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What makes you stay with Sindome?
Moved to Complaints as per Slither's request

Not to be taken JUST as passive aggressive snide, but also a legitimate question for older players who have made Sindome their home.

What makes you stay?

All in all, Sindome feels like a parodical deconstruction of the Cyberpunk setting written by someone who despises it, ala The Boys and Garth Ennis (that was his name, right?) with mechanics that not only oppress the character, but the player actually commandeering the character - whether that be through the non-existence or poor availability of established and genuinely enjoyable cyberpunk tropes. (Decking…)

The world is hostile and not very friendly - perhaps to be expected of a gang-run hyperslum - but this hostility often expands to global communication methods, where players are expected to punch down on those weaker than them (as the allmighty Theme dictates). Hell, just to provide an example, I saw a newer character be chewed out by a much older character for being too happy and bubbly, and no other real reason.

The game timegates your progress, ensuring that you stay active to keep progressing your character. This on it's own isn't that big a deal, or it wouldn't be, if you could do literally anything in the meantime. Most jobs worth giving a shit about are timegated behind UE or prerequisites that take months to fulfill, or most competitive activities have you going toe to toe with older characters that otherwise will require you to wait up to two years to compete with them, which leaves the question of "what the hell do I do in the meantime?"

If you guessed "nothing", you guessed right. The game makes no effort to keep new players engaged. New players are hated, actually. (Or new characters are, anyway.)

So I ask again, what makes you stay with the game?

I am a relatively new kid on the block, just over five months here, and the many things you list as negative, I see as positive and while coming here I was very on the fence, I quite fell in love with the place.

Let me explain why, taking your negatives into how I see them:

The world is hostile and not very friendly by theme

It is by theme, but most of the players are actually superb friendly and helpful. Even a ganger who may be robbing you tends to be OOCly considerate, and not just strip you down, nakes in a sewer. Usually drop you somewhere safe instead and give serious hint of WHY this has happened, so you can adjust icly.

And genrally if you want safe friendly play here, it's very doable, just don't stick your neck out and most people will leave you alone. Mind that some may be unfriendly, may bark at you for saying hello, but that's just people in general, they can be generally a bitch, or just have a bad day, or just got vatted.

timegated progress

This ties to the above, while playing within the confines, making no waves, not pushing any boundaries will keep you pretty much safe, even in the mix, what you learn quickly that where there are risks - there are rewards too. And those rewards can help to achieve goals, and much quicker than you would think in some situations.

To put up example, I don't think "become an end-game-job" should really be a goal, that's just getting a job. What do you need that job for, to do what - now that's a goal, to which that job is a key. And with enough chy, connections, work, grit you can usually get to that goal, without needing to get past the UE gate. It may take 2 years to by UE become a feared solo no one fucks with, but you can become someone not to be fucked with within weeks here through alternative ways, if that's your goal.

Hope that helps to see why it's a fun place to play, at least for some? I see those goals as challenges and puzzles to get to, and UE gatekeeps as problem to overcome.

When the biggest challenge in the game is "wait for more UE" or "wait for another paycheck", no, I don't see much entertainment value. But I guess this is because I haven't done the mysterious and enigmatic "hustle" that everyone seems to be raving on about.
Yes, that's likely that.

I'm not being sarcastic here, if for example you want more flash out of coded systems you can literally take a pipe and mug someone, in most brute way about it. Or become their friend, learn their secrets and betray them for a lot of flash. And many many many other ways, all generally putting you at odds with someone, and also making you friends on the opposing side.

It does require some creativity and out of the box thinking, especially for non direct fighter characters, but the pay can be adequately big. Or fall and consequences, it happens too. That's not a loss, just different sort of RP.

Any potential for creative writing goes out the window when you're a squishy noob that folds like crumpled tissue paper when someone who played for even a month longer than you sneezes in your direction. New characters are simply too incompetent skill-wise to do ANYTHING, let alone pipebash someone into submission (which would result in you getting dogpiled and robbed silly, anyway).
I think you are extremely focused on the coded checks, but those relatively rarely actually come to play compared to the ways you can make chy and progress in ways without ever a dice being rolled. And that includes interacting with characters that can just squish you like a bug, which if you play non-combative is about anyone, unless you will do something to give them a reason to - they most likely won't, completly negating the UE gap.

Another way is to make friends who will protect you, once you got some flash in your bank account that can simplify the process.

Not sure what else to say, I play non-combative out of the gate, there are ways to not be worried about squishing. You have to respect that power imbalance and play accordingly, but that shouldn't be stopping you from playing.

Most of my roleplay has been bar roleplay, despite my best efforts, sitting around with a drink in hand and doing literally nothing. Since this is my only sample of roleplay on Sindome, I naturally gravitate towards the coded side (which is nearly non-existent).
That's a common enough pitfall I believe where a person sits in place and waits for others to do stuff for you to react you. If you want to be involved in stuff - start stuff! Honestly as far as I can tell it doesn't really matter what you will start, someone will come along and join it, one way or another.

There are some ideas in @plot-idea, reading back on grid feed and forums is another way to see what people are doing. The key is to pick something, and ideally start with something small like "Yo, going to Red's to those bakas how to do CPR" and build up from there. Do that, you are not driving RP for others, and people love that, and will also involve you more directly when they drive something.

Ugh, you are now driving rp for others*
Creating RP for others comes in many forms. You don't need to be running some earth shattering plot. You can throw a party or plan a tour or create a new fad. There's so many ways. One just has to manage their expectations..
If you haven't read it, 'help expectations' is a great help file to check out.
'help expectations' just gives me a long list of things that are bad about the game, and doesn't get into anything that's good about it. Am I looking at the wrong helpfile?
I don't quite follow what you mean and am not sure if you are being serious or not. The helpfile lays out what you should expect from the game. If what you're looking for in a game dramatically differs from what you find that helpfile, you may find yourself not enjoying the game.
Key part of it:

SINDOME TAKES EFFORT

Just like we mentioned above, Sindome takes effort. If you want to get something done, you're going to have to work for

it. That means plotting and planning and politicking your butt off until you get what you want. THAT is the point of

Sindome. Not getting what you want, but the journey toward your goals. You may never ever attain your goals, but you'll

have a blast along the way.

The thing that keeps me interested in Sindome as a player, is the ability to take on and embody different archetypes from the media that I enjoy (spoiler alert: I like Cyberpunk).

Seeing what it's like to live as a ganger in a futuristic slum, or what type of person it would take to rise through the ranks of the WJF, or what kind of effort goes into being a media star….

It's so intriguing and engaging.

Plus, I love telling stories with other people. And Sindome is a great vehicle for that.

When you 'grind' in this game, it's like grinding in real life. You're not rewarded with 'xp' or 'skills'. You're grinding for something tangible in currency. You're grinding for something with an immediate value, and something that can also be taken from you. The progression of accumulating capital, then accumulating knowledge, to further accumulate capital, faster and faster, through different means, through different sources, scratches part of my brain. Conversely, fighting against the raw capital while accruing it, choosing who to share knowledge with gives more power than any code or letter-skill-shit could.

Information is a powerful currency and the way the game allows one to monetize it feels good. When you have someone you trust that keeps you updated, it either means they love you more than any romance RP could mete out, or they're going to betray you and are feeding you something that they want you to believe. Either way, the constant puzzle of information, flow, real tangible capital, questionable information, in a city of clones and machines and lights and repairs and the worst imaginable poverty set as a backdrop for some of the most insane and unbelievable wealth, spliced with esoteric ideas of what it means to be human, what it means to be alive, what it means to be happy and successful…

I dunno, game's kinna fun I guess.

Sindome is like crack cocaine. It delivers a high so potent you get instantly hooked and can't get enough of even if you know its bad for you. Treat it like any other addiction, I suppose.
Selling eight balls of Sindome.
"Sindome takes certain concepts to extremes and is not going to be everyone's cup of tea, but it can be black tar heroin if you don't mind the grit and the challenge." - Vera
Honestly, that Vera quote should be on the website somewhere for newcomers to see.
I've been a Sindome player for 10 years. I've mostly moved to other real life hobbies as my primary source of entertainment but there were times I was playing +10 hours a day. Nowaday I spend just a couple hours a week in the game.

Sindome is extremely immersive and it's like a sandbox but not in a "God fantasy" way you'd expect from mainstream sandbox games, it's more like, figure out how many people can you piss off before the world reacts and punishes you for it, often in extreme ways. It's hard to find a game where there are real reactions for your actions. You're not going to change the world but you can have your five minutes of fame which make for very hilarious stories that you can even tell in real life.

It's very satisfying because of the community and how seriously they take their characters, so betrayals and alliances feel like they have weight on their own. Really the best thing you can do is let go of expectations and understand you're not going to be a badass any time soon and embrace it because that's a part of the game you experience only once. Once you learn the mechanics and become a jaded veteran it's an entirely different game.

I have been here for five, going on six years.

It has been my experience that as long as I am willing to roleplay, this is a good community to be a part of. I don't mean passively sit in a bar, sipping on a drink and waiting for something to drop in my lap. I mean infusing my personal experience with the game into my character.

In your case, and for other new players, that should / could manifest of the angst and disappointment of what you / your character expected to be doing, and what you really are doing.

"This sucks. I came to Withmore thinking that I'd be mowing down gangers to help a megacorporation make even more chy."

Make use of @notes. Especially the first two. What your character has done (IC-ACTIONS) and what they want to do (IC-GOALS).

After I permed my last character, I was not sure if I was going to come back. I took 3+ months off. I was pretty burnt out on the disconnect between what I thought should be possible to do in the game, and what actually was possible. Or at least, was achievable with my last character.

I came back because I like the theme. I like the permanence of the game. I like the potential to discover and get involved with long term, ongoing stories and things that are going on behind the scenes.

My first character was heavily focused on the coded technical systems in the game. I tried to avoid combat as much as possible.

My current character is all about combat. From a coded / character capabilities perspective. They aren't particularly good at it though. And they end up dying most of the time.

For me though, that dying and failing to overcome his opponents is part of his story. It is part of the struggle. It is a mountain that he has to climb to reach the next plateau.

As a new player, if you are going to be successful in the long run, you need to get good with the fact that your experience here is going to be primarily a roleplaying experience. It is going to be about the struggle to find your place in an environment that does not give two shits about you. An environment filled with other people in the same situation. Trying to find their way in an environment that doesn't give a shit about them either.

The way that you work your way through that is the new player experience.

Some people go through a few different character types right away. Maybe you thought you were going to be a fixer. But your perception is that being a cyberdoc seems to be working for someone else. So you go try that. Or maybe you wanted to be a street samurai, but you see that medics are getting a lot of roleplay and seem to "have it easier" than you do. And so you go do that.

Also. Try to engage with whatever stories you become aware of. Even conversationally. "Hey, I just read this newspaper and it mentioned X. What the heck is X all about?" Or, "I was sitting in this bar, bored with my drink, and I heard these other two people talking about X. What the was that about?"

Lastly, I want to reiterate Villa's point about you only getting the new player experience once.

The most enjoyable part of the game for me initially, and still somewhat even now, is discovering that, "You can do, THAT?!" in this game? Either because my character figures it out. Or, most often, other characters use THAT coded system to their advantage / my disadvantage.

These days, I am having similar experiences, but with long running plots and themes.

I feel like I've paid my dues to a certain extent. I've shown that I can roleplay. I've shown that I'm not here to just mix-max a set of Stats and Skills. I've shown that I have a basic grasp on how the game itself works (commands, coded systems, etc.) I make heavy use of @notes. I talk about what my character wants to do long term.

All of those things combine to give long term players some comfort that they can risk their time and energy on me. And be comfortable that it won't be time wasted. Because I am here to tell stories. And to make things happen, both for my character, and for others. Because realistically, nothing gets done around here by people working in a vacuum.

The world, the theme, the effort other people puts in to make it even more so alive, the community and yeah.

It took me a long time to understand how the game worked, what not to do, how to not be a complete idiot.

And as others have pointed out, the players are nice, even if their characters are not.

You are not your character, your character is not you, comes to mind.

I stay because I enjoy the people. the community and the game world.

Being a new character is fun.

Step 1. Piss of EVERYONE, go absolutely apeshit

Step 2. Realize possessions don't really mattet

Step 3. ???

Step 4. Fun

"As a new player, if you are going to be successful in the long run, you need to get good with the fact that your experience here is going to be primarily a roleplaying experience. It is going to be about the struggle to find your place in an environment that does not give two shits about you. An environment filled with other people in the same situation. Trying to find their way in an environment that doesn't give a shit about them either.

The way that you work your way through that is the new player experience."

I'm a new player. I have +/- twenty years of RPI experience with another mud.

I'm not sure that I'm having the experience that you describe. Sure, nobody gives two shits about my character but it feels like the result of that is a lot of negative space that gets filled with.. nothing. I'm not sure that I'd describe being largely ignored on a regular basis a 'roleplaying experience'. It's kinda boring. Maybe part of the new player experience is learning how to fill in that negative space on your own and be wholly responsible for your own enjoyment, but while I lack all of the tools or the know-how in the meantime, it's just not that engaging as I continue to hope for a payoff of some sort.

We should all make more of an effort to engage with newer players, even just RPing glancing at them when they come into a room as an invitation for RP.

This being said, I recommend you 'watch all' and 'address /all' when you're in a crowded room. Or make sure you're 'watching' the people you want to hear most. That way you can see people's RP and hear them, and they can hear you.

"I'm not sure that I'm having the experience that you describe. Sure, nobody gives two shits about my character but it feels like the result of that is a lot of negative space that gets filled with.. nothing. I'm not sure that I'd describe being largely ignored on a regular basis a 'roleplaying experience'. It's kinda boring. Maybe part of the new player experience is learning how to fill in that negative space on your own and be wholly responsible for your own enjoyment, but while I lack all of the tools or the know-how in the meantime, it's just not that engaging as I continue to hope for a payoff of some sort."

While the theme of the game is "the world doesn't give a shit", that's the backgroud, and majority of players, based on my experience at least, are extremely welcoming and open and do give plenty of shit and I am sorry that you are not having that experience.

I cannot help with any specifics, but generally I found immies to have very supportive entry when they go and do shit, that's generally a great way to find someone who will support you. It's a theme for being in the game in general, not just new player experience, that if you want something to do - 90% of the time you have to make it happen. Waiting for someone else to start something to latch onto is what a lot of people do, and as a result despite having many people around, it may seem like no one is wanting to do anything.

I know it's daunting to start something, but it really can be as simple as going to a widely available place and having some sort of slightly controversial opinion about it - someone will pick you up and play along most of the time if you do it. And if they have half a care for the game, the resulting RP will be a fun engagement, and not just negative consequences for daring to speak up.

Right, which is why I said that part of the new player experience is probably figuring out how to go about doing that.

And in the meantime it's not that interesting.

I think there's probably a huge world of difference between immies who come from players who have experience and are familiar with the way that Sindome works and new players who are struggling to figure out how to even interact with syntax.

My main concern as a new player is running NPC fetch quests so that my character doesn't get killed at the end of two weeks. The new player guide pointed me in that direction and the gang atmosphere reinforced it. That's what I'm spending my energy on, struggling to meet some weekly cash quota while also paying for cloning and the rest of the "necessities". Going out and making things happen is a big ask when I feel like I'm struggling to cover the basics.

I only started playing not that long ago, and this is my first character just for context.

Going out and meeting people, and making some things happen, is a great way to make extra flash too, and honestly, I would put it above wanting to make the NPC income quota. Especially as for first two weeks you effectively have no running costs - lodging is free, and unless you ask for it, no one should be vatting you so common updates are really not that important unless you are doing dangerous stuff.

Where if you do stuff past "runner" but actually figure out some creativity, people generally will throw extra chy at you. We've all been there, and when I see that hustling immy, oh yeah, my wallet opens fast plus you meet more and more people, and they will remember that you tried -something-.

I am very aware how daunting it is, but it gets easier the more you do.

Oh and most importantly if you have an idea but are lacking something to make it happen - ASK. Pubsic is perfect for that, just flatly say "I need help with X to make Y happen", and someone will help you. We may be assholes in character, but there are ways around it.
You don't need money to not die. Sure paying off a person threatening your character does usually work. So does offering to do other things. Selling your soul. Promising to do something for them in the future. Or pleading for your life because you're helpless.

Or

On the flipside of things, start going after your peers, the other immies that came in with you. Maybe you can't fight, but you can find someone who does. Make dirt on them, or find dirt on them. Find dirt on someone. Plot against them and take their shit.

Or

Make friends with those other immies, form an immie alliance that doesn't take shit from the locals pressing down on them. There are tons of things you can that don't involve money or UE, just effort towards your goals by getting out there and talking with folks. Be annoying. Pester them into doing the shit you want.

I'm not sure what to do with the feedback that I'm doing it wrong and ought to do something else. It seems like a non-starter to me.

I'm not trying to avoid finding interesting avenues to find RP, it's just that finding those avenues can be extremely challenging while also navigating the very tangible coded challenges that are constantly threatening my PC's existence. Asking for public assistance in a world where theme suggests that my character is much more likely to get screwed over than helped doesn't sound like a super compelling option. As a means to fabricate RP for my dude? Sure, but accepting charity of sorts on the condition of newness isn't interesting or fun.

I'll keep doing what I'm doing and determine for myself whether or not I'm doing things correctly.. and ultimately whether or not Sindome is a place for me. Maybe it's not, and that's okay.

Either way, I'm going to withdraw from the OOC discussion.

I wanted to share some of my experience and frustrations and I have. Thanks for the feedback!

The churn on new characters is very, very high, the effect of which is that every day a given character is still alive they will have a larger and larger share of players interested in engaging with them. New characters tend to overpromise and vanish so just having a playing history of a week, or a month, or three months is in some sense your OOC CV that will open more doors.
Maybe that churn is something that should be properly addressed if it's that high. Starting if Staff were to share some data, notably the churn of PLAYERS and churn of character, as seeing how that correlates would be interesting to see.

Characters rotating fast, well, that's a problem but not a major one - try something out, it doesn't work, try again. It's still a problem as this means people are less likely to be willing to put time and effort into them, we all know that working with most immies is a long term investment and if it barely ever pays off it gets very demoralizing and fast, leading to less effort available for future immies.

If player are rotating fast on top of that too, that's a much bigger problem as that means people OOCly found the game not worth even trying again, despite willing to put initial effort in.

Well, I describe the churn as high but I also think anything less than a year on a character is quick turnaround so that is more my non-standard subjective framing of it.

Character churn (whether it is high or otherwise) in my experience is overwhelmingly existing players and isn't all that reflective of the new player experience. My impression is new players either bounce off the game within hours because they're not prepared for such an all-consuming roleplaying experience, or stick it out for some weeks, but I think these both represent a small number of the new characters every month.

Maybe a better way to phrase it is that there are some players who wait for players to find their footing on a character, and this is a gradient of different expectations. Some might wait days before thinking of looping them in, some weeks, some months.

This in combination with just the randomness involved in linking into roleplaying spontaneously or chance in crossing paths with the right characters to be interested in, means that really young characters can just get a bad break with quiet early days but the longer they're around the more their chances of threading the needle improves and the more they become relevant to the world.

That said it really, really helps to be able to find your own fun, this will pretty much be a skill that all players will have to make use of at some point even with the best luck in other players making the fun for you. Interesting things beget interesting people and so on, so making an effort can go a long way.

Because we are talking about burnout and the IC/OOC bleed on townhall…

This is a share intended to be something some folks can relate to. It's not a knock on staff, who I respect deeply. I present a player view in the hopes it will be heard. It doesn't mean I am upset. If telling this helps one person stay, then that's worth it.

Without ascribing judgment...because I'm sure the staff and players probably are just trying to achieve a positive outcome from their perspective...I will point out that many of these comments, regardless of good intent, sent me into IC/OOC bleedspace and the only thing that really brought me out of it was remembering that I have control over what happens here. With my character, with their reaction.

I've been told the below things IC by staff alts, powerful characters that may have been staff alts, and seen these comments normalized in the playbase (because if the staff alt says it, then it must be okay). Each of them hit me in the OOC feels.

If you encounter these, please know, you are not alone. You are possibly not actually being targeted. But it is/was hurtful to someone else to hear these things too. This may validate your feelings and hopefully give you some reassurance. Breathe and focus on your goals in playing the game. Play on. Speak up respectfully if it's important to you to do so. It's your choice. If you say these things, please note there is potential for unintended impact. Be wise in how and when you say these things.

Why We stay #1: because we can treat an IC guilt trip as just that…IC.

"Your lack of availability is making work less enjoyable for other employees" –> fired from job due to OOC availability. Am I doing something wrong? Ouch.

"You didn't see that" when I definitely did, and the character just didn't know ICly. They figured I was cheating or smallworlding. Dealt with a good amount of grief ICly from this. Let it roll over me.

"It doesn't matter who did that, you shouldn't focus on that" when the who in question is a staff alt. Sure this may be IC protection behavior, but I smell OOC protection of staff and a PC who has been indoctrinated to fear smallworlding. When you hear smallworld is a problem at town hall, you try to do good and protect against it. Even if you don't know for sure that is happening. If a staff member is trying to drive RP and then manipulates others to hide that it came from them, well, that's completely fair game for me to handle ICly.

"You're just going to leave anyway" is a really hard one to hear IC. Yes, I will leave. No, I will not put this fictional game first over real life stuff. You're effectively trying to OOCly guilt me or egg me into being at a disadvantage, either for network or reputation or chyen, because I am leaving. I'm already going to have to deal with that because of absence. Why are you being so rude and making it worse? Not everybody is going to say they look forward to when you get back…but they don't have to add to the guilt.

"You're stagnating" or "why don't you do something" or "you're not looking at this as a challenge" these are all basically just IC phrases to egg people into action. If you don't play a combat character, and combat characters are saying these things to you, guess what you will probably die and lose a lot of stuff. Don't want to go that route? Prepare for people ICly to harass you about not taking the bait. Prepare to be told ICly that you're not respected. Prepare OOCly to hear about it every town hall, how people need to take more risks and not be afraid to lose. My take? The power players in this game are usually combat oriented. There is usually a plan for combat in plots. There is usually a primary path of conflict resolution that requires combat. Conflict is healthy. Conflict is not necessarily combat, but combat is exciting for many. There are limited means to create conflict outside of killing and stealing, but they do exist. You don't have to take the bait and get pulled into combat. Require the people who run these plots to come up with alternative ways of engaging with non-combat oriented PCs. Hold the line. And breathe. It's probably not going to kill you to listen to them rant about your choices not to fight them. And there's probably somebody else new and listening. Survive this instead of getting drawn in, discouraged, and flaming out. You might show them some good survival skills. And you will be the change you want to see.

Why We stay #2: because players can exercise a reasonable amount of control over the outcomes of plots and the future of the City

I get frustrated when I think staff alts get a pass for screwing up the plot or setting up scenarios that make no sense. I'll usually play along to a point, but you can't on the one hand come to town hall and say you want us to find creative ways out of a situation, but then be ICly only accepting solutions that make no sense. Everything said at the 2025 townhall about empowering players to do their own mini plots, or to contribute to the community, falls under this bucket. But gm plots and RP need to be genuinely flexible.

I've had entire allied factions killed off without being ICly allowed to do anything to stop it. Saw the train coming, stepped in to derail it, and found out that the plot points did not allow for me to make the key repairs or deliver warnings. The outcome was pre-set. This one was really hard to stomach and I am still reconciling like years later. I've had to just remind myself that at the faction level, the staff shapes the game and the balance, and what they OOCly have the bandwidth or appetite to focus on. The fact that staff leadership was taking out my faction means no matter what I was going to do, it was going to go away. And that's just kind of how it is. Not worth getting OOCly upset over.

I've also fallen into the perception trap of feeling terrible about getting staff recognition for doing some good RP, when I feel like all I did was go along with their plan and basically not do any real RP or make any decisions except not to fight the flow. When I RP my butt off every day, I get no recognition for it. Have to remind myself it's not a detractor from my other RP…I just can't those kinds of rewards from the PCs I spend all my effort RPing with.

If you are reading this and think hey, I think it's totally fine to say and do these things IC to try and generate RP...then you need to consider it fair game when others use them back at you. I ask myself, is that tit-for-tat really the kind of game I want to be playing? You stabbed me in the feels, so I will go for your feels? Doesn't seem like constructive conflict, or really playing to the theme of the game. But if this is the example others set, then maybe I'm the one playing wrong, if I refrain from doing that?

If you are not having fun ▶️ ng this game. You do not have to stay because people are telling you it gets better. It's a game, y'all. Not a drug. Please understand that this ain't everyone 's deal. Does it get better? Maybe for me? Maybe it did for you. But if someone is trying and not having fun, if your playing right now and you aren't having fun. Go do something that is fun. Go have fun. This is supposed to be fun, not a job, not something you bust your ass trying. I'm rambling.