when they did not need it, which was not what the system intended. Instead the bug somehow worked like a cooldown rather than being based on the NPC's needs, and the cooldown was different for each different player.

If I remember, this was actually because the items in question were disappearing from the NPC, and not because of some arbitrary cooldown.

Regardless, this was changed at Vera's urging (I don't want to go find the specific thread), specifically because, on the low end, mixers were able to generate around ~30k a week with very little effort. The hustlers were coming in somewhere around 100k/wk.

Some used this for plotting, but (and this is honestly just a guess) I imagine many more just stockpiled chy in the bank or a briefcase to sit on. There was a lot of predation on NPCs around that time too... primarily when associated PCs weren't around to respond.

I don't claim to know how exactly the bug functioned, only that it somehow performed different for different players and had a cooldown-esque result on it. Also, the bug was fixed a few years ago, long after I had known Vera to be active. So it may have been a few different bugs compounding on eachother, or it was not fixed properly the time you are thinking of, Quotient.

While people banking tons of chyen may suck, I see way more opulence among Red citizens now than I remember ever seeing, before the bug was fixed. I suspect a lot of that chyen was also being moved around in thefts and robberies.

The problem was I don't think anyone really realized at the time how much the game's activity was reliant on those mechanics working as they did and that once they were changed it wasn't a simple thing to replace, rework, or even unring the bell.

There was a lot of chyen being generated though street biz during that one year especially but it was super activity driving and conflict prone (at least one minor syndicate war broke out over it, and it was fuelling another).

The trouble is that now so many players have moved to different income streams as a way of supporting their play, many of which don't drive conflict and activity in the same way, that I'm sure if we even snapped fingers to magic back all the ganger buys to 2018 if things would go back to the way they were again.

My life for an edit button. I'm not sure if it would go back again.
I have a similarly pessimistic view that is a little more optimistic, in which it would probably take a year or two or three for the ball to get rolling again, but the key is that it needs to start building momentum or we'll never see it again. Something has to change on a fundamental level that trains people like dogs to go outside and be rewarded for doing so. A majority of game design is Pavlovian conditioning, and as you mentioned, Sindome is allergic to rewarding behaviors that Sindome supposedly wants to be replicated.
I've been pretty vocal about being against life simulator mechanics, and just general life maintenance mechanics where they don't need to exist for one reason in particular: It takes chyen out of the game.

With every positive move to reduce costs and improve quality of life came another change that just added to the maintenance aspect.

Gear cost reduced! But... now we're fleshing out repair mechanics and forcing you to replace that gear more often! Cybernetics reduced! But... now your cyberware can get damaged and you need to go get it repaired! Surprise! Endo isn't effective against PDS anymore! Buy these new patches that are specifically only generated by the system.

I'm sitting here eyeballing this kitchenette poll right now and not really wanting to vote on it because on the one hand, I agree with the premise... and on the other, I don't like the idea of yet another thing that's going to suck chyen out of the player economy.

I kind of feel like the player economy is on the operating table, bleeding out. And all anyone can think of is to keep performing blood transfusions, rather than stop, or slow the bleeding.

If you want players to have more chyen to engage with, maybe eliminate some of the systems that are literally just sucking it out.

That's a really good point Quotient.

We so often talk about losses in grand terms but there's been a million little inconveniences and upkeeps added over the years that really added up. This discussion is more and more convincing me that periods like 2018-2019 may have had no special sauce when it came to staff support or player culture or character demographics, but that it just had the right reward mechanisms with fewer of the frustrations that came in 2020-2022.

It's probably also worth pointing out that Mirage added downsides and upkeep costs and chyen off-ramps while also adding gameplay rewards and chyen generators like freight and macguffins holistically, and after she left we got rid of the generators and kept all the costs.

And we even got huge nerfs to things like triangulators, which were helpful in forcing conflict to eventually go some direction, but are now so slow that you can't really meaningfully use them anymore.
I wasn't gonna comment on this thread, as I have other hills I am dying on right now, but that comment about "destroy it and they will leave." resonated with me enough to say this.

It feels like every time there is something fun, it gets removed or changed or nerfed into the ground to the point that no one interacts with it. Obviously I can't go into much specifics, but things are constantly being changed, often silently, to make them worse or more annoying to interact with, from my point of view, simply because people are having too much fun. It doesn't really make me want to go out and do things. I don't like rping at bars and my character definitely doesn't like going to bars either.

Sindome is very much a 'make your own fun' kind of game, which is great, I like to make my own fun, but when you are constantly made to feel like your fun is wrong, it doesn't really make you want to go out and do things that are fun.

I was sort of curious what my own activity looked like and since I have (mostly) complete logs of all my years of playing, I used some grep and word count commands to sort through everything and figure how much of each thing I was doing each year. This isn't meant to be some evidence for any game decline, it just shows my own shift to playing more (low stakes) roleplay in person versus more (high stakes) roleplay that was more remote and SIC heavy... but I'll just share it here anyway for voyeur purposes.

2019 -- AKA SD ADDICTION SETS IN

POSE: 7725

EMOTE: 24157

TO: 36027

SAY: 41867

CM/CE: 6694

CCOM OUT: 8879

CCOM IN: 9125

2020 -- AKA I LEARNED HOW TO POSE

POSE: 19640

EMOTE: 524

TO: 28780

SAY: 24418

CM/CE: 12703

CCOM OUT: 6849

CCOM IN: 8162

2021 -- AKA BADLY FORMATTED LOGS

POSE: 21114

EMOTE: ???

TO: 13225

SAY: 20403

CM/CE: 2140

CCOM OUT: 5941

CCOM IN: 7313

2022 -- AKA THE RETURN OF BAD LOGS

POSE: 14520

EMOTE: ???

TO: 27420

SAY: 26638

CM/CE: 5313

CCOM OUT: 5968

CCOM IN: 6986

2023 -- AKA INTROVERT MAXIMUM

POSE: 6393

EMOTE: 12

TO: 13356

SAY: 14251

CM/CE: 5389

CCOM OUT: 3497

CCOM IN: 3690

2024 -- AKA SIC HERO

POSE: 4841

EMOTE: 4

TO: 11920

SAY: 5627

CM/CE: 6876

CCOM OUT: 11282

CCOM IN: 11233

What I think is kind of telling, at least to me knowing the context, about this information is how stuff like chatting in bars and casual roleplaying creates a much greater impression of activity compared to plotting.

This data almost looks like someone disengaging from the game over time after an initial flurry but it's almost the opposite. It's pretty interesting that while the amount of work I felt I was doing increased every year, the visible roleplay actually goes down.

It might be a lesson that when looking at everyone together, more complex plotting might be more interesting but it might also sometimes come at the cost of casual visible activity.

Plotting and chatting in bars doesn't have to be mutually exclusive. Being at work doesn't have to be a chore and can be part of the plotting process. Plotting doesn't have to be a AAA adventure at every turn. It can be small. It can be messy. It can be cheap. In fact, in my experience, those small plots, the ones that start in bars or that player-run shop, are the ones that lead to bigger plots and are the ones that draw new players in.

Why is work roleplay so avoided? It gives everyone a place to go and more importantly it creates mini-factions for new and mid-level characters to belong to. I've stayed out of the bash-on-topside bandwagon for the most part, but, now I hear pretty much the same sentiment about RP in the Mix except when it's topside its the player's fault and when it's in the Mix it's the fault of coded mechanics not generating enough chyen. Most attempts to put this back on player perspective and attitude isn't received well, but from my perspective it has almost everything to do with it.

Here's why I think those small plots and work RP shouldn't be avoided: It creates opportunity by creating groups by forced proximity. By managing a club, bar, whatever, you get to help steer roleplay in the mix. BY working in that club, you get to be a part of smaller plots, make contacts, build a rep.

I feel like most PCs come into the game with built-in social networks, now, and maybe that's a reason nobody goes out - there's no reason to be social and build networks. People say social RP is fluff, but it's not when it's done right. You can simulate huge nights out with 'friends', you can provide a space for roleplay that can simulate the seediest of places that most of us will never experience IRL, hopefully, because most of the time this also leads to lots of minor and some not-so-minor conflict with competition businesses, gangs, or each other. There's a lot of reasons to go out, but not if everyone's a super-solo in Xo3 every day of the week. What about that other side of the character's lives that really builds -why- they're where they are to begin with? I'm saying that plots don't have to be forced through chyen generating mechanics. They can happen organically and will if people let them.

I don't know, I found the whole corporate-bashing thread exhausting and more than a little disheartening. Sometimes, I think I'm playing a different game than everybody else is. My PC hangs out at work, runs errands, tries to foster relationships, nearly every time they wake up. They are accessible if other people put in the effort, too. They aren't going to be your plaything or loot pinata, either, though. They aren't running any -big- plots, (mainly because it doesn't fit the PC's station right now, but also I kind of suck at running them) but they rarely say no to other's schemes and they are always plotting toward their long-term goal by setting small goals along the way. They are always trying to find ways to spend their chyen and fund other's RP, as well.

Sometimes, I get impatient, too, but that's part of the process. We want things to happen big, fast, and now. That's unsustainable, though. I like to enjoy the slow drip the rest of the time.