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Is the license system good?

I was going to post this in the 'everything is too expensive' thread but didn't want to tangent it by complaining about licenses and their cost and limitations.

But I am genuinely curious, now that it's had time to marinate, do people actually feel like this is a good system? I personally feel it's very arbitrary and pointless for most of them, barring cargo and corpie doctors, and you get punished by trying to do things the 'right way'. But maybe that's the point of it? To encourage you to break laws? I don't know.

Like, really, who is applying for a merchant license to be a topside tailor or an alcohol license? Legitimate question. Why does it seems like tech-based or medical characters (barring CGH) are forced into corporate jobs to even have the idea of a license in their field be something they can get, and even then, 50% change of being told no when they do get that corpie gig?

What do people think? Is it just me?

It's a terrible, boring roleplay-killing system in my view but it's there so PC judges can get quid pro quos for them, and a lot of players and staff will absolutely die on a hill to prevent it ever being changed.
I'm fairly sure this was discussed before but there are plenty of careers Mixside and topside that allow for licenses. There is no requirement to be corporate for licenses. There was one which I can think of which was remedied and changed a few months ago, and which no one has interacted with for whatever reason yet.
To make sure I'm not misunderstood, there aren't any career licenses that are locked behind the corporate gateway. There are some flavor ones, but they don't have any coded/mechanical implications in the game.
Generally not a fan of licenses. I also don't think the WJF needs more sticks to beat other players with. Not even a fan of the WJF being involved with most licenses.

I am not saying to get rid of them entirely but at some point, it just went too far in my opinion.

Gun license? Sure. And the WJF can be involved even.

Doc licenses (all types)? Sure. But just leave it to the doc to decide. The judges need have zero input in my opinion. Sure, there could be a behind the scenes check between the hall clerks and the doctor sponsoring it to verify but that's plenty. Why complicate it?

Security License? Eh. Seems odd to me. Toss it. And get rid of the main perk having this license grants (if it's still about). Many players don't even know about it and it just floods the game with way too much security gear resulting in going way over rarity sometimes. Don't want to say too much about it but if staff is curious, they are welcome to ask.

Other licenses like the 'biz license'? Generally flush them. I don't think they brought anything to the game besides giving the judges another stick to beat people with. I think it does more harm than good.

Corporate License? I like this one but would change it. You buy this license to gain corporate status for X time period. It's how you have rich fucks who don't work but are just plain rich being corporate. Not a fan at all of how it currently works.

Just my take on these.

Not trying to sound like a contrarian but I'd argue the removal of chrome from the mix clinics has made characters who can't, or won't, work at CGH but want a cyberdoc license be absolutely forced into topside careers or made to sink or swim on their own or just be shafted in their archetype for years compared to those who can get one. Which might be theme but isn't actually all that fun for them to roleplay, I'd imagine.

If you're talking about what I think you're talking about, people don't bother with that one because the mixside job which permits that license looks incredibly boring and the relevant skill doesn't really have a ton of content to justify making it your entire job for a license you'll barely get to use consistently. Do all jobs have to be super engaging? I guess not, but that one in particular looks bleak, which the lack of engagement with it kind of proves to me.

Licenses should enhance your roleplay, and not be more or less the end-all be-all of certain skills/careers or archetypes to actually do well in their field. But they are gatekept to a comical level for reasons I don't really understand, which I guess at 0x1mm pointed out, is for PC judge back scratching. But do they really need more ways to get their backs scratched?

Oh… One other thing. In my opinion, licenses are for the fancy corpies who play by the rules. Not for mixers. I think that this should be pushed by GMs. Even just random SICs laughing at the idea of licensing being enforced or needed in most of the mix. As if the WJF is really going to come down to get every person who operates without a license.

I can imagine a few exceptions. But most places and mixers, in my opinion, just think licenses are a joke. Who does that? Crazy corpies...

Yes, true, there are some licenses that are basically just toothless gold stars like merchant licenses which is basically as far as the system should extend in my opinion, I am mainly thinking of licenses that include gameplay interlocks in them: When you can't pass through a door without a firearm license, when you can't access freight income without a freight license, when you can't purchase some retail medical equipment without a medical license.

The idea of extremely tight central government regulation on commerce is so bizarrely unthematic, Withmore is basically like a socialist managed economy in gameplay reality as much as it pretends to be anarcho-corporatist, with regulations to discourage conflict and sketchy back-alley commerce.

I don't think it's as black and white as people make it to be. I understand that licenses are codedly restrictive, but I don't think that the whole reason of such existing is to give Judge PCs more power. To me it's more the dystopian theme where you're under control of the corporations, who control the MAJORITY of those services. They have a monopoly on the supply and that's how it is.

Could there be a way around the monopoly? There are. You could argue that these ways are difficult, rely on players and factions that might not be active/willing to work with you, but I also think Staff would be willing to facilitate something if you had an idea and worked for it. If you desperately need a license, you might have to make a decision that your character is uncomfortable with: if CGH is how you get a license, then you might have to work with them begrudgingly while following your own agenda deep down. I like the idea of enhancing roleplay but I also think that characters sometimes have to make uncomfortable decisions or have to do things they might not OOCly want, or at least not have the ideal outcome right away.

"To me it's more the dystopian theme where you're under control of the corporations, who control the MAJORITY of those services. They have a monopoly on the supply and that's how it is."

Very convenient for the Hall of Justice that the Dystopian Power of the Corporations gets delegated to the WJF instead of the actual, you know, Corporations themselves. The WJF have always been an (unthematic in my opinion) extension of Senior Staff and there has never been any real effort to distinguish those things because it's basically developer shorthand to have a single lever to operate when trying to implement game-wide elements or theme.

Cerberus used the Hall as a convenient shorthand way to press theme, Slither and Mirage used the Hall as a convenient shorthand way to implement gameplay, and while it was convenient for these purposes I think the carry-on on so many roads either leading to or from the Hall of Justice really ended up creating more congestion than gameplay in the long run.

The response has always been 'there are ways around it' when dealing with roadblocks to gameplay and storytelling, but it mystifies me that the game will so often put down roadblocks on things it wants to encourage more of, at least on paper.

I can't really comment on the Hall of Justice as an OOC power, but I can speak for the IC side of things. Depending on the player (and yes, I understand once again this gives power to the Judge PC) there have been attempts to use licenses to involve people in plots, throw them hooks, or just mentor them. There have been many, many instances in which licenses that might normally be 'restricted' were granted to people as rewards for IC action.

I genuinely do think there are ways around it. That being said, I understand why at first glance it can feel daunting and very restrictive to undertake those tasks as well as the thought of how getting rid of licenses entirely could improve things.

I'll give a hypothetical though to understand things better: is the thought here that certain things/services locked behind licenses should be allowed for everyone regardless of their job? Should they be dependent on your job? I'm trying to make sure I understand things better here before I comment more as someone who is familiar with the licensing process.

I think the biggest issue with license system is the insane amount of confusion on what it is, how to get it and when do you need one, and that confusion extends ICly and OOCly with straight forward answer not being readily available, even possibly for WJF players.

If we can get at least OOC transparency and expectation, I think more people would be on board, as I think it's something that can drive a ton of RP, but requires parties from both side of the licensing computer to be willing to engage and compromise. And that can be really fun.

It's interesting to hear that there's IC and OOC confusion regarding licenses still, since there's been a lot of IC documentation by Judge PCs who've tried to make things more understandable. All WJF players get taught about the process IC and OOC, and will pass that information onto PCs that have questions too.
If folx feel we need a help file for it, go ahead and submit one.
There's a new help licenses that's now live thanks to Cowbell.
I think we need more than WJF PCs trying to teach these things. As this all comes from the perspective of an IC judge. IN most cases, a judge will say that licenses are required everywhere. They will say the law applies everywhere. This is the truth in their eyes.

The other side of the coin also needs to be taught. That the WJF's authority in the mix is limited for practical reasons. There are reasons why the WJF was pulled out Red and why Red is not being held to martial law like the rest of the dome. But who are the mixers that get taught by NPCs the ins and outs of licensing from a mixer perspective who can then go 'help' other PCs as judges do?

Overall, I'd prefer to see most licenses either gone or generally only enforced topside. If kept about, I'd like to see some world building done to make it clear to players and characters alike how mixers tend to view them. Not just how the law tends to view them. Just my opinion.

From my experience, I've seen even Judge PCs subtly push the agenda that the Law and the WJF is more complicated than what they display themselves to be. It depends on the PC of course.

That being said, I hear you on the lack of guidance ICly from the Mix side of PCs who know the truth of things and can help people navigate it. It's something to be worked on by characters for sure.

I don't think it's completely the fault of mix PCs. Judges get a long training period where staff feeds them and develops them. They ensure the judges understand theme and law and limits from the perspective of their role and more. They also go into OOC aspects with them.

I can not thing of a single role in the mix that gets a similar level of attention and training. I am not saying that the mix needs a mix version of judges. I just don't know if it's fair to suggest that mixer PCs should just work on this when they simply don't get the leg up judges do as far as training from staff and NPCs goes.

Can mix PCs alone right the boat? Maybe. In time. Maybe. But I simply don't think they are, on average, equipped nearly as well as judges are to do so in terms of training and knowledge both IC and OOC.

New help files are good but that doesn't really address the root of the problem which is the system being heavily gatekept and generally unpleasant to interact with.

Helping the player base understand the system and why it exists doesn't make it fun and engaging.

I'd still love to hear alternatives to what you all think should replace the licensing system. If it were removed, what's the expectation? Anyone accessing the systems that are currently locked behind licenses regardless of who they are? Something else?
Why replace it with anything at all?

Firearm licensing is basically just an unthematic projection of Johnny's gun control politics.

Freight licensing was a control valve on freight income consuming the whole economy but then it did anyway and licenses just meant some benefited and others couldn't.

The rest are essentially arbitrary choices on whether some items got purchase regulations or not. Roadblocks on advanced medicine and security tech so now there's only ever one or two players at a time willing to put up with the hoops involved.

For a world that's about the dangers of unchecked capitalism run unregulated and amok, Sindome sure does love tight regulations on what capitalism goes on.

0x1mm hit the nail on the head for me.

But, if the system absolutely had to stay, my simple answer would be make them easy to get and easy to lose. A mixer should be able to get a firearm permit if they have no criminal history, but be expected to have good reason (subjective) to draw their weapon, and make a few sentence report on why they had to, for example, rather than just never ever being able to get one outside of weird circumstances.

This would still allow the scratching of WJF backs ("We'll brush this one under the rug, chum, you've done good biz with me") while being arguably less annoying as its pretty easy to lie or stretch the truth when giving an incident report, while still giving rp to the license holder and license auditor post interview (which, I don't think anyone likes license interviews tbh).

But in general I'd rather the system just be removed or made more of a formality to legitimize oneself in the eyes of those who care about that sort of thing than a requirement to do anything with your skill if you want to be able to get certain items or whatever. It's just an annoying roadblock for RP as is.

It's about balance.

You can do most anything you want. But you can't do everything you want easily sometimes. You might want to be a rigger as an unlicensed Mixer, but you might need to go through either shady sources or strike up a relationship with a licensed one to get all the supplies you want.

You might need to do favors, bribe people in positions to either sponsor you or get you one when you normally wouldn't be able. It's something that happens.

If you apply for a license blindly asking around or looking in-game for basic qualifications in most cases (there's IC information that was created to help prevent OOC anger over misunderstandings after it was apparent that was happening), it might not end well for your character. So talk to PCs and NPCs. Ones that know the answers, ones that might be able to give you a little shady help, ones that can help work stuff out for you and give you an idea of how to get what you want. It might take extra steps and extra work.

Just going and talking to people, rather than assuming, can really help out. There's a lot of IC and OOC training for several WJF PCs and there is license leeway. Mix-side also isn't generally going to be heavily scrutinized in a majority of cases.

But if you expect to be able to go apply for a license your character might not qualify for, and do so without getting available data first, you're probably going to set yourself up for disappointment.

Like you guys want the firearm permits for everyone. Or that everyone can legally have guns.

So what does that do to the rest of the game? It wouldn't seem like a lot.

But how are price differences between the game's legal firearm providing lease and then the games fixers played out? What about smugglers? What about import access for certain factions? Like it or not, legality adds extra layers there and helps create several roads of roleplay and ecnoomy play.

I can't say I agree with making gated items and even some systems be allowed for purchase/use by everyone and anyone. That's just going to break the economy and kill a lot of archetypes in my eyes.
Those are ex post facto justifications because the licensing system wasn't brought in because there were so many riggers that things had to be brought under control, or firearms were dominating the game. The system was implemented to give the WJF control over some of the knobs of the player experience and player economy, and then that was said to be balanced.

To illustrate this point, keep the licensing system but put it under WCS purview and watch the same heels dig in for new reasons.

I also would like to say from the outside it might look differently but there's a lot of assumptions here in how much WJF/Judge PCs have power over licenses and what might be in reality. There is a lot, lot more GM/staff involvement than you might think. It's not solely one PC doing whatever they want ICly and OOCly and controlling everything.
The existence of the WJF is more directly responsible for the state of topside play than any other factor and if there was a more brutal condemnation of something in the game, I wouldn't know how to make it. Barely existent firearms smuggling was surely worth it.
And I know what I'm taking about in practice: I don't know if I'm literally the player who took the largest number of weapons in and out of the city the largest number of times in a given year, but I would have to be in the running and not once did I ever think it was anything but a massive time waster for items that were frequently inferior to a katana.

It's dumb.

It is incorrect to say that licences exist to give the WJF more control. That isn't why they exist. They exist to give people a challenge to surmount should they desire to be 'legit'. The WJF handle licences because it makes sense for them to and takes the burden off the GMs because we can have players handle it and generate some RP at the same time.
Respectfully Slither, it makes sense for them as much as it makes sense for anyone else: The corporations who are supposed to actually control the city, City Services, or another organizational body. If TERRA had always been overseeing licensing the position would be the same now, the Hall of Justice just happens to be the main level for staff to adjust the game world through. It's convenient rather than necessarily or thematically appropriate.
For example, while I'm not a fan of licensing at all because it's totally out of whack with cyberpunk anarcho-corporatism, it would be way more on-brand for medical licensing to be controlled by ViriiSoma, for tech licensing to be controlled by PRI, for performance and broadcast licensing to be controlled by NLM, for vehicle licensing to be controlled by City Services, and for firearms licensing to be delegated through WAI, SK, and the Armory itself.
A lot of those things are how it actually is, 0x1mm. I can't really give IC information but a lot of licenses require employment/sponsorship for a reason.
I know how these systems work I was troubleshooting half of them as they were being implemented, going through different iterations of how freight was going to be licensed and going back and forth through city checkpoints to test vehicle reporting and firearm interlocks, Crashdown and Slither were there too with me for some of that.

Every time I bring up the fact that a single faction keeps having major systems like freight licensing and vehicle ownership brought under its roof, it's the same refrain of it just makes sense, or it doesn't really matter there's no real power there. But try to suggest it should be some different way and the hit dogs will holler.

There shouldn't be any faction in the game that blurs the lines between where staff powers end and player powers begin, especially one literally run by the senior staff, and also that players can be a part of and that has sole control of some of the most important gameplay systems around.

The WJF has been continually sapping authority and roles and roleplay and gameplay from the Corporations ever since Jack Anderson hit the scene, the corporations who should actually have that authority and making them background characters in the story where they should be the main villains.

Like I know I am a bit over the top with how much of this is a bugbear of mine but it gets pretty old having this faction get crowbarred into so many plots because there is otherwise no option. All these different powers and authority should not be under one roof that players operate within, I don't care how guidance or oversight there is the optics are terrible.

I think it may be important to (re) iterate that hall, effectively, has extremely little say in the mix. So while mixers are extremely unlikely to get a license, they truly do not need, unless you explicitly and un-ignorably act with the license breaking. Especially true for firearms, ask around icly.
Licenses do not only concern firearms and firearms licenses have mechanics that, frankly, you don't even know that exist yet, that do effect Mixer play that I personally jumped through extremely irritating hoops with for years until swearing off ever having another character use guns. To say they really don't matter is contradicted by how much they've depressed firearm usage and, most obviously, how hard people fight to keep them in place.
Now in fairness the updates to the firearm interlocks mean that we don't have stupidity like entire corporate security teams having to disarm and leave their guns at home or not participate in plots again (shoutout to Oct 2021), but these systems do have negative impact on plots, I've been experiencing them first hand for several years and I can say without a doubt not using guns makes the entire rest of the game smoother.

Like it's not going to be clear to new players deciding between pistols or long blades that one of those choices is substantially worse for vehicle mechanics for example, a completely unexpected and unintuitive but still true end result. I bet that wasn't the intent of the licensing system but here we are anyway.

Alright rant over. Promise.

I believe staff when they say that licenses were added to provide challenges to overcome and not to give WJF PCs more power. I also believe that it's possible that this did happen even if it wasn't the intent.

I am not against challenges to overcome. Though I do think it's important to constantly evaluate if the changes made to accomplish this are having the desired effect and to check what side effects come from it. I think that in a lot of cases these things help in some ways and hurt in others. And it's hard to see all the ways they impact the game with our perspectives.

For example, having licenses like medical and security licenses might encourage players to go earn them. However, the most common process of overcoming this challenge feels… boring to me. And while there are other ways, many of them force you onto certain paths or are too much work for the reward. Heck, some are things many players may never even consider!

At the same time, say there were no licenses, you might have other challenges. Maybe people start competing for business. Something that is harder to do when licensing might result in there not really being enough cyberdocs at any one time to compete for patients. So the challenge of competition might have been lessened in exchange for the challenge of getting licensed.

All this to say that it's never simple. I prefer more free form play where players have reason to compete with each other. Being each other's challenges. I'm less in favor of design choices that, often unintentionally, create well worn paths that many players have a hard time seeing past. That limit competition. And I don't think anyone will get these things right the first time. It's an iterative process.

I also respect that, while I prefer a cyperpunk landscape in which the corps exercise more power in many ways similar to what 0x1mm describes, that this might not be the world as staff sees it. Though I will also say that, in the past, staff has supported corporate first pushes.

The last corporate PC I played went out of his way to remind the WJF that they had no authority on his corp's property. He even trained his co-workers on corporate sovereignty and how to push back against the WJF as much as possible. How to handle Judges that were trying to exert authority over them in any way. Worked on ways to even work against WJF authority over his corp's employees when not on their corp's property.

Staff never had a problem with any of what I did at the time. Some even seemed to like it. And I am 90% sure this was after CPI was put in place. Things might have changed but I suspect that WJF power over all isn't as complete as it's commonly perceived and that staff are still open to such pushes.

It reminds me of gangs in the mix. As mixer PCs give authority to gangs by going along with and even spreading practices that are not in fact word of gang law, corporate PCs are often letting the WJF get away with things and thus empowering them even if it's not how the wider world really works. Often they might not have any clue it could be any other way.

Back to licenses though...

I am not saying that they have to go entirely. I wouldn't mind really but I am not going to be all that sad if they stay. I do think, however, that it's a good idea to review them and adjust. Look at how they impact things. Get player feedback to expand the limited perspective staff has (yes, staff too has a limited perspective). Adjust as needed. I think some fair points have been brought up and are worth considering seriously - even if staff comes to the conclusion that things are fine as they are.