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Clickbait title, I'll just go ahead and get that out of the way. I'll admit that I'm not the most experienced player in the game. But while I absolutely respect the time and effort the admin put into the game, I think they pbase could be doing a lot better at sticking with the themes of cyberpunk. A lot of discussions I've seen, people I've interacted with in the context of the game and on xooc, and just the general vibes of the game make me feel strongly that we're more of a social mush than a true, themely cyberpunk game.
The genre by its nature deals with various themes such as extreme wealth disparity, class struggle, corporate overreach, technological dominance, and the human cost to progress. These are meant to be the fundamental pillars of the genre we play in. But more and more, it feels less like those themes are appreciated in favor of "Who's banging who!?" or this week's variation of "That's so mean! Don't do that" when the latter is a thinly veiled ooc diatribe about someone actually doing something themely. The general player seems much more focused on their slice of life than anything else, often foregoing the grittier aspects of the setting, and even outright ignoring the horrors of the Mix.
What's frustrating, especially, is that when you try to engage in cyberpunk themes, there seems to be a pushback, as I said moments ago. There's resistance to acknowledging the harsh, dystopian realities that make this genre compelling, that make the genre what it is. Whether it's avoiding conflict altogether or just demonizing those who do engage through thinly veiled witch hunts, it appears that people are opting for an idealized, less confrontational version of the world instead of embracing cyberpunk.
I'm not saying there's not a place for your friendships in the game, that there isn't a time to leverage your social muscle to manipulate that thirsty as fuck solo into doing your dirty work. But that's the thing, you should be using your connections to DO things, not just do your connections. It would be great to see more plotting, more betrayal, rather than just "Hey me and my friends are hitting the bar/concert/gala do you want to come?!"
I just wanted to put this out there and see if anyone is feeling the way I do. I could just be an outlier throwing a fit, I'll admit that. I think it'd be great to have a conversation about how we can make theme more prevalent and not just talk about it in a Town Hall for 15 minutes and then dismiss it for six months.
By Eve at Feb 27, 2025, 9:18 AM
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BAKALAKA
123 posts
My view is: there is a lot of plotting and scheming going but definitely could be a lot more. And a lot of it is really far from being visible, which skews any player view.
But on the practical side - be the change you want to see. It's a grueling change to alter narrative of 100+ players, but doable, just appreciate that it will take a lot of work and time so… Pace accordingly to not burn out fast.
By Aida at Feb 27, 2025, 9:25 AM
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STREET SAM
406 posts
There's quite a lot of violence and plotting, some of which I'm aware of or been involved in, but most of which I only see hints at here and there, and I'm sure plenty more I never get to see until it's too late.
I also think people are already prone to kill each other over dumb shit like words just because they can, not sure we need more of it.
By Veleth at Feb 27, 2025, 9:29 AM
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ACE KOOL
624 posts
I tend to agree with Aida here, though I will say that the atmosphere has changed over the last five or so years. Things in general feel much softer than what they were when I started playing.
My advice is the same as Aida's. Put in the effort to change things the way you want to see them change. Look for people of similar mind to help you. Expect push-back. Expect difficulties and hangups on the way. Expect and accept consequences. It's not the easiest thing in the world, but it's been done before.
By RatchetEffect at Feb 27, 2025, 9:31 AM
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STREET SAM
402 posts
Sorry for double post, and not sure if wholly related so I'll keep it short. I'd be personally much more fond of the theme if people roleplayed it more instead of just 'attack' codedly and when you drop or vat, they're done. If there was more RP in the direct confrontations, violence and oppression, things would be a lot more interesting. But no one seems to trust that their fellow player won't just powergame through it.
By Veleth at Feb 27, 2025, 9:33 AM
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ACE KOOL
624 posts
@veleth: That's my personal change I am trying to sail across - escalation ladder in conflict. Not everything must be either 0 or extreme, with a bit of creativity conflict can take longer to play out, leaving more places for more people to get involved on either side, and generally bring out the fun to the wider audience, whether with direct involvement or by just hearing about it.
Killing is fast, easy, relatively safe and also… Very final. There are not many steps left for escalation after.
By Aida at Feb 27, 2025, 9:36 AM
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STREET SAM
406 posts
I come from HL2RP originally. There were PK hungry people there too, but there were also people who roleplayer violence, beatings and torture, and didn't just shoot you in the head without any character development. It may have been too because a single death was permanent, unless an appeal was made and approved. But that's something I dearly miss, the roleplayed conflict. People here usually game violence, since the violence is entirely coded, I suppose.
I used to purposely play to lose for the character development. I can't really do that in Sindome because I'll usually just get vatted and lose any RP I ever gained from the conflict.
By Veleth at Feb 27, 2025, 9:42 AM
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ACE KOOL
624 posts
My experience has been that only about a quarter of players are playing out of specific interest in the theme and genre and gameplay, three quarters (although it may be more now) play simply because it's what is available to them that ticks other boxes.
Also the word cyberpunk will translate to 'anime' as far as a lot of people are concerned, so you get a lot of players who want to play anime girls smashing their bits together with other players playing anime girls. It is what it is, as long as they fatten up and die often enough to feed the conflict scene then its maybe a net positive.
"Killing is fast, easy, relatively safe and also… Very final. There are not many steps left for escalation after."
Literally not one word of that statement is true.
By 0x1mm at Feb 27, 2025, 12:51 PM
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LEGEND
2,859 posts
0x1mm, honestly, with all the past posts I keep reading of you, I'll just ignore you from now on. You can take it any way you want, but the judgemental and all-knowing tone, I got no interest in, so please do not respond to me on here.
By Aida at Feb 27, 2025, 12:54 PM
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STREET SAM
406 posts
That was always allowed! I'm sure tons of players blank out my essays as cognitohazards. Still going to make them. Sorry!
Still what you're claiming is not true. Death couldn't be less of a finality in Sindome. Anyone getting permanently killed by means other than their own inclination are vanishingly rare.
And it's sort of a meme how many people will flock to the site of active combat and get themselves involved, it definitely feels fast inside of it when the combat shakes kick in but it's a fairly protracted process from the outside and can take minutes to resolve.
And if it was easy we wouldn't be having monthly and yearly pow-wows about how difficult it is. So yes I agree that I am often condescending and sharp tongued to players, and about players, but I don't think I'm wrong on this particular point.
By 0x1mm at Feb 27, 2025, 2:15 PM
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LEGEND
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By Eve at Feb 27, 2025, 2:44 PM
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BAKALAKA
123 posts
I wanna kinda agree, and disagree with the cyberpunk anime joke.
I can see and feel the anime influences with different people I play with, just like I can feel the movies people get inspiration from, and even a few books (I admit, Im not as well read in cyberpunk as I wish, but I love it in movies and shows)
But Anime is not just Hentai or Ecchi or wtf ever. Some of the most brutal scenes I've witnessed have been in anime, and I see that reflected in some of the players here, wanting to work up to that power fantasy.
I guess my first point here is, don't throw shade on other peoples influences. We are all born somewhere.
That being said. Yes, it can be tricky to do mean stuff, because we have around 100 active players. Most of us know eachother. Most of us have friends and they have friends. And killing your friends friend is how you lose your friend. And that does blow. Because without your friends, you can't do some of the coolest shit this game has to offer.
But there are ways to mitigate this. Disguise is one of the best things in this game, and I'll die on this hill. Also, I'de like to note that in the last quarter of a year (4 months) I've noticed a solid uptick of corp vs corp stuff going on, and this has caused an uptick in plotting, planning, and smaller groups forming around those jobs. And that's only the stuff I see as a player.
I think things are working a little bit away from the 'friendship simulator' OP discussed about, though this appearance is still very in place. But just under that. Just under that, I'm seeing friends sell out there friends to get ahead a little, I'm seeing people pushing their own plots, and I see people pushing conflict.
By SmokePotion at Feb 27, 2025, 3:17 PM
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BAKALAKA
144 posts
You shall henceforth be dubbed Spicy Eve.
I do agree with 0x1mm on this to some extent. Permanent death is fairly rare unless someone is seeking it. There are very easy steps anyone can take to avoid it. In terms of regular clone death, fights aren't always fast. And the scene doesn't end when combat is over.
My opinion here? What's seen as a dead end at death is sometimes due to lack of follow up RP on the killer's part, but more often to do with lack of initiative on the victim's part to create RP from it. Are you hunting your attacker down? Are you networking to find information? Why can't your death be a reason to target someone you don't like? You don't know they killed you, but who cares? Fuck that baka, your problem is about to become their problem.
Even when you don't know and can't find out who did something to you, you know you've been wronged. Make somebody pay for it. Make somebody recoup your losses even if it isn't the person that wronged you. That's one way to get RP out of your own death even when you can't find the culprit. Be ruthless. Be selfish. Be decisive.
Your enemies are doing it to you and getting away with it, so why are you standing by and letting it happen? Why aren't you taking steps to protect yourself or get at your own enemies to balance the scales?
By RatchetEffect at Feb 27, 2025, 3:24 PM
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STREET SAM
402 posts
Anime? Hentai? Eechi? Yeah, sure.

By Beepboop at Feb 27, 2025, 4:54 PM
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SOLO
321 posts
In my personal opinion I think that Sindome doesn't really do well when it comes to certain roles. If you have played the variety of cyberpunk games or consumed the multitude of cyberpunk literature you could see that a lot of the roles you can be aren't exactly what you would expect from them, and you tend to find this out after you've already jumped into them. It's hard to call someone whom merely peddles wares to be a fixer, a combatant who only works for their friends to be a solo, and so fourth. I would say something about deckers but I don't know exactly what they do in Sindome if anything. I think that if those roles were more aligned with the overarching theme that is Cyberpunk than you would see more of what you want to see.
By Mindhunter at Feb 27, 2025, 4:56 PM
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CHUMMER
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I think killing is easy, but not in the way that it's mechanically easy. I think killing is an easy option to choose from a roleplay standpoint. There's much more you can do to a person from a story perspective. Killing has its place, but so do other possibilities.
Friendship simulator is broad. Friends are fine. I think there should be scales of friends. Not everyone's your ace. Not everyone's your significant other. There's tiers. I think not being willing to take jobs against any of your friends is a problem. I think running to help any of your friends for free no matter the odds, the conflict, etc is a problem.
I think everyone would have more fun as a whole if we all bought into the awful world around our PCs. There's a lot of joking IC. In person, but on SIC especially. A lot of waving away the grittiness, the awfulness of the world. The streets. The oppressive feel of the corporations. The danger of Red. A lot of not taking what's going on seriously. Treating stuff as a joke has its moments.
But if the majority of a response is turning something into a joke or always responding with jokes, those responses start to lose the novelty. And it turns from a few responses here and there to the default response. Teaching new players and characters that's the themely way to respond. I don't think it is. I know some others feel the same, that it isn't.
I'd like to think most of us are here to tell stories. Sometimes our PCs have a big part in the story. Some times our PCs have a small one. Sometimes they're the winners, sometimes they're the losers. But if our response to every part of a story, every thread, every act, is the exact same regardless of what's involved, it diminishes the response. Because at that point it isn't responding as real people, it's sorta responding as a caricature.
I'd ask everyone to do their best in responding to stories, events, other people, danger or good times as part of an interactive novel being written together and the characters as real and with depth. A collaboration. Rather than responding with the knowledge that this is a game, you the player know what's codedly possible, you know how the limitations. And I'd like to give a personal example.
One of favorite things to do for several years was that if like there was a threat to the city was to send WCS off to check the sewers or some of the supplies outside of Withmore. Look for dangers to the infrastructure, tampering with equipment, blockages, etc. Threats that I knew codedly was unlikely to have been done by staff. And that they probably wouldn't find anything from a mechanical perspective. But it made a reason to pay people, a reason for people to feel tension. I'd like to think it added to the story that oh, this is really happening, oh there might really be danger going on. And it helped bring others together to RP and like they were helping in some way with/against a serious situation.
And I'd like to think that mindset also applies to not running to help all your friends for any reason for free just because we all know the game doesn't really have ninety-five million people. Or that yeah, a group of people could maybe overtake one solo. And that the solo can't headshot you no matter their skill and kill you or your friend in one action. The same applies for joking about everything, treating everything like it's minimal or a joke. Treating death and threats like a joke all the time.
And all of us, including us in this thread, should always look and ask ourselves: Are we doing as much as we think? Or are we part of the same problem we blame others for? How can we ourselves grow?
By crashdown at Feb 27, 2025, 6:31 PM
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ACE KOOL
603 posts
I think it's fine helping your friends for free if that's what your character would do. I think it's fine playing a jaded solo who doesn't, either. People should do what their characters would, and I wouldn't want to police further than that.
By Veleth at Feb 27, 2025, 6:37 PM
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ACE KOOL
624 posts
As always that's well said and a fair shout. I myself don't do as much as I could be and struggle not to just flip between full hostility and full tongue-in-cheek, I know I don't have the strength for themely in-between states that Crashdown and ReeferMadness do.
I agree with the ideal of setting examples to follow even if I don't do a great job of it.
By 0x1mm at Feb 27, 2025, 6:37 PM
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LEGEND
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I think the frustration with constant comedy makes sense, but I also think that just because people are cracking jokes on SIC doesn't necessarily mean they're no-selling what is going on. Humor is a popular coping mechanism and the go-to for many people, even in real life with real life dystopia and real life events, especially on a semi-anonymous social network, is to joke about it.
If that's how they act in-person when faced with these issues directly, then I'd argue that it is quite unthemely, yes.
By batko at Feb 27, 2025, 6:42 PM
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LEGEND
796 posts
So I'm going to explain from my perspective why always having an excuse or a reason to protect your PC's friends, no matter how close, for free is a bad idea.
So say you have your friend Mike Bibby. He's not a close friend. He's just a guy you maybe sic with a few times a week or maybe every day. But he's not someone who's your ace cool. Even though he was a great passer in the NBA for a long time and now is a great advocate for why people roided out look insane.
Mike talks some shit or gets himself targeted. Someone hires a solo to come after him. Mike knows he's stepped in some stuff he shouldn't and he's probably going to get his ass beat at best. But you let Mike know you've got his back. And for free. And maybe Mike has a lot more friends like that.
Except now Mike has no reason to pay the lowbie or midbie bodyguards/solos to watch his back. Mike has no reason to buy data on the one who's coming for him. Mike shrugs it off and doesn't pay a solo to strike first at the guy who's hired someone to come after him.
And when lowbie, midbie solos and bodyguards, bouncers, etc don't get interaction, don't get jobs, they sort of fade out from those jobs. And that impacts the growth of the game, because then less people go into those roles, less of them survive the early stages, and we stagnation at the end game of what type of combat characters exist and what ones will take jobs and what kind of jobs they'll take. So the pool shrinks.
And batko to your point, humor is a coping mechanism, that's true. But if it's constantly being done and it keeps growing, then that's what new PCs, new players see and think the game is about and it starts to spiral into whatever we have right now.
By crashdown at Feb 27, 2025, 6:45 PM
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ACE KOOL
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Heck, it's a personal coping mechanism for myself and people I know with just day to day misery. To me the humor feels natural. Doesn't always reflect the inside.
By Veleth at Feb 27, 2025, 6:45 PM
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ACE KOOL
624 posts
Maybe you don't have to help Mike, but people are likely gonna help their very best friend(s) or partner(s). It's even part of the theme. Fighting back when you can't fight is having people on your side. It's even in the survival guide.
By Veleth at Feb 27, 2025, 6:47 PM
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ACE KOOL
624 posts
And despite my differing perspective on the use of humor, I wholeheartedly agree with the rest of your post of course. Deciding to stay out of something or restrain your involvement or at the very least sending a lowbie to involve themselves on your behalf is one of the most important facets of cooperative competition.
By batko at Feb 27, 2025, 6:48 PM
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LEGEND
796 posts
I'd like to piggyback on Crashdown's most recent post and say that this applies to coworkers too.
With the exception of a few job roles where protecting your fellow employees is expected, which I feel the need to clarify should only apply while on-premises at least in Red sector, you also should not be running to the aid of your coworkers just because they're coworkers.
If they bring consequences down on themselves through repeated acts of fucking around, and aren't paying you to protect them, don't.
By Nymphali at Feb 27, 2025, 6:52 PM
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BATA
274 posts
I've discussed some ideas over xooc but not on BGBB, but I'll write them down as well. I personally don't really care about people being friends or socializing. This is ultimately a game and for the most part a form of escape for people involved. We play the game with people we like, that's just human, and I understand that kind of bond also translates ICly most of the time where it solidifies.
The biggest problem I see about that, however, is that the amount of entanglement. As crashdown said, you can kind of treat the game like a collaborative story/novel. I think it's a problem when those friendships start affecting conflict as well as your character development.
One aspect of this is through what people complain as 'white knighting'. Rushing to help your friends for nothing in exchange, running to their help just because they're your friend. It's important to keep in mind that while playing Sindome, you and other characters will likely be subject to some losses alongside the wins. Sometimes those losses are necessary just like in a novel to keep the excitement going.
This is my opinion of course, but that loss means excitement and sub-plots. By involving yourself in conflict that isn't yours, a consequence that might've befallen another player just because you like them/date them whatever kills a lot of the story. I think it's absolutely acceptable if you gain something from it - and I don't think 'well they'll hate me and I'll lose that contact if I didn't help them' is a valid reason nor an expectation that people should have. It really takes away the gritty feeling if all friendships come with the expectation that those friends will be there to help you through anything just because you're friends. Withmore is a city of transactions, it's part of cyberpunk.
The second main issue is that not everyone has to be involved in every story of everyone else. Throughout my playtime, I have seen so, so many unique character concepts, amazing ones, get stuck in a friendship circle and become a side-character of sorts. And I've seen these same characters complain that they don't get to do the things they want, the plots they want, because their friends don't approve of it or won't help them, and ultimately they're not willing to pursue those plots because their friends might turn against them. A lot of players end up being forced to take a step back and become a 'supporting' character of their friend group where they're never really allowed to shine and have the spotlight or a story of their own because of it.
My advice would be that if you're one of those players who wants to do cool shit, or can't play out your character concept because you're constantly being 'regulated' by your IC friends' opinion, then stop caring about it. Plot anyway. Is it riskier? Yes, absolutely, but if you don't, otherwise this collaborative story experience is going to be focused on groups rather than individual characters, their stories, and their successes/losses. Maybe I'll be a little harsh here, but don't be a follower. You may have differing opinions, understandings of theme, and at the end of the day YOU get to choose what your character does, not the people around you. All they can do is give advice, and if they're holding you back, maybe it's time to reconsider if they really are your friends.
I'd also like to reiterate the not everyone has to be involved in every story of everyone else for characters who have reached max UE and are considered 'powerful' characters in general. It can have a lot of lowbies and midbies discouraged from ever plotting on their own or doing things if they have to fear a powerful character getting involved and not only destroying their plot but also them just because of personal feelings or attachments to a character. And that in turn forces those lowbies/midbies to side up with another max UE character. That's themely certainly, but again, it's important to let these players build stories of their own. It's okay to be a supporting character in a veteran player's schemes. But they also must have the opportunity to be able to be involved in plots/feuds/conflict without a veteran character's involvement. It's a matter of balance.
By Cowbell at Feb 27, 2025, 6:53 PM
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BATA
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I will say, there is nothing more exciting than being a non-combat character and negotiating with a solo to come save your butt while you are being dragged down the street and it actually happening.
By Mindhunter at Feb 27, 2025, 6:55 PM
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CHUMMER
171 posts
In terms of humor, gallows humor is possibly the best kind there is.
In terms of 'friend simulator'… If you think everyone is your friend, then you're a patsy.
What you -want- are contacts. People you can rely on in specific circumstances. Maybe you did them a favor in the past and you can count on them to repay you now. Maybe they owe you money and they want to settle that debt. Maybe you -are- going out on a limb for someone... Because you are making an investment that when the chips are down, they will do the same.
What some people see as 'friendship and hee hee fun times' is often closer to a business transaction. Not everything is handled with money. Sometimes it's handled in favors. Respect. Expectations. Money lubes things along, but some people operate on a cannot-be-bought basis. Loyalty is something that has to be earned, you can't just sit and bar-rp with someone to make them a genuine friend. You need to have conversations. Understand them. Get into their skin. Get in trouble for them, or with them.
If you want a /real/ 'friend', you better be prepared to die for that person, and don't expect it to go both ways. Sometimes you're not as important to someone as they are to you. That's life.
By AdamBlue9000 at Feb 27, 2025, 6:57 PM
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BAKALAKA
95 posts
I have never seen people say they don't do what they want because of peer pressure, but it is likely I didn't notice since my characters usually have just one or three really good friends. I think it's totally fine to have ace kools you'd do anything for because if there is literally not a single person to trust, then people aren't gonna want to socialize with anyone ever.
I personally hate the term white knighting because of experience where it was used against my friends online, but I will say neutrally that 'white knighting' is not when your friend stands up for you. It's when a random person does because of something like gender, etc. People complaining about white knighting when someone is saving someone who they truly care about, is really just complaining that they lost. Sorry, but, deal with it.
By Veleth at Feb 27, 2025, 6:59 PM
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ACE KOOL
624 posts
@Veleth I assure you no one is complaining about someone's ace kool or romantic partner coming to save them. The issue extends well beyond that.
By Nymphali at Feb 27, 2025, 7:01 PM
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No, trust me, some people have openly complained about it. Seen it both here, on XOOC and IC. It's very bleedy.
By Veleth at Feb 27, 2025, 7:03 PM
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I have seen a few cases where people got mad at cruelty randomly though so if that's all that's being referred to, then fair enough. Though as with anything, I think it's important to remember we don't know the full story, and shouldn't police how people roleplay. Some are gonna roleplay idealists. That may or may not work out for them, but it's their characters.
By Veleth at Feb 27, 2025, 7:06 PM
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ACE KOOL
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I'm going to take the advice that sometimes treating things seriously (the things that effect others anyway) can be the correct way to validate and support roleplay and players' enjoyment, in retrospect I think I may be leaning too much into trying to 'take the edge off' to make people feel better about conflicts and have maybe been accomplishing the opposite.
As far as setting boundaries where not everyone someone might be friendly with is someone they're going to put their life on the line for, while it's sometimes a little awkward to be like 'yeah that's your problem, I am not getting the middle chum!' with characters I like, I have found players are actually pretty good about picking up on the subtext that not every conflict needs to be a mass conflict if I leave those hints.
Players will come to the defense of their ace kool, sure, but they also have a habit of dying on a hill for people they've known for three days or immies who are fresh in the game, or an alias they just happened to think was funny. Players will find reasons to get involved just for something to do, and really should ask themselves more, do I really need to be putting myself in the middle of this? Is it telling a story or stopping a story from happening?
Sometimes you can like someone and still expect them to solve their own problems.
By 0x1mm at Feb 27, 2025, 7:09 PM
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LEGEND
2,859 posts
I have seen a bit that people can gang up on one immy for a more popular immy's sake but I never thought about it 'cause who am I to say how close they are. It has deterred me from fighting people before though, and otherwise getting involved because people much more powerful than me were like 'leave them alone' though they'd only been around a couple weeks.
The joke thing.. I am actually considering too. With some plans I got I am likely not engaging with that in the long run anymore anyway, hopefully that will have a tiny positive impact.
By Veleth at Feb 27, 2025, 7:12 PM
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ACE KOOL
624 posts
I say to one of Veleth's earlier points, there's this thing in tabletop gaming that comes up now and then regarding what a character would and wouldn't do. Sometimes the "my character wouldn't do that" argument derails an entire story or forces a group to split up (which the illustrious 'they' says you should never do at tabletop) and make things difficult for the GM etc. etc. blah blah blah.
The point of the discussion is that there are plenty of reasons a character might say no to something, but you only need to make up one reason why they -would- do something. For the sake of the story (RP in this case) it's sometimes better to figure out a reason why your character would do something that's uncharacteristic of their normal behavior.
My characters across all sorts of games (mostly tabletop) go through this tons of times if they live long enough. Something happens and it twists something inside and they compromise some ideal or rule. Just this one time. But then something happens and they do it again. And again. And before you know it, it's a new behavior.
Withmore is full of hardship and terrible things. I don't imagine it'd be hard for most to come up with reasons or end up facing things that make them act out of their norms. It's really on us to say, yea, Joe Baka would do this because this. We are the puppet masters after all. The city has a way of changing people if you let it sink into you.
Closing out with an addition to Crashdown's point about not helping friends for free, I have a few simple questions.
Does your friend care about you? Does your friend want to see you thrive? If the answer to these questions is yes, then the next question, "Then they should be paying you right?", seems like a no-brainer to me. Show your friends you care. Pay them. If they don't, are they really your friend?
By RatchetEffect at Feb 27, 2025, 7:59 PM
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STREET SAM
402 posts
I don't know what I was thinking saying 'powwow' there sorry, that was not appropriate! Discussions and debates and town hall topics is what I meant.
By 0x1mm at Feb 27, 2025, 8:25 PM
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Erly in this game my PC fell into circle of some powerful people, and when it got undeserved punch down, they did help that PC recover from it. The PC may have been out for blood for revenge, but they kept it very firm and clear that they will not be acting past that, they helped as it was a bit odd how that PC caught a beating, but this is your battle if you want to retaliate.
In similar way then when the PC started a mess and was in trouble for it, they got almost instant and direct message from those powerful people of "This is a mess you started, so to be clear, we are staying out of it".
Those were greatly formative experiences on how to be a friend without stifling someone else's conflict along the way. They were there for my PC, they would act if my PC hired them as a Solo, but besides that they were very clearly and openly out of it. Some could argue that "but my character is better friend than that" and while that may be true, this is a game, not real life, and "my character" excuse to stifle rp is just… Not good for the game.
It's your character, you created it, you control it, and you can change it in a way that's more fun and engaging for everyone.
By Aida at Feb 27, 2025, 10:14 PM
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STREET SAM
406 posts
I wanted to touch on the "gallows humor". It's so cringe to have almost every serious event unfold on SIC only to be met with Marvel Humor. Um, that just happened! *Pun here*. Not everyone has to be the funniest person in the room. It is incredibly immersion shattering to hear, for example, a terrorist blowing up a school bus, turning into: "Talk about bombing a class."
By Eve at Feb 27, 2025, 10:20 PM
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BAKALAKA
123 posts
That's not gallows humor, that's just being a fucking dick.
Gallows humor is humor at the expense of yourself and the inevitability of your doom, not cracking what are essentially constant 9/11 jokes on 9/12.
By AdamBlue9000 at Feb 27, 2025, 10:22 PM
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BAKALAKA
95 posts
Big quotes on the gallows humor was intentional.
By Eve at Feb 27, 2025, 10:24 PM
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BAKALAKA
123 posts
This is honestly all pretty interesting and good feedback to me because for a long time a common complaint was that many players found the darkness of the theme too oppressive and leaning too far into what players sometimes called a misery simulator.
Which is not to say it's a binary choice between tragedy or comedy, but taking a more serious stance has been something I've personally wanted to do but felt there wasn't a lot of appetite for at large.
By 0x1mm at Feb 27, 2025, 10:44 PM
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LEGEND
2,859 posts
I've operated on: If staff are siccing jokes and goofs, go for it. If they're doing some serious shit? Maybe fall in line with that.
I don't want to be a total bitch and tell everyone that they can't crack jokes, but it snowballs so quickly.
And to touch back on the staff siccing jokes? You might notice that it doesn't go on for ages.
But overall, yeah, this thread felt productive for me at least.
By Eve at Feb 27, 2025, 10:48 PM
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BAKALAKA
123 posts
By 0x1mm at Feb 27, 2025, 10:59 PM
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LEGEND
2,859 posts
I think there is something to be said here about how every generation of players looks back and feels the game was less fluffy when they first started. I'm not sure that is actually true. I could be off base, but I think when you first start playing the game, everything seems dangerous. As you learn the game, and how to navigate some of those dangers, it becomes less overtly dangerous. You start to understand the ebbs and flows, you recognize when someone is or isn't taking risks better, because you have more insight. Your tolerance for risk goes up, along with the bar for what you consider risk, betrayal, etc. It takes more to get your heart rate up than it did in the past.
I remember when I first started playing, probably a month or two in, and a character in stealth that I had no idea was there stepped out of the shadows on Fuller Street and gave me (and my character) a heart attack. I had never seen that before! I had no idea that someone could be standing nearby and I wouldn't even know it. Fast forward 6 months and my character is on the run from the Judges, ducking from deadzone to deadzone, changing aliases every couple of minutes out of paranoia, having ditched his gridphone with a ganger to try to throw the jakes off his scent. Two very different situations, but my reaction to each (as a player) was roughly the same, because of my relative experience level with the game at the time each took place.
I base my supposition here on my own experiences, in game, and on the BGBB over the past couple decades. In 2003, people were saying the current playerbase was 'too fluffy bunny' compared to how the game 'used to be'. It's been a consistent theme throughout the years. I don't think the game has been on a slope towards fluffitude for the past 25 years. There have been ebbs and flows of it, for sure, but I believe there is something more going on here than simply 'we are fluffier today than we were yesterday' ad infinitum.
I encourage folx to consider their experiences in the context with which, and at the time of which, they had them.
(Edited by Slither at 7:36 am on 2/28/2025)
By Slither at Feb 28, 2025, 7:33 AM
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JUSTICE
5,159 posts
I think Slither is definitely on to something, though I have only been here since 2017 on and off.
I also wanna say that, 0x1mm, if people are saying the game is too miserable, why are they playing a dystopic theme? It's meant to be dark. I find it way more immersion breaking when people punch down on my character(s) for being negative all the time. That should be more normal. Not saying everyone has to do it, but it shouldn't be seen as weird.
And the whole argument around not doing things because your character wouldn't, yeah of course your character can change, and can reprioritize. I always take that stuff into regards when I do something, would my character maybe bend this rule, et cetera? But a recent character I played was extremely loyal, not jumping in for someone they held dear was wholly out of character.
By Veleth at Feb 28, 2025, 7:40 AM
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ACE KOOL
624 posts
I wouldn't be surprised if the game has had a steady decline and distancing from the initial theme. The game probably jumped the shark a long time ago culture wise. It only takes a few cases of flanderization to set precedents for more and more inane behavior to be the norm. And as the game loses its 'edge', so too does it lose what makes it unique. The vast amounts of sunny characters is crazy, but that's just another symptom of the friendship sim system, imo.
By Eve at Feb 28, 2025, 8:02 AM
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BAKALAKA
123 posts
I disagree with you Eve and agree with Slither.
The more you play the more you see the 'fluffiness' but the fact is it's always been there.
And there are still people who will mess you up, and not be 'fluffy'.
Ebb and flow, sometimes things happen, sometimes it does not.
If one just sits online all day every day, then of course you will notice that people aren't out and warstomping each other every morning and night.
It's a balance. I haven't notice that much of a change and I've been playing for 4 years.
By Ociex at Feb 28, 2025, 8:05 AM
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CHUMMER
151 posts
I think a couple other things to keep in mind is that the culture will naturally shift in some ways anyway, not only because it's just what happens with people in general, but also as new related media comes out and introduces different ideas/and approaches.
On top of that, the approach of non-combat characters will often be vastly different. Just because they can't go out and contribute to the brutality of things, it doesn't mean they're necessarily "fluffy" either. There's a lot of scheming and plotting involved to try and manipulate things to your advantage that can go on on the back end.
By Aera at Feb 28, 2025, 8:10 AM
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SPLATJOB
38 posts
I 100% agree with with slither here. This has been my my stance on it. We learn to navigate things.
But lets not forget nostalgia. The villains when we were new seem MUCH more scary then the villains when we've been playing for a while. I remember playing with Queen Lyla when she was a pledge. I remember when Black Mamba qualified for the UMC. Those are names that still ring to this day. But that doesn't mean we don't have our own evil bastards being evil in their own ways. And the next generation of players will, very likely, have a whole new set of villains then I did, when i started playing again a year ago. Things change, but the grit's still there.
By SmokePotion at Feb 28, 2025, 8:13 AM
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BAKALAKA
144 posts
Not to mention some 'sunny' characters are crazy and fucked up in the head, they'd sing a song to you while methodically breaking your fingers, one by one.
Just because they're nice, that doesn't always mean they're nice.
By Beepboop at Feb 28, 2025, 8:26 AM
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SOLO
321 posts
The only times I go uuugh is when everyone goes 'love my job, love my dog', including all the 'gritty mixers'. But in general feels like the game changes as characters cycle. There will be waves of sunshine, and waves of murder.
By Veleth at Feb 28, 2025, 8:36 AM
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ACE KOOL
624 posts
I don't necessarily disagree with the idea that there has not been a constantly clear trend towards a softening of the theme overall, the plots I know of that were happening more towards the beginning of the game's lifespan wouldn't be out of place now.
However I do know the shorter term shift is not entirely a matter of nostalgia because I keep complete logs of my entire game history and go through them with some regularity, but what I've noticed doing that with the context of this discussion is that a good bit of the shift now has been away from staff proxies being the sharpest edge in the game world, deliberately so as far as I'm aware because there was an effort to make NPCs and puppets not quite as hostile so that players wouldn't be afraid of staff.
Which I think is good, because that ends up being dysfunctional in practice even if it's thematic in concept, you don't want players afraid to make puppet-requests, but when there was an Azelle there was less individual responsibility on each player character to be an instrument of the hard edges of the theme and genre, players could ameliorate the experience for one another, and after reading this discussion I see a lot responsibility among players to take up the banner of being that sharp edge which is a good realization for myself in at least and I'm glad this topic came up.
By 0x1mm at Feb 28, 2025, 1:07 PM
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LEGEND
2,859 posts
Put more succinctly, it's made me realize that trying to be half a villain is just a cop out.
By 0x1mm at Feb 28, 2025, 1:10 PM
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LEGEND
2,859 posts
I tend to give people the benefit of the doubt with this kind of thing, because you never know what kind of clandestine bullshit someone's getting up to behind the scenes. With that said, though, I do agree that IC attitudes have gotten a little "softer", with more characters that seem to exist solely to hang out.
I don't think that's necessarily a problem, but surely there are more… cyberpunk ways to hang out with your batas?
By Baguette at Feb 28, 2025, 1:10 PM
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SOLO
355 posts
I skimmed some posts, so I'll apologize in advance if I misinterpreted some points.
I'm going to touch on some of the things mentioned with responses built around my own experiences in the game, rather than trying to be objective. I'm also going to paraphrase, out of laziness.
Obviously, as stated, these are my experiences and opinions. And yes, I'm very opinionated.
Violence often only happens with coded combat, and people are unwilling to flesh out these interactions more.
Here's the thing… A lot of players, from solos to non-combative schemers want to have these sorts of interactions. The problem is, that as mentioned above, when anything outside of "Drinks at Carnal's!" occurs, people swarm to the scene to get involved, and getting out with the target intact can become very complicated if you don't have the appropriate resources. This is especially true on upper sectors, where the grid is smaller, reaction times are reduced, and some players are literally just sitting around waiting for something to happen so they can get involved.
Everyone just seems to be seeking the next punch line, and is more focused on socializing through humor than sticking to theme.
I actually noticed a while back that PCs who didn't actively subscribe and engage in bouts of humor tended to get isolated in a very odd way. They could be respected, maybe even feared, but nobody seemed to want to involve themselves too heavily. This ultimately led to those characters struggling to get basic business plans or plots off the ground, amidst comments of them being "egotistical", "a caricature of a villain", etc. PCs that routinely project humor get praise, not only from the player community, but through GM puppeted SIC messaging.
There has been exactly one instance in my memory that I can recall a GM making a pubsic comment through a puppet about how everyone just seemed to be seeking the next joke. So if both players and GMs are encouraging that behavior and actively creating obstacles for those who attempt to form a darker, grittier, less sociable character… why is it any surprise that everyone jumps on that bandwagon?
There's not enough conflict. Everyone seems to just be friends, and are just protecting each other. Kill people more, it's themely!
Going to respond to this in two parts…
First, in regards to newer PCs being protected. Frankly, some of you are far too heavy handed with minor slights, and end up killing fresh PCs over and over before they even get their hooks into Withmore. Some have even been permed. Staff aren't the only ones capable of nudging players back into acceptable boundaries of gameplay, and sometimes they're simply not available. From my perspective, it is perfectly acceptable for a more established PC to insert themself into a situation that appears to be getting out of control, and temper it to a more moderate level for the players involved. This is especially true if they had a prior interaction and took an interest in establishing a relationship, or putting that character in their debt early on.
Second, I'm just going to echo the observation that there's a lot more going on behind the scenes than is obvious. I'll also point out that we need a healthy balance of "reliable chums" and backstabbers. A few years ago there was a hell of a lot of the latter, and the result was a perception that any larger or complex plot would never get off the ground, because the moment your plans were shared with another individual, they would sell it to your enemies for five cents on the dollar. I personally think a number of players grew exhausted with the dynamic, and then the pendulum swung the other way, resulting in huge friend groups that never fucked each other over, and ended up creating a barrier to conflict through numbers.
People just seem to want to hang out
So, for one thing, the entire MU* player community not only seems to be heavily socially oriented, but there is a huge drive for sexual content/interaction, from my experience. I need to make time to go and respond to the "no-selling" thread, considering it was my topic proposed for the town, but I'll touch on it a bit briefly. Some PCs make it abundantly obvious when you are interacting with them outside of their preferred playstyle. You will get eyerolls, yawns, and generally just a dismissive attitude toward an interaction they don't approve of, even when the circumstances should be tense. It's going to happen. No amount of policing is ever going to push players into a playstyle they don't want to participate in. I choose to view it as a boon to have more pieces moving on the board, pulling more chyen into the economy, or influencing your interactions with PCs more willing to reciprocate in subtle ways. Not every PC needs to be a pin on your board.
By Quotient at Feb 28, 2025, 4:22 PM
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STREET SAM
454 posts
Shit, dude, I hardly think the game is fluffy bunny. Cyberpunk is like that. Sometimes it's really funny. Sometimes it breaks your heart. Sometimes it's pounding in-your-face-action. Sometimes it's good times with the homies. Sometimes it's the most insane, vicious, horrible betrayal.
Sometimes it's…
https://www.youtube.com/watch?v=dZlK_ThjMk4
Other times it's…
https://www.youtube.com/watch?v=haX798TJxYg
And finally, sometimes it's…
https://www.youtube.com/watch?v=BXiVJSVQb9w
By AdamBlue9000 at Mar 1, 2025, 12:53 AM
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BAKALAKA
95 posts
The opinion that SIC sometimes feel like summer camp is not new. https://www.sindome.org/bgbb/open-discussion/theme/why-does-withmore-feel-like-summer-camp–122/
It does get a bit tiresome when people spam memes like "boat", "rat", "mayne", etc and what's worse is when those memes bleed into OOC-Chat (or perhaps they bleed from OOC into SIC, even worse) and are constantly looking for the next punchline.
My experience aligns with Quotient: if you don't do this, you're an outlier. But perhaps that's better if you really want to be a cyber PUNK.
By villa at Mar 1, 2025, 9:32 AM
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GATO
595 posts
Spoiler alert and meta analysis
Sindome IS a friendship similar. The very core of the game is a group of "friends" coming together who want to "play a 24/7 cyberpunk game". Similar to how a group of "friends" comes together to play a table top game.
Let that sink in for a second.
Seriously.
Internalize that.
Ready to move on now?
While there might be "100 active players" in the game, my experience over the last 5 years is that there are only ~25-35 "active" at any given time. Then there are a dozen-ish characters who never seem to log out, so who knows if they're actually active or not.
Do some basic math. 40 players. 3 gangs. X number of non-gang orgs in the Mix. 3 corporations. TERRA. WJF.
40 / 8 = ~5 players per "faction". That's ignoring the fact that there are independents who aren't part of factions.
In other words, IT'S A SMALL WORLD. I don't mean that in the munchkin sense of the phrase. I mean it is a seriously small group of people to interact with.
There isn't much room for intra-faction conflict and betrayal. You don't drek where you eat and all that. Sure, you can sell out one group of ~3-5 people and go to another group. But, you can only do that so many times.
Take a second to internalize all of that as well.
….
Now add in the fact that most new characters are practically Worthless from a stats and skills perspective. (Yeah, yeah... social RP. Blah blah. I get it. That's not what I'm talking about here.)
The ONLY thing new characters can do is ...
wait for it...
MAKE
FRIENDS
Then do things with / for those "friends".
Left unsaid here, but needing honorable mention is the general tendencies of online text gamers to be some variety of neuro-spicy. And being thus, challenged with social interactions in general. (I fall into this bucket. I'm on the spectrum. ADHD. Anxious. Yadda, yadda. So on, and so forth.)
Is it any surprise that "we" latch onto the "friends" that our characters make here? And, shy away from ruining those friendships?
By Hek at Mar 3, 2025, 1:27 PM
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LEGEND
1,167 posts
I want to speak to a point that @Quotient brought up
So, for one thing, the entire MU* player community not only seems to be heavily socially oriented, but there is a huge drive for sexual content/interaction, from my experience. I need to make time to go and respond to the "no-selling" thread, considering it was my topic proposed for the town, but I'll touch on it a bit briefly. Some PCs make it abundantly obvious when you are interacting with them outside of their preferred playstyle. You will get eyerolls, yawns, and generally just a dismissive attitude toward an interaction they don't approve of, even when the circumstances should be tense. It's going to happen. No amount of policing is ever going to push players into a playstyle they don't want to participate in.
I hesitate to write this, because I do not want to speak for staff. I also do want to generalize.
That said, my recent experiences are guiding me to believe that there is a strong appetite among some members of the community to support and enable to characters who make a point of upsetting the apple cart, taking a steaming dump in people's bowls of social Cherrios, or otherwise playing up the punk, gritty, in your face "reality" of the theme and game world that SOME players seem to go out of their ways to avoid.
ProTip : Use @notes. Use 'think'. You never know who is reading what you write.
By Hek at Mar 3, 2025, 1:32 PM
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LEGEND
1,167 posts
Also do NOT want to generalize…
By Hek at Mar 3, 2025, 1:32 PM
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LEGEND
1,167 posts
Johnny compared SIC to Twitter once and I think while that was mostly accurate, it is even more chaotic than that. It's a social network where sending your next message is literally as easy as a having a thought. That it's some mix of serious, cheesy, ridiculous and comedic is totally realistic. All of the 'memes' Villa pointed out all came about naturally IC and I think that's great. Even pointing out how blatantly unserious SIC can be ICly in of itself can be entertaining.
The main point of this thread though? I think that last year a much stronger case could've been made that the game was being "fluffy bunny" especially when staff was much more absent. It was a lot more obvious which characters were doing the heavy lifting generating chaos and conflict. Now when something happens I'm really not sure who did what even OOCly because there's so much more going on.
By Necronex666 at Mar 3, 2025, 1:46 PM
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STREET SAM
476 posts
I always say SIC is like IC shitposting. And it kinda is. But it also makes sense. People are more daring when their face is hidden. Once, someone said something about a character of mine IC, that they're 'sure (name) is more pleasant in person' or something like that. The whole screen phenomenon, that you're different online than you are in person, also often applies to SIC.
By Veleth at Mar 3, 2025, 3:15 PM
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ACE KOOL
624 posts
The discussion of SIC is getting a bit off topic. Recommend creating a different thread, perhaps in Game Problems & Complaints (or theme could make sense) if you want to discuss SIC and what is appropriate on it.
By Slither at Mar 3, 2025, 6:50 PM
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JUSTICE
5,159 posts
There isn't much room for intra-faction conflict and betrayal. You don't drek where you eat and all that. Sure, you can sell out one group of ~3-5 people and go to another group. But, you can only do that so many times.Why not? This is a roleplaying game, you don't have to get along with everyone, and not every conflict must go from no conflict to "sell out entire group". By the same token interactions with opposing factions fon't need to be either 0 or 100 either.
When you look at this more from perspective of inter human relations, rather than "how my faction feels", and accept that life is very much one big gray area, not black or white, then there is PLENTY of space for non-partisan fun. And it's on the "leaders" of those groups to foster the fact that it's fine to interact with others, even when you may be direct rivals.
By Aida at Mar 4, 2025, 12:42 AM
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STREET SAM
406 posts
As someone who is always banging the drum of more conflict et cetera, ad nauseam, I will just say that when corporate warfare was relaxed and CPI came in, the social scene exploded and triggered a topside renaissance that I would be dishonest not to recognize was more enjoyable for the majority of players there.
It can be a tricky thread for corporate players to instigate conflicts without getting iced out of social circles, as much as this topic is being critical of the idea of players being friendly with everyone, I do think you basically need an ace kool or two to play Sindome, just emotionally if not in practical gameplay support terms (though that helps too).
By 0x1mm at Mar 4, 2025, 2:49 AM
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LEGEND
2,859 posts
To tie that point quickly back to the hours-long debate on XOOC, this is actually one of the reasons I feel like explicitly violent conflicts are advantageous to the game and might be heathy to reintroduce topside to a greater degree, because while the game stakes of them can be quite high compared to politicking battles, I've found the emotional stakes and bleed with players to be lower overall for purely combat versus politics.
It is relatively common that player characters in the Mix who had each killed one another in the past to end up having camaraderie in the long run about it when it was just a matter of lost combat alone, whereas conflicts like character assassination and professional undermining and PR warfare were far more likely to result in OOC bitterness, sometimes to the point of bleeding out of the game itself.
There are some examples where these plots became so embittered they damaged the game and player base and there wasn't any bodies being dropped at all.
This is really why I talk about death being clean, even if political warfare has the veneer of being lower stakes, I think it can actually be sometimes the most severe kind of thing to subject players to as a matter of casual course.
By 0x1mm at Mar 4, 2025, 3:16 AM
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LEGEND
2,859 posts
The reason there's less bleed with fighty plots, is because it's not personal. Your best friend didn't just stab you in the back, literally.
The current smell of CPI isn't the same as it was a year ago. I aint trying to say to much. But the best way I can describe it now is: "They are united against the Mix, but they are not united."
And I dig that. A year ago, corpsec was actively working with other corporations Sec to maintain the borin' status quo. It was, as far as I could tell, a fairly boring period in the gameplay. Now the corps feel separated again. When you swing at one, you aren't drawing the ire of a 3 headed hydra, just that Wyrm you picked a fight with.
And this has brought in an uptick of terrorism plots, and corp vs corp plots. I think things are building nicely right now. And I'm eager to see where this goes. (Mcguffins would be nice.)
By SmokePotion at Mar 6, 2025, 6:32 AM
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BAKALAKA
144 posts