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The Sindome Slump
"...So, what do I do now?"

So, you've done it. Maybe you had a goal, and you accomplished it. Maybe your character's been fired or ousted from their old faction, or you've looked at your current job and realized a little too late that it's not the direction you want to go in, or you invested a little too much into your very best ace kool and they just took a nosedive off've the Skywalk, and you're left thinking - "What the hell do I do now?"

I think more than a couple've people have been stuck in this situation before. When you're starting to feel aimless IC (particularly as a midbie who's sunk all those sweet sweet ue hours in and are now hooked), in lieu of "log off for a couple months" or "reroll", what's helped you regain your footing?

I've seen this thread concept once or twice, but (and because I think the game/its community have probably changed in the past 7-8 years) in lieu of necro-ing a mega old one, I wanted to pop my head in and see if anyone had some advice in terms of 'what do I do when I've lost sight of my #1 goal'?. This is a tad bit personal, and partially me fishing for advice under the guise of offering it, because I'm stuck in a similar slump - but there's also some stuff I wanted to type up and share that's personally helped me out've a rut before.

My Personal Advice (that has worked for me, and might not work for you, but why not list it anyways):

01. There's always room for a little bit of nonsense
This isn't me advocating for characters to go completely off the rails (though, hey, it might fit in with your development!), but moreso that not every goal/action for your character has to be a hundred-percent serious. Investing in silly, lower-stakes hijinks not only gives you a short-term goal in itself, but might open itself up to larger opportunities/possible goals along the way. If you decide to throw another character a surprise birthday party, maybe people start asking you to host more of them. If you organize a little small-stakes heist, maybe an NPC notices and asks to put you up to a bigger one. If you put up some guerilla art, maybe someone reaches out about a bigger mural.

People generally enjoy some silly nonsense and helping other characters out with said nonsense once in awhile. A heist on VS's towers might be a big ask for other characters to help out on, but sneaking into the Phallus Palace to try and swipe a sexy nurse's outfit? Much easier. Start with nonsense, and go from there.

02. Factions/NPCs are here to help you
Obviously, the majority of your RP's going to be with other PCs, but if you're really stuck somewhere, NPCs/GMs exist to give you a little nudge. Some of the best RP hooks I've gotten were from - hanging out in faction spaces where I really shouldn't have, picking an NPC and deciding my character will die for them without question, or just getting curious about that random NPC in some corner off've [x] street who hasn't appeared to move in 500 years. If you're interested in an NPC, faction, or a location (even if it looks unused/abandoned), I'd recommend leaving a note or puppet request and seeing what it could lead to - and, as a bonus, bring a friend along.

03. I KNOW IT'S SCARY but make a cold call (it works)
If you really need to look for direction, there are characters with the chyen and influence who are worth approaching for advice IC. It may seem intimidating, but longer-term characters, especially those in positions of power, influence, or infamy, are probably very used to this - and if they don't have hooks for you, they probably have someone they can point you to who does. A character's giving out loans? Ask about them. Someone leases a business? Ask about open positions for work, including positions that they aren't actively advertising for. Listen to that corpie try to recruit you to work for their great and glorious corporate overlords. Consider it, even.

If you're at midbie-level, you have already passed the most important barrier to entry for longer term characters to hire you or bring you under their wing, which is "you probably won't perm out in a month's time". When it comes to someone else/another PC investing in you or your character, nothing else matters quite as much as this.

Great points. The only thing I would say is not to be afraid to make notes and puppet requests in general and not just factional order for the GM's to see your goals. You might not always get what you want for a variety of reasons, but I often find if that roadblock exists but the need for your goal is still prevalent you may get redirected somewhere just as good for your character or in line with what they want to do.

(Edited by Mindhunter at 6:56 am on 7/17/2026)

Really love this thread and these suggestions. I also really want to emphasize the third point to pro-actively reach out (SIC shouts saying you are available for services are fine and good to do, but a simple ccom can start a larger conversation that becomes more personal). You really never know what can happen!

I would also offer that a slump or failure or disappointment is also a potential opportunity for character growth. Does this prior experience become an opportunity for your character to explore something new or a new connection as they work through their existential and interior funk?

Beyond this I also want to emphasize that it is completely fine and natural to take a break for a few days IRL or whatever time you need. This is a game at the end of the day. Feelings run strong and tensions run high but you can't forget to feed your body and your soul for inspiration too.

I know these "self-help" Sindome threads come from a good place and they're often genuine attempts to try and help people enjoy the game, but I hate them. I hate them so much, because they're essentially the equivalent of a gaudy 2000's Photoshop lens flare effect over the gaping wound bleeding out your free time that this game can so often be.

Let me illustrate, using the points you've laid out here:

There's always room for a little bit of nonsense

…if there's either staff support for it or player sentiment towards it. You're not sneaking in to Phallus Palace to steal anything unless writing five poses and walking away with a make-believe nurse's outfit is your thing. If you are, there's probably like a three or four week lead time before the GMs will get around to your request, if they ever answer it all. Will your fit of whimsy be relevant by then? Who knows.

Can you have fun conjuring completely imaginary scenarios into being and rolling with them? Yes. Do you need the systemic scaffolding known as a 'game' that Sindome offers to do this? No.

Is that not deeply concerning for anybody else?

Factions/NPCs are here to help you

…maybe, if they're actually animated. You're bored now when trying these things - will you still have the gumption days or weeks afterwards to get a response, and will you have the gristle to potentially tank that response being a two-line 'no' before the NPC vanishes back into the void?

If you're not one of the fae-blessed individuals that gets regular GM interactions (or god forbid, you exist in a timezone that isn't central US friendly), hanging out where you shouldn't be is more often than not, entirely risk free. Ask around and see who's ever been to Blue and what timezone they typically play at. The results will probably surprise you.

I KNOW IT'S SCARY but make a cold call (it works)

The overwhelming majority of older/influential characters exist on a scale where they'll either bend over backwards to give you everything you ever could conceivably need for your archetype at the drop of a hat with genuinely no catch or they're Super Hell Faustian Megabastards who will actively antagonize you for bothering to reach out. There's pretty much no in-between, save for a lesser 'third type' constituent who will just completely ignore you because they're richer than God with absolutely no need or care for you or interactions beyond ERPing in their apartments.

The scale for whether SD characters will invest in you is reduced down to surviving the initial one to two month window of your character's early life wherein people determine your Tolerance for Boredom and your resilience towards screaming into the void for interactions and hoping for a response. This is why the Sindome Slump occurs as early in as a week for some people, and those who tend to survive it either get a very lucky run with circumstances and people actually giving them the level of interactions we all actively want, or they calcify into the player equivalent of ambergris and accrue a protective patina against overwhelming boredom by slowly congealing into an overwhelmingly boring entity themselves.

Sindome is supposed to promise cyberpunk roleplay with meaningful stakes that gets you to care, but the level of ennui inherent to the game in the past few years I've been playing it at this point has made it feel more like a vaguely IC talker MUD with chat moderators that occasionally wander in to hit people with hammers. I don't know if The Slump is anything any one of us can fix.

This is a sandbox game. So a lot of it is making your own goals. I agree that finding some low-stakes fun is a great idea for burnout or feeling lost. Finding a new goal to work to puts you on track after all.

Normally, I go into DND mode, and I talk to my friends, and we find goals to work on together.

But here's some idea to spice things up for you/ breath some life into rp when you are lost:

1: Join your rivals.: If you can't beat them, join them. A change of pace, a bit of betrayal. You'll have whole new plots in no time.

2: Respec: You get one, after a year. There's a bunch of Sci-fi reasoning for a complete change in your skills (Remember the demolition day cryo-learning?) If you aren't enjoying what you play, change it without boothing out. Keep all your friends, do new shit.

3: Pivot your training: FInd something new to learn. If you aren't maxed UE, you can pivot and do some other things. And this really just helps you be a more rounded character. Maybe your Dip learns secure-tech so he can get paid disabling cams next Syndicate war that kicks off. Maybe your gunner thug learns art, to spraypaint the best murals of dead friends. Maybe the techy starts doing a Radio Show once a week, speaking out on topics they feel strongly about.

ameliorative's got it pretty dead on. ive noticed a surprising amount of characters just so not seem interested in roleplaying with anyone outside of their clique
"2: Respec: You get one, after a year. There's a bunch of Sci-fi reasoning for a complete change in your skills (Remember the demolition day cryo-learning?) If you aren't enjoying what you play, change it without boothing out. Keep all your friends, do new shit."

If I remember correctly, I don't believe you just get a respec after one year. You have to have a very compelling reason for one.

yeah there's already been a too long argument about if people should be able to forget skills rather than hoping they're allowed a respec so let's try to avoid relitigating it
The rules for a respec are in a few different help files, not just the main one.

One such helpfile lists you as being eligible after a year.

Just saying, it's an option instead of boothing the character. Use the one, singular respec you can do on your PC.

I'm not trying to ignite an argument about it. I'm just posting what I was told by the people who hand them out in an advice post where it was mentioned to what I believe to be not quite helpful, aside from all of other negative takes. Please forgive me.
I appreciate the sentiment behind this thread. It definitely hits at a moment that I feel in a bit of a slump with this game.

I always look at RP spaces based on what kind of story can be told in them. I think Sindome is an excellent space for stories about personal or factional beefs where the two sides go at each other and ultimately one of them comes out victorious but the world itself is unchanged. It's that latter bit (the world itself being unchanged) which can feel stifling and certainly induces my slumps.

It's really hard to get IC buy in on any remotely "grandiose" character goals because unfortunately player characters seem to be aware of the limits set by the OOC culture of the game. You can do battle with or join existing factions, but you can't create new ones. You can buy the lease for existing stores, but you can't create new ones. People hold up the three case studies of things like that having happened and say "look! It can be done!" But the majority of players feel/know that it is unattainable. Maybe with an extraordinary amount of irl time and effort you might make some progress towards a goal like that, but even then it seems very easy come easy go.

When you can't change the world in a game where for many the only content is player generated content, that cap becomes a comprehensive limit on player creativity when trying to get things done. I don't even necessarily care about actually achieving the goal, it is just something to motivate my character, but when all the other characters seem to be aware of the limits swiftly the vibe becomes 'why bother?' and then the slump sets in.

My biggest piece of advice is: Leave your damned pad and RP with new people.

I can't say that things are as different from 13 years ago as they are today, but I feel it more acutely that players are just missing from most scenes. Getting RP interactions in my first 2 weeks as a new character was like pulling teeth, and I wanted to pull my own teeth just to feel something. And that's discouraging. I've also noted this strange fear of anything interesting. Going out of my way to offer some interesting opportunities and getting turned down because it doesn't sound like a perfect winning situation or it might get complicated. Let it get complicated. Let the story go and stop trying to win all the time.

I don't need admins to play with me; I need players to. Small goals, big goals, doesn't matter.

There may have been more active admins 13 years ago, but even then, they weren't there to play with actively. And, big events didn't happen all that often even then. We don't need new gangs, factions, businesses, corps. People don't fill out the ones that are already available.

My goal now is to rope as many people into my bs as possible versus being holed up in my tower.

The other big changes I'm noticing these days are:
- Too likely to kill with little to no RP
- No one wants to spend time with anyone not in their clique

If your goal is to hoard stuff in your dragon lair and do all the skills yourself, that's going to get boring.

Branch out, find things you want, get someone else to do them for you. Spend time on someone new instead of deciding they aren't worth it because they might quit in a week. Go to things other people are trying to get people to go to. Nothing is more painful than trying to put together something fun and having two people show up.

(Edited by Mythologique at 3:00 am on 7/26/2026)

(Edited by Mythologique at 3:02 am on 7/26/2026)

(Edited by Mythologique at 3:50 am on 7/26/2026)

not to repeat myself ad infinitum but bouncing off what mythologique said, i think part of why new decker characters seem to burn out so quick is because it seems no matter what someone does to try and get people engaged with the grid, getting anyone to give a fuck is like pulling teeth. like they said, nothing is more painful than trying to put something fun together and having two people show up (if that)
"- No one wants to spend time with anyone not in their clique"

The truth. It sucks when you think you have a great idea and spend time mapping it out and presenting it to what is mostly a loss for you and a benefit to those that participate just for it to fall flat because mostly of clique politics. I try to reach across the proverbial aisle, just most of the time you are met with a brick wall in that aspect that makes people dig deeper into their clique.

"not to repeat myself ad infinitum but bouncing off what mythologique said, i think part of why new decker characters seem to burn out so quick is because it seems no matter what someone does to try and get people engaged with the grid, getting anyone to give a fuck is like pulling teeth. like they said, nothing is more painful than trying to put something fun together and having two people show up (if that)"

I think the work the Sindome team has put into grid 4.0 is great, and we should appreciate it and give props where props due, etc. I say this with all of the love and respect due to the endeavor, but I, and I feel like most people who are not deckers, are just using the grid as a form of an Agent from cyberpunk red. Check the mail, check the Twitter feed, maybe browse a node or post. Beyond that it just kind of falls flat for most people aside from niche situations and from reading these same complaints and sets of feedback on it I feel like it is just the way it will always be unless a lot of "balance" is overlooked or we get the City on the matrix and have deckers become lethal. I try to engage with the grid, and utilize it the best I can, but for your average player that only equates to so much before you realize you have other things to do.

Replying directly to the point on the grid. I do not play a decker character, which is where it seems most of the grid is directed, which is great. I do not need to play a decker; I just hire a decker to do stuff for me.

I personally love Grid 4.0; it looks excellent. But I do exactly what Mind says with it. Check my Twitter feed, look at some stuff on there.

This just goes back to my point, though, of giving back RP. Hire people to do the stuff you don't have the IC skills for. Make the grid better by involving people using it. Make fixers better by reaching out; get people to run stuff for you, like getting you a pack of cigarettes because your character is being lazy; tell someone you're looking for something, share information about your history. There are so many ways to make things more alive for everyone including yourself. Sometimes these goals are a bit OOC but can still work for your character.

I think there is cultural problem in the game that is leading to these slumps, and the biggest one is that everyone seeks to be an island unto themselves; -I- want all the chyen, -I- want to be dangerous, -I- want to be capable and when -I- can't have or be all those things at once -I- have failed. I think cliques, insofar as they reflect crews that actually do things, are good and should be what the game encourages. What we need less of are the super paranoid loners who'd rather slot a skillsoft then hire someone ever, or not subcontracts jobs because they want to keep all the payout for themselves.

There is a lot of letting the perfect be the enemy of the good enough going on, where someone would rather sit back and wait for events to line up for their specific skillset rather than take every job and bring on people to shore up deficiencies or even just experiment with what other kinds of archetypes can do to enhance work, leading to all that knock-on RP that comes with it.

I've definitely hit slumps before where I feel like I've completed an overarching goal or have reached the pinnacle of whatever I'm doing.

I think the first thing to ask is, "Is my character's story complete?" If there's nothing else I can think to do or want to do, if I'm satisfied with what I've accomplished on the character, if my character has accomplished their own goal, then I hang it up and make a new one.

If the answer is no, then I ask why the character stays in the city and why they keep going. If you/they can settle on another goal then great! I know this isn't always easy from my own experience. If you can't think of something now then that's ok, because…

I think (and maybe this is anecdotal) that we look at characters in terms of "what is his/her/their dream?" and "What do they WANT to do?" I tend to look at these kinds of things as privileged questions to ask. Chasing big goals and big dreams is something that people with everything they need have the pleasure of contemplating. But you don't necessarily have that luxury in Withmore (and I mean this for mixers and corporate characters alike). You have needs and they might not be met. Sometimes a goal for, say, a mixer, can be as simple as satisfying a basic human need. "I need food or I need money for food." Suddenly something you think your character would never do, mugging people for example, becomes a step in their story that maybe portrays a betrayal of a code or their sense of humanity (assuming you had any to begin with). Maybe they abhor it, and yet, the alternative is starving to death. It generates RP and it's something you can do repeatedly while you think behind the scenes about rising back up to some lofty goal or other. It could also start the slow decay of a moral code that turns them into something else entirely. The game makes it easy to forget that we're supposed to be ambiently struggling in some way or other and these are great hooks to derive goals from. Desperation can drive anyone to acts they wouldn't normally do.

If your whole arc is a revenge plot and it's fulfilled, then how can you expand on that? Why did you want revenge? Did the thing that happen inform your entire life's path for a while? Does that stick with you after the revenge is done? Do you now seek out opportunities to get revenge for others? Do you let it go and change course?

These are just a couple of examples, but I find that looking for goals that have to do with survival, revenge, hubris, and avarice are always easy themes to pursue, generate conflict, and can lead to new goals and bigger things over time.

(Edited by RatchetEffect at 2:00 pm on 7/26/2026)

(Edited by RatchetEffect at 2:26 pm on 7/26/2026)