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Admin Activity and Leadership

A note on Admin Hierarchy: We all do our part, and do things we don't always enjoy to contribute 110% to the game. That being said most of the responsibilities of a normal GM are also done by a higher-up GM, and the responsibilities of the Head GM (when we have one) or Builder or Quartermaster, Etc., are their own unique responsibilities plus those of the normal GM (or other role depending on their own role). So keep that in mind. Being promoted means more work + responsibilities… never less. Each section only lists the relatively unique responsibilities. All full-time admin take part in mentoring, discipline, plotting, etc. even if it is not specifically mentioned.
Under this current guideline I don't believe all of the current admin meet this standard, in terms of meeting or exceeding the engagement and activity and involvement they had compared to when they were more junior staff. Essentially everyone's engagement has declined from their heyday, which is not a criticism of anyone personally. There is nothing wrong with a reduced commitment or workload, everyone is a volunteer, but to maintain a healthy community an accommodation of transition must be made so that players and staff who now have a high level of engagement with the game are brought in as leadership to take over as others move out of that role to become Staff Alumni.

I don't believe we are now supporting the same system that allowed Slither, as a player who came to the game like any other, rose to be head of the game's daily operation. In my opinion we have been spending an excess of player and especially staff energy on implementing and enforcing myopic and misguided policies to exert control over players and staff, a surplus of policing activity rather than enabling agency, excessively concerned with maintaining staff voting majorities, sustaining privacy policies, restricting communication between staff and players and players between one another, to the point where it has become a pathology of the game's identity to prioritize this rather than storytelling. I am sure this focus prevented or counteracted a lot of potential cheating and exploitation, but I struggle to imagine any OOC comms or code exploitation that could have done as much damage as burning out so many star staff and star players. I think a major factor in this is due to such a significant percentage of the total staff being admin who are disconnected from the game as it is played today, whose concern is maintenance of the administrative structures and preventing disruptions to them.

I believe this severe disconnect between admin and game is a meaningful factor in shedding our best staff, over and over, through crises that I believe could've been avoided and managed through more engaged and tuned in leadership. Half of the senior staff would be complete strangers to recent players in the past two or three years. Everyone is a volunteer and no one is obligated to work for the game but to be sustainable we need active and involved leadership that reflects the game today, so there is not stagnating culture clash between the people who want to make things happen and the ones keeping their hands on the wheel. We cannot lurch from player and staffing crisis to player and staffing crisis every few years without questioning there is a management problem. I see now a renewed energy towards great code and development, but this renewed energy is in my opinion being curtailed and harmed by bad policies, bad votes, and a perennially disconnected leadership outside of the development side. And I see discussions among former staff highlighting what I think are serious dysfunctions in staff management. We had a surge of energy and enthusiasm and hope for changes and new directions and we threw the momentum away, for what.

It is not unreasonable to say that the leadership of the community that exerts the most control and authority over it also is the most active, engaged, contemporaneous, and reflective of the community itself, and while Slither may correct me about it, it is my impression that his admin policy was written to reflect a similar idea.

A week or two ago, I said "Maybe the rules should change." It immediately got shot down, but I still stand by it.

I understand that staff has these rules because they are fair. But everything being fair doesn't make a good experience on it's own. I'll admit, I'm not a very competitive person. So a lot of these rules don't make very much sense to me. Maybe the really competitive people feel differently than I do. But I think it's clear from the roughly 30 people who've been banned for it in the past two and a half years that a lot of people don't agree with or follow those rules.

So what do we do about it? Well, people are going to talk OOC, it's pretty much inevitable. And I think it's clear that not being able to, contributes greatly to burnout and frustrations, for both players and much of staff. So, I'm not gonna suggest to completely get rid of the rules, I know that won't happen. But I think both players and staff need some more freedom.

Make a way for players to have a way to communicate in the same way as local OOC, but without needing to be in the same room together. Also, stop telling people off for using local OOC chat to talk to each other. It's all logged and monitored, I don't care if you want people to be in character instead. People need to talk to each other sometimes. It honestly feels kinda horrible to talk to someone in local OOC and then have some staff member show up and tell you to stop.

There are plenty of other issues to address on top of that, such as the passive metagaming rule, players and staff being discouraged from venting when they need to, the bleed that comes from not having any transparency with IC conflicts, lack of transparency on bans and staff votes, etc. but that can all be dealt with later.

Sorry, three and a half years, not two. I've failed multiple math classes.
> but I struggle to imagine any OOC comms or code exploitation that could have done

> as much damage as burning out so many star staff and star players

Then you are shy on imagination on how OOC collusions, especially not actively chased, quashed and punished, completely undermine any sort of trust in the game, it's player base, staff and fairness. There were many scandals like that across multitude of RPI muds through decades, and it always eroded population until weeded out.

Notably though it's not against the rules for players to talk to one another OOCly, just leave IC out of it, and for staff it has to be documented thing to do. And while I am not part of either OOC or the discord, I imagine those are places for people to, well, chat OOCly.

I think it’s rather harsh and cruel to write this essay accusing staff of not being active enough when the entire SD community is still reeling from the loss of one of the most engaged and active GMs/builders we have had in years. I imagine that it takes time for staff to rebuild momentum after losing such a major contributor to the creative side of the game.

I also don’t understand the point of view that staff are not pulling their own weight when Slither has spent the past month pretty much rebuilding the armor system from scratch so that it is more transparent and accessible to players. Maybe you don’t interact with armor very much yourself but it’s a foundational system to many players of varying degrees of combat engagement. It feels almost like a slap in the face to all the effort Slither has been putting in for us *based on player feedback*, as well as a slap in the face to all the staff who continue to be working behind the scenes.

A reminder also that this is a volunteer team. They are not getting paid to run this game for us, but do so on their own time. This is a busy time of year for many people IRL as well.

I agree with you Svetlana. But I feel like the main point of the original post wasn't about staff not being active, but instead about the policies behind staffing and rules that are contributing to burnout. Misleading thread title but yeah, they said they're not criticizing people being less active, just pointing it out that just about everyone is less active nowadays, and questioning what issues might be contributing to losing good staff members so often.
I don't like the thought that the votes have been inaccurate or whatever. Do you mean that people voted wrong on the polls? People will vote for what they're interested in, just because they don't vote for what you think is best doesn't mean they voted wrong.

But in general there seems to be some kind of management issue, I agree. I remember when I was a fairly new player, maybe a year or two into me playing here, the community and activity had grown exponentially. There was a lot more activity. Now it feels like Sindome's back where it was maybe before I even joined. This isn't about staff though, I'm mainly speaking on player activity. Though I assume perhaps the two might be connected, since both have suffered.

If anything the OP is commending the recent swing towards fixing long term code-oriented systems and is more or less asking for the same care to be given towards the staffing/rules side of things too. The thought and revision that went into armor also kind of needs to go elsewhere, basically. That's what I took it as. I wouldn't really call that a 'slap' on the face.

While it is true that Sindome is run by a volunteer team, it is important to note also that any roleplay space is similarly invested in and animated by the players who choose to exist here. There is an equilibrium to be met in ensuring both staffers and players feel like their time is being respected.

Without both, Sindome cannot really continue.

Veleth, my point with the votes is that it would be nice to just have the numbers of how many staff members were or weren't in favor of something whenever one of the votes happens, so we can see how much of the staff team agreed on something and see how much of the staff were involved in the vote. Don't need any more details than that, they would be excessive.
I'm going to be honest, I think one thing staff is spending an excess of time on is dealing with posts like this.

0x1mm, as someone who is not and has never been on staff, I struggle to understand how you are bringing the opinions you have to this topic and why you thought it was a good idea to raise it in this way.

Speaking from my personal perspective, it's post like this that make me ask myself "why do I even bother signing in".

(Edited by Slither at 5:57 am on 5/12/2025)

@Emily, I meant 0x1mm's mentions of votes, not yours, no worries. I believe they've complained in the past that some people voted on polls without knowledge or something.

What Slither said though, that's another thing I keep worrying about every time a post like this comes up. Will this drain the energy of staff even more?

Oh I didn't even notice they mentioned that, lol. But yeah, I won't push it any further. I got my suggestions out. If you read em, thanks.
Yes. 100% yes it will. It definitely has for me.
I won't pretend to know exactly what is happening on Staff side, but I wanted to share my own thoughts from my perspective. First of all, on the points that I agree with:

1-) There is certainly a burnout when it comes to staff and player GMs, but I don't think this is as simple as attributing it to a couple of factors. Some of it can be due to the game, some if it is very much because of IRL/OOC factors stressing people out even further, and so on. I believe it's important to be understanding and not assume that the current state of affairs is the only issue in one's life.

2-) The bureaucracy issue is something I've noticed myself, but I've accepted that it's the way Staff currently manage things, and ultimately it's not something I can consider good or bad. Just differing opinions. I'd much prefer GMs who are independent/have their own domain to run without having to do votes/discussion every time, and more staff autonomy is solmething I'd advocate. Maybe staff are also considering this and they just don't have the numbers for it though, I don't know.

Now onto the parts I disagree with. The rules about OOC communication have been softened a lot in the past couple of years. The Discord was made, staff made it clear that you CAN talk OOCly, just not about Sindome or the game. That being said, I do believe that it is an open secret that people do talk OOCly about the game itself. It's not something easy to enforce, hence why most of the bans come from players reporting on each other, but it is not something I'd ever want to be encouraged as it hurts a game – especially a PvP game like Sindome -- A LOT.

When it comes to local OOC and more in-MUD means of talking OOC, I have no comment other than that it should be very much opt-in. I've had instances and I know other players did too where playing an antagonist vs another player turned into an OOC situation, and it can cause a lot of bleed to be subjected to the OOC emotions of a player you're just antagonizing IC for IC reasons.

When it comes to ban transparency, I understand why staff don't wish to share reasons why. The situation with Macabre was a huge loss for everyone involved, but we also don't know what kind of information was shared and I understand where staff were coming from if it wasn't just the reason for a ban but staff discussions and information that were passed to players to be shared.

Another matter I'd ask staff to consider is when people get banned and then explain their subjective side of events OOCly, which causes it to spread through the grapevine and eventually turn into a game of telephone which leads to a lot of more assumptions happening all across the board.

I originally come from a community where metagaming was forbidden but the rule wasn't really enforced unless metagaming was somehow involved in the PK (perma-kill) of a character. People were able to befriend each other OOC a lot easier and some of my best friends are still from that community.

Here, I usually don't feel like it's a community at all because you can't really befriend the people you RP with, sometimes I really missed some people after losing a character.

But I have accepted that these rules will stay the same, and considering so many people take the game so seriously (at times, the competitive levels remind me of FPS players raging, I'm not really fond of FPS games).

However, I do wish that I didn't get an 'attention' sign every time I say something in local OOC that isn't necessarily a typo fix. One time I was just helping someone with a language grammar thing and that 'attention' thing popped up and it really annoyed me.

Anyway I've said all I wanted on this and I'm not gonna clog the discussion further.

> I'd much prefer GMs who are independent/have their own domain to run without having to do votes/discussion every time, and more staff autonomy is solmething I'd advocate.

GM's are very much independent in what they do. Staff have autonomy to work on stuff they want to work on. GM's don't require votes to do plots and stuff. We never have, probably never will. Closest thing you get with that is asking the other staff members "We cool if we do this?" to see if it's themely an' stuff.

That's good to know and I'm happy to hear that, then. You can disregard that point entirely.
Folx,

I’m feeling incredibly frustrated with posts like this that are filled with misinformation that I then have to spend time correcting– time that could be spent coding, building, or otherwise contributing positively to the game.

I understand people have strong opinions about how the game is run, but it’s exhausting to keep going through this cycle of players who haven’t been on staff telling staff how to do their jobs and why the game is "bad." It’s draining for me and for everyone else who pours their time and effort into running and improving this game. We’re here because we love it, not to be constantly critiqued and second-guessed by people who don’t have the full picture.

I need to emphasize: This is a labor of love. We have years of experience trying different systems and approaches, and we run the game the way we do based on what has worked and what hasn’t. It’s never going to be perfect, but instead of picking apart our efforts, how about playing the game and letting us focus on making it better without this constant barrage of criticism?

Now, let’s address some of the specific feedback:

0x1mm: You called some policies myopic but you weren’t here when the problems those policies addressed were rampant. We’ve seen significant improvements in player behavior and reduced administrative burden because of these rules. Your post was not only misinformed but also inflammatory and unhelpful. It’s frustrating and disheartening to see this kind of commentary.

Emily: You mentioned the 30 bans over the past couple of years as evidence that people disagree with the rules. Yes, some people don’t agree and have been banned. They either adjusted their behavior or moved on. These rules exist because we’ve seen the damage that OOC collusion and metagaming can do to the game. If that’s the kind of game you’re looking for, there are plenty of other places to play. This is not that game.

Regarding OOC communication systems, we already have OOC-Chat, BGBB, and Discord. We are not a chat service. We’re a roleplaying game, and the systems we have are there to encourage IC interaction, not OOC chatter that undermines interaction with the game world.

As for transparency and venting, staff are not allowed to vent TO PLAYERS about OTHER PLAYERS or staff decisions. It’s a matter of fairness and avoiding unnecessary drama. We’ve been clear about that. You wouldn't want me talking to players or former players about you, behind your back, nor would I think, any player or former player want that. That is unprofessional. Staff can vent to each other about their frustrations. That means they are venting to people who have the full context, and do not need it explained (which would be a violation of the rules in and of itself). And players absolutely can vent, just look at the BGBB. It’s full of players expressing their frustrations.

Transparency on IC conflicts is a non-starter. Revealing IC conflict details OOCly undermines authenticity and opens the door to metagaming. Regarding bans, we post the reasons after the fact without naming names to avoid poisoning the well against someone who may return to the game. This has been explained multiple times.

Aida: Completely agree with you regarding OOC collusion. It’s a poison that can erode player trust and fairness, which is exactly why we’re strict about it.

Ameliorative: I understand your point about investing in both code systems and staff training. We do, and we have been for literal decades. We've spent hundreds and hundreds of hours on the staffing/rules side of things. It's constantly being worked on. Our training is always under refinement. We have training videos. We have a staff wiki which Logic actively maintains, and other admin contribute to. We leave hundreds of notes a week. We have discussions about the rules, and how to reinforce them on a weekly if not daily basis. The staff meet on voice comms once a week in a weekly staff meeting to discuss what is going on with the game, discuss plots/builds, discuss issues cropping up and how to deal with them. We have 2 town halls a year which take a ton of planning. We have refined our rules over, and over, and over, and over, based on staff and player feedback, we investigate meta gaming allegations and other rules violations regularly, we enforce the rules via xhelp dozens of times a week as we see infractions, and much more.

Emily: Posting the count of votes would be misleading and potentially create unnecessary division. Once a vote is concluded, we’re all expected to align with the outcome, regardless of how we initially voted. The focus is on unity, not tallying who voted for or against something.

Cowbell: Staff burnout is real and it comes from a lot of directions: IRL stress, player issues, trolls, criticism, not taking enough breaks, and the constant need to defend decisions.

Cowbell, regarding bureaucracy, GMs already have a lot of independence. We don’t vote on plots. We vote on rule changes, bans, and staff decisions. That’s it. The rest is handled through ongoing communication, not micromanagement. It’s not bureaucracy; it’s coordination to ensure consistency and fairness.

I’m not saying people shouldn’t have opinions or offer feedback, but consider the tone and approach. There’s a constructive way to do it that doesn’t make staff feel like punching bags.

Let’s keep that in mind moving forward.

(Edited by Slither at 7:20 am on 5/12/2025)

As a player, I have no real complaints worthy of any discussion. I appreciate the effort people put into staffing and building in Sindome. We can't forget all of these people that do so have jobs, relationships, and families and can't expect them to be treating Sindome like a full-time job, which I think would be the most aggravating factor leading to burnout or crashing out. Reading Sindome Dissertations constantly makes me, and from what I've read many others, not even want to log in.

Also just to note, I dislike local OOC chat and chat room channels in mud games because anytime I've seen them used it is like people just log in to utilize them and chit chat as opposed to actually playing the game. Playing Sindome is more fun than endlessly discussing Sindome.

I don't have any complaints, one does not need to complain about things every single month, week and day, just because it dosn't go however you want it to go.

The staff does what they can, when they can.

In the end this is a game, A GAME. A unpaid, volunteered game.

And honestly the crew is getting smaller, maybe it's time to take a step back

and see this for what it is, instead of constantly trying to tell staff how they feel or what they do is not 'up to standard', honestly this post feels 'hey you aren't doing enough, do more.' maybe chill?

Sindome is amazing, has been amazing for the 4 years I've been here. From losing everything my char has ever had, multiple times. Do I agree with being sometimes unfair punished, no. But I still can play the game, still can roleplay, and build myself up again. Shit happens. I like local OOC and ingame OOC. I do not like outside collision of OOC. Because of the nature of the game.

Fair enough Slither, my bad for assuming how staff work behind the scenes. Like I said, I'm happy to hear that's the case and fully support that approach.

I also wanted to add that I don't think it's a good idea to generalize and present staff/player GM inactivity as proof of management issues. It's really impossible to know exactly what reasons each individual staff member or player might be feeling burnt out over without talking extensively to them.

I did my share of staff duty in Sindome so I can speak from personal experience.

Staffing in Sindome is hard. This is especially true the "higher" you go, where what might seem like more power is actually more responsibility. There is less time for this "engagement" and OOC-Chat circlejerk when you are running GM plots, reading @notes, writing @notes (out of which 80% are a "necessary evil" aka boilerplate and paperwork), responding to XHELPs (out of which 80% are complaining and bitching and unjustified lashing out at staff), just to name a few.

When I became a SGM I was starry-eyed for a bit but after a few months I could feel some things grinding at me and making me realize this is actually a labor of love.

Players are like little kids in a massive kindergarten, honestly. And players can be assholes too.

Anyone can apply to be support GM. Admin don't go around enlisting people. You either want to do it or you don't. I would love to staff again but honestly I prefer to play the game with the "curtains" still on. You can join staff and see how things work and see if you can make any changes, from constructive feedback and by doing your part, but it comes across as pretentious when you do backseat moderation and say "this is wrong" (without offering any practical constructive criticism) when you don't really understand the reason why things are the way they are.

This idea of "control", bureaucracy, etc., stems not from some power trip but from accumulated history. Admins and GMs have abused their powers in the past. Players have, too. People come and go, with their own standards and unspoken rules, and if you want any kind of long-term sustainability, you need structure. There is process. There is a lot of documentation and onboarding guides (just like your regular corporate job). There are guardrails and there is, honestly, a culture of "trust but verify", but it's only because of the history the game has.

I get that some policies feel clunky or excessive, but you can't just throw out the scaffolding because a few beams feel uncomfortable. The alternative is chaos, favoritism, and burnout. People don't realize how things would fall apart without the systems in place.

It's easy to idealize some mythical past where everything was looser and better and cooler, but it's a false nostalgia. A lot of those better times also had way more mess, drama, and unchecked abuse.

That doesn't mean the current system is perfect, actually far from it. But it is maintained, and that in itself is a massive effort. If people want more representation or fresher energy in staff, that's valid.

But the path forward isn't throwing stones from the sidelines. It's stepping up, offering tangible help, and learning how the sausage is made before you burn down the kitchen.

Also, all things said aside, the first major point I've garnered from this post, is that the staff leadership is not active (aka Johnny, whom you didn't mention but we know he's the bossmano), or at least demonstrably so, and therefore he should take a step to the side and let someone else run the game, since "younger energy" would revitalize things.

It sounds simple on paper. In practice it's not. And the point starts to lose weight when it's framed with terms like "bad policy" and "bad votes". You might not agree with who runs the game but they still hold the keys to the realm.

I have developed a mental technique for dealing with posts like this, and so I will share it with the community.

BgBB and PubSIC have very similar energies.

The similarity is that a very few, very vocal minority monopolize most of the bandwidth.

There are maybe a half dozen of us, a dozen at most, who post with any regular frequency here on BgBB.

There are maybe 10 to 15 people who are regularly visible on PubSIC.

There are certain personality types that need to share opinions. We need to speak out and feel seen / heard. When that need is taken to an extreme, we need to be in control. We need not only to be heard. We need to be agreed with. We need to be affirmed.

Before I go any deeper down that rabbit hole, take a quick glance at the @who count. Or glance at WHO in game.

Consider how many people there AREN'T active on PubSIC every day. Consider how many players aren't here on the BgBB shouting into the void.

What I have realized is that the majority of the player base is content. We are out here, playing the game. We are interacting with the people who we enjoy interacting with. We are participating the community as we want to. And, we are finding that it is rewarding. That the world we have been given to play in is amazing. It's amazing because we want it to be. And it is amazing because it's has grown, and matured, and shrunk, and transformed and morphed into what it currently is over 30 years.

This game has been around longer than some of the people playing it have been alive.

If this game isn't everything for everyone, well… welcome to life. There are parts of it that I want to change. *cough*MCGUFFINS*COUGH* There are portions of the player base that I'd probably jettison, all the while believing that I was making the game "stronger, better, faster, more efficient, blah blah blah."

While I want to wrap this up in a unifying way, I'm going to acknowledge that I'm in an exclusionary mindset.

Sindome is a game where adults come to play make believe in a dark, uncomfortable, imperfect future.

It is A GAME.

It is not, a social club to make OOC friendships in.

It is not, a utopian, democratic exercise in collaborative governance and game design.

It is not what any one player, or any small clique of players thinks that it should / could be.

It is a standing testament, proven by it's 30+ year history, to what a group of passionate volunteers can do in their free time.

Very few things will inevitably destroy something more thoroughly and completely than trying to be everything, for everybody.

I'll end with a few real world examples.

If you've owned a business or developed a product, you understand that you don't make "The thing that does everything for everyone all the time." You develop something that fulfills a purpose. Or maybe a couple of purposes.

If you're a human being in the world, you don't get along equally, with everyone, all the time, doing all the things. You maybe if you're lucky, find a solid partner for life and a couple of good friendships. Maybe you decide to bring another life, or a few lives into the world. You don't decide to repopulate the entire planet and run it as your family.

Growing up and growing into the world ultimately means making decisions. And one of the most important decisions is determining whether or not something is working for YOU. And being mature, being a grown adult is accepting that just because something does not work for YOU, does not mean that it is not working for a large number of other people.

So, I will wrap up near where I started. WHO , @who. The silent majority.

The game is fine. It's not perfect, but it's "good enough". I'm a bit biased. I think it's better than good enough. I think it's the best RP GAME (coded systems and administrative frameworks) I've ever played in since I started playing text based games in 1993.

Hek, agree with your post.

Older staff members do not need to "step aside" so that new staffers can run the game and make their own decisions. Every full staff member can propose changes to the game that are then voted on by the staff. There is no restriction on this other than being a full staff member. Consider that perhaps things are staying as they are, because the staff as a whole believe it is best this way. Also consider that we do change things, fairly often as situations and perspectives change.

The amount of behind the scenes maintenance and general 'running a game' overhead (paying bills, managing bank account, credit card, servers, AWS maintenance and upgrades, etc) that is done by Johnny and me without anyone on staff or on the player side needing to be distracted by it is high. It's also boring, unfun, and 100% required for the game to stay online.

Instead of lambasting the people who have dedicated decades to the game, just play the game for what it is, enjoy it, and be happy it continues to exist.

(Edited by Slither at 9:59 am on 5/12/2025)

I would just like to take a moment to counter that incredibly long unnecessary critique of a group of volunteers who spend hours every week to make a game happen for our enjoyment out of the goodness of their hearts and just say:

Staffers? You guys FUCKING RULE!

Thank you for everything you do. Thank you for continually updating a game this old and niche. Thank you for the puppets, the changes, the cool plots, the rule enforcement, for banning cheaters, thank you for all of it.

Thank you for vehicle combat! Thank you for armor updates! Thank you for chrome changes and expansions! Thank you for random ganger hour explosions and fun scenes! Thank you for your leadership Slither, and to all the other staffers for everything they do when they have time and energy to do it.

To the haters: stop complaining on boards and go get into some CRIMEZ! Any time spent crafting manifestos on the boards would be much better spent crafting molotovs and throwing them at your enemies in the GAME.

Thank you for taking time to respond, Slither. I tried to make my post constructive, but I should have realized how inflammatory the original post was and not just built onto it. I'm sorry.

I agree with what Hek and other said. I genuinely enjoy the game. Sindome is something we can't get anywhere else, and it wouldn't be possible without all of staff putting in so much work. So thank you, all of you.

Yep, I didn't mean to seem overly criticizing either, just adding my points on what some other people said. I know what game I'm in, I enjoy it. Few people will like EVERYTHING about something as vast as Sindome, and that's okay, if we can accept that it's trying to cater to a big group.

Thank you all for your hard work. This past month has had so many huge updates in the new features/bug fix thread I actually couldn't read all of it for the first time in a long while. ADHD. And I usually read all of it. It's incredible.

Can somebody explain to me who Macabre was and why I should care?

Also, apparently he's banned? How did players find out this information if it wasn't posted in the ban log? What did he do?

Why do so many people ignore the first two rules of Fight Club?

It literally was…
It's literally in the ban announcement thread.
Bruh it was posted with explaniation in the ban logs thats public to us. What are you on about?
He obviously missed it, which is totally fine. That means he is focused on playing the game and not worried about who the GMs are and such, I appreciate that :)
Yeah. I legitimately didn't see the post because I've been taking time off from the game and don't see every update. Also not on xooc so I'm blind to any sort of ooc community.

And yeah, I legitimately don't know who's on staff most of the time. The less I have to interact with the yellow text the more overall positive experience I have with Sindome.