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Enforcing OOC Roleplay Standards IC
Chain vat me till I RP the way you like?

I'd like to preface my inevitable complaining by saying I love Sindome. There are few communities out there up to this standard of roleplay, and I like to think that collectively we are very thoughtful about our in character conduct and the impact it has OOC. This isn't intended to be a dunk on the staff or any players, but more an exploration of how we can be better as a community.

So in that spirit, I'd like to express my frustration about a phenomena that is sapping all of my excitement and fun from the game and making me want to play a lot less. The policing of player's roleplay through heavy-handed IC means.

Let me explain a little more what I mean, while obviously being vague about IC matters. I've been noticing what feels like a rising tide of what appears to be people facing IC consequences for a player's OOC opinion about the health of the game, usually with an accompanying statement along the lines of "you are what's wrong with Withmore." Nothing personal done to the offending player. In fact usually no leading up interpersonal roleplay at all, just some occasional exchanged pubSIC messages. And then, shroud up, stealth murder with minimal roleplay, relay a cryptic message that feels like it accuses the murdered person of roleplaying in some way that is against the spirit of the game.

Vague accusations and criticisms continue, the depressing setting of the game feels even more depressing when you get day after day of negative feedback IC that feels like it's predicated upon how you choose to roleplay and not your IC actions, and then bleed happens and you question whether or not you're actually wanted in the game. Whether you wouldn't be better off just quitting.

I'm not going to be a drama queen and pretend I don't know a lot of people who appreciate my roleplay and what I contribute to the game. But I still carry that frustration from what I perceive as bleed. Of players who haven't really seen much of my roleplay making assumptions about the themeliness of the choices I make.

And conversely, hey, I don't know. The staff may actually consider my roleplay bad. But I guess if it were bad or did need adjustment, I'd rather get the OOC nod from someone than have someone take it IC and make up some poorly rationalized justifications that sound more like an ill-informed discussion of mechanical game balance than a reaction to my IC actions, and then just chain-vat me until I am roleplaying a character they want me to roleplay.

In any case I thought I might bring it up to the group. Am I alone in thinking that this is prevalent in current roleplay? Are people trying to enforce people's roleplay through IC actions for gameplay balance reasons, and is there a better way to achieve this?

I don't know the details so I can't really say anything about your experience directly. I want to say that I personally want lots of players of all kinds. As long as someone isn't breaking the @riles, I am happy to have them from an OOC perspective. That doesn't mean I think everyone needs to be accommodated to the fullest extent, just that I am happy to have people here as long as they want to be here and are following the rules.

I also think that most people here don't want to intentionally engage in the kind of thing your describing. Assuming what you are seeing is what is actually happening. Most, if they came to realize that they were playing in this way, would probably feel bad and make adjustments to how they are playing.

Keep in mind that you have a limited view and that what you think is happening might not be the whole story. But if your character is being killed and you truly feel that the reason given is a thinly veiled version of, "You are dying because I OOCly don't like how you play the game." Report this to staff. It could be that they can assure you that it's all IC and above board. Or they can talk to the other player and try to help them out.

Just don't go looking for a specific outcome or be demanding. Staff won't ignore things like this but they might not react how you want if you go in with expectations. No matter how much you think you fully understand what's going on there is a very good chance you are missing key bits of information. I always try to approach such things from a place of kindness. Wanting to help and with an open mind.

I think it would be good for the game if we either discussed in-depth at the next @town-hall or in a guided discussion three topics all weaving together:

1. Theme overall across the game.

2. Learning to not enforce your OOC views on the game at all times, but utilizing those when it's appropriate in reasons your character would have to be upset with someone (an example being while some stuff annoys me as a player, and I know I annoy others, I generally don't push that ICly unless my character has a reason - there's 92 million people doing dumb shit, afterall).

3. Being flexible, no-selling, short-selling, learning to take losses and change when needed, learning to ease up when you get your win (all those are separated but combined for this suggested combined in-depth conversation).

Players have almost always historically expressed a preference for IC theme enforcement or for having pressures for or against roleplaying being performed through IC means or for having various types of disagreement over the game settled through IC efforts, and players have been in my experience extremely adverse to the OOC version of pretty much all of those.

Be the change you want to see was a directed mantra for so long it become almost an ironic cliche, I would be very surprised to learn if people felt differently today.

Thanks to both Grey0 and Crashdown, these are both quite productive posts and I appreciate them. To Grey0 specifically, I'd like to say that I agree with you wholeheartedly that most players probably aren't behaving like this intentionally. I assume no malicious intent at all. Rather I think people are acting in what they perceive to be the overall health of the game.

Not to be too on the nose but I believe some of what I've personally experienced is people perceiving non-faction cliques that aren't really cliques and moving aggressively to break them up, when in reality the relationships inside of them are far more varied and complex than they assume.

In other words people seeing a small social key of a half dozen people in a city of 9X million and assuming it is some conspiracy to overthrow the corporate council or something similar.

Crashdown, I feel like you touched on a good point here in saying that there's so many people doing dumb shit, how would some of this rise to the surface and annoy someone enough to commit murder over it when it isn't directly impacting certain people? It just feels incongruous and like small-worlding at times that there should be this hyper-focus on every minor misdeed of characters that don't even directly interact with you day to day.

To 0x1mm, you posted while I was replying to the others, but I totally understand where you're coming from. My issue is not that people are enforcing being said change, it's that they're doing it in a way that makes very little IC sense to me. It seems like jumping through logical hoops and over-policing something that has little to no impact on their character without actually understanding or being involved in the underlying roleplay. And that just feels bad and OOC while still giving IC penalties.

I'd rather have someone give me IC reasoning that makes sense than OOC reasoning delivered IC in a way that seems ham-fisted, or just have the information delivered OOC if it has no bearing on the PC who complained, if you get what I mean.

The corollary of players being able to mostly play to their preferences within the confines of the rules and the theme and the physical reality of the game world is that other players are also able to do the same against them within the same confines.

I would almost always express a personal gameplay and theme preference for player frictions rising to the point of open conflict rather than having circles of characters who roleplay internally are otherwise non-interactive with one another.

In the past some big conflicts were driven by someone just choosing to flip a switch and stir the pot to see what would boil over, it doesn't always have to make sense.

Genuinely curious here, you don't think it makes sense for there to be an intermediary step, like a declaration of "hey I find your behavior annoying?" before they jump straight to murder?

Because I guess part of my issue is people incentivizing compliance (IE, don't RP the way that annoys me) over interaction. There is rarely an angle for recourse given, only a, "I have anonymously contracted someone to murder you and how DARE you use the IC evidence you have at your disposal to claim it is me who is responsible for your murder, that is small-worlding!"

Let me answer your question with a question: Has it been your experience that players are shy about telling one another they think they're really, really annoying?
Absolutely, yes: but only when they're afraid they'll get a solo hired on them for expressing such an opinion.
The only things that are fair in Sindome are the skill checks.

There is an idiom in machine intelligence research that goes something like: An artificial general intelligence does not hate you nor does it love you, but you are made of carbon and hydrogen and oxygen, which it can use for something else.

It may be a bit dramatic, but I find it pretty useful to view Sindome in these terms. Players are a resource to the game at large in terms of populating the game world and driving the engine of the game economy and providing the instruments of storytelling, and players can leverage their value as resources to engage with the game in the ways they want, but if given an opportunity Sindome will disassemble a player into their component elements and reassemble them into a story more useful to itself.

I think 0x1mmmakes a lot of good and important points. Sindome is a game that works best when characters are engaged against other players. It can get complicated and messy and hard to track but I like my PCs being some character's knight and other character's ogre.

I also think that it's fine to have your PC kill other PCs or start a hate feud with other PCs over minor things. There is a very real chance that what you've experienced is GOOD for the game but the limited view makes that hard to see.

I personally prefer ramping up and more open conflict and messaging but as long as you don't cross the rules against murder hoboing meta behavior, and game health I am just as much a fan of characters that murder without warning as those who never fight and just want to do social RP.

I am a fan of @noting concerns and helping GMs get a better picture of hat's going on. But I also think it's important to not take things too seriously or get worked up too much over things. It's important to be able to let go. Pass on the information and hope that it gets used to make the game better for everyone then try and find ways to use these IC events, even the terrible ones, to play on and RP

"I'm not going to be a drama queen and pretend I don't know a lot of people who appreciate my roleplay and what I contribute to the game. But I still carry that frustration from what I perceive as bleed. Of players who haven't really seen much of my roleplay making assumptions about the themeliness of the choices I make."

Other characters are gonna judge yours based on what they can immediately see. Even if a glimpse is offered of what a PC is like behind closed doors it's still their public image that's going to define that PC to everybody else.

I can echo the same frustrations, usually as a bystander who witnesses this sort of behavior. I can often agree with the OOC sentiment at play, but I can't help but feel it is downright paradoxical or nonsensical to be expressed IC. OOC feelings about the game need to be separated if they don't make any sense for your character, anything else is bleed in my opinion.

I can't speak to whatever specific situation OP has found themselves in, but I do agree with the overall sentiment about not letting your OOC ideas on game health pilot your character to the point where you stop making sense and ruin people's immersion and roleplay.

I don't think that rises to the level of bleed personally. There's no real requirement that characters are Chinese Walled from their player's motivations or desires, it's actually been largely and openly encouraged to be the opposite in the past; that players should make use of their characters to express their own gameplay motivations and interests, and is pretty much a universal phenomenon among players in my experience.

All character motivations are player motivations on some level pretty much by definition.

Sure, which is why I didn't say OOC feelings about the game need to be separated, period. I said that they need to be separated if they don't make sense in-character. There are some examples I could use that are far too specific to IC events, sadly, so it is hard to illustrate the point. It's not just a matter of 'being the change you want to see', some people make completely nonsensical decisions based on completely out-of-character reasoning that would never hold water to be explained in any IC fashion. Just the bare attempt at explaining it IC feels like you're stepping into an OOC discussion about it.
I mean, I don't disagree that sometimes character decisions are coming entirely from the player and not the character and sometimes that might not be best roleplaying practice in a narrative sense, but that isn't a requirement of gameplay at all.

Players don't have to be able to justify their character decisions to anyone except in cases where their roles or plots require that staff scrutiny, I don't think it makes sense to frame it as players doing something that is disallowed or discouraged when it isn't.

There are entire characters, famous ones, whose whole purpose was to push OOC changes or create some specific thematic archetype that was needed OOC. I agree that it's best narrative practice to do things as much as possible as a character might do them, but I don't think players are ever in a good position to tell one another which roleplaying choices are valid for someone's else's characters or not.

I think the best way to summarize the issues I see with nonsensical IC action based on OOC ideation is that it tends towards a smallworld point of view of the game.

It makes perfect sense for a crime boss to say, 'this fish is too small, not going to waste my time' when an immy steps on their toes, it makes sense for a Judge to fine people when SIC gets too raunchy, both of which are not required but may be informed by the player's OOC feelings about what is good for the game. Oldbies punching down and SIC being too gross is just a common complaint that crops up a lot, hence using them as examples.

Ignoring or downplaying bombings because you think it's annoying to deal with or low-effort on an OOC level, however, is an example I would use for what I think is an OOCly motivated action that a character can take that makes no sense in-character. Any given bomb injures, if not kills, dozens of people in Withmore. It's a highly illegal device. It's a traumatic event for most normal people involved. By ICly ignoring all these thematic factors because you think bombs are stupid, or too easy to pull off, or low-effort, you are definitely taking other people out of immersion.

You are right that none of that is technically breaking the rules, so it's not technically a requirement, but that's why threads like these exist to discuss the issue.

Yeah fair enough! Not my intention to shut down discussion, I would just see the sketched outlined of what is being described above as normal, and even desirable, PvP gameplay so I just want to take the stance there's nothing verboten about it.