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Eliminate Topside
Focus on the core gamplay loop

I hate to offer such a bold and despairing outlook on things, but as it stands currently we have a huge shortage of staff from a GMing perspective, and the uptick of feature enhancements/coding we enjoyed for several years isn't coming back. With that said, we are left with a handful of incomplete gameplay loops, features, and core mechanics built with GMing in-mind that is going unfulfilled.

I think the best way to help settle the foundation and drive ongoing conflict is to simply limit the scope of PCs to those which the game is prepared to entertain in a largely automated fashion.

The alternative is to simply progress with things as they are, but as someone who yearns for the palpable tension which once hung in the air of the game - I don't see a way of getting that back otherwise.

Ignorant of topside PC gameplay here, so forgive me. Are topside players not able to run plots on their own, outside of GM puppeting/support?

Seems like you could pretty easily hire a mixer to bomb your competition's HQ without needing staff, or any number of equally dastardly acts of corporate espionage.

I haven't personally noticed the lack in GMs that you've mentioned, my puppet requests are always answered in a day or two. A week tops.

Maybe we need to throw out another request for a GM in training to fill some gaps that might be being felt by the corpies?

I don't see the issue as a lack of GM time for topside at all, it's more a lack of topside players for various reasons I have given my opinion on before, and a general mentality amongst some of the topside players (not all) who do exist to spend more time on slice of life roleplay. Not a criticism, just reality as I see it on Sindome. GM resources will always go to where they will have the biggest impact.
Didn't the MacGuffins get taken out of the game for a bit? I'm not sure why, but maybe if they are brought back and there's more of a focus on encouraging collaboration on them, there'd be more opportunities for autonomous play.
I'm happy to take it on the chin and just say maybe it's me. I just fail to see dividends on conflict inducing plots as of late, and it's more than fair to say that the game Sindome once was is not the game it needs to be forever. If people are happy with the status quo then I am the outlier.
I don't know what the answer is tbh, but I agree that the conflict aspect doesn't feel like it used to and I miss it.
Are we talking conflict between corporations or conflict between the Mix and topside?
So, I'm totally new to the game, honestly. I've not been apart of it that long, but. I think, personally. Topside does not need to be 'eliminated'.

I do think one of the weaker points is forced separation.

Sindome has a lot of really cool story beats, theme, and a lot going on. Since joining I've loved the history, the story, a world that has scars of previous plots and a place that has developed from character actions. Its also a lot bigger place than it seems.

But to get back to my point, there seems to be some desire for tension from folks but other folks are content to be reactionary rather than action oriented, or the actions they are taking are very slow long cons which can make it seem like a lot of nothing.

If you were looking for that more reactionary play from players. I think pushing topsiders and mixers together more in some areas would be more befitting. I think thats what Gold Sector is supposed to be but only Recently have I seen an uptick in Gold Sector activity, personally.

Examples being. A dramatic change would be having lower corporate folks still live in the mix, rather than topside. Though this might be a dumb idea.

I say all this because, I like flash in the pan, but I've also been plying the game with minimal to no real puppeting, which I know top side seems to require more of and most the plots I've made or ran myself or things I do are based around other players primarily, because I feel it's better to include folks in a community, rather than try to treat Sindome like a gritty hardcore rpg.

I feel like there's been a lack of conflict everywhere, lately. Even a lack of gang skirmishes from what I've noticed.
Surprise surprise, I agree with Reefer! Though out of sheer practicality and without any judgment towards corporate gameplay, just that as I wrote in another thread that I feel as though Sindome has the player and staff resources to bring one city to life, but bringing two often very different cities to life with the same split resources is more difficult.

I think it might become strictly necessary over time to scale back the scope of the game in terms of factions and other things, whether anyone wants to or not, so it's not the worst idea to start these conversations and think about what it crucial to the core storytelling and experiences of the setting and which could be trimmed or folded together a little.

Without getting too much into IC details, I can attest to plenty of conflict being generated. Maybe if you feel like there isn't much conflict, it's time to pick a nemesis and plan their ultimate demise? And not just plan it, but execute it.
It could be any number of factors but I personally feel that CPI and the relaxing of the mixer-corpie divide contribute a lot to this. It is all a matter of preference but by reducing conflict you... Reduce conflict. Heck, I even feel that the ganger code has had a similar impact in the mix though to a lesser degree.

As long as we have GMs puppeting corpie bosses and approving/denying requisitions and reimbursements I think topside is in decent shape. We didn't have much more of that the last time I played a corpie and the tension and conflict seemed far greater to me at the time. More is great but that is enough to get PCs into conflict.

I am not saying that conflict can't be created in the new social order. But I feel it's harder, especially given that I feel most players are still learning the new dynamic. I know it's been years but things really do take that long in my experience.

A second factor, in my opinion, is pushing the status quo too hard. Requiring that certain orgs come out on top over other and all orgs come out on top over individuals can really make it harder to even WANT to push conflict. And I feel that NPCs used to enforce such things was a little too prevalent during a recent phase of the games life that only recently ended.

Sure, one can still manage to create content and story in such an environment but the effort, IC and OOC, scales up massively. To the point where I often just don't even engage in certain conflicts much anymore as it's not worth the OOC investment for me.

Again, I think it's a lot of things but those are two big ones in my opinion. I also have to admit that what I think makes for a better game is not universal.

Im in agreement to both JMo and 0x1.

To JMo's point, in my earlier post I mentioned active rather than reactionary, and I think this is something folks could try. Pushing agendas, though I can understand woth the focus on Sindom being a long form game, overplaying what you got can lead to harm.

To 0x1, I do think a city divided is a bit harder to balance. I feel higher end corporate folks should be doing a similar roll, kind of like what the 'help syndicate' files read. That they should feel like more player GMs in a way of planning plots and running them, while corporate juniors should be either aspiring that or trying to keep their head above water by working with mixers to keep their jobs by backstabbing a corporate ally or enemy.

Without getting too much into IC details, I can attest to plenty of conflict being generated. Maybe if you feel like there isn't much conflict, it's time to pick a nemesis and plan their ultimate demise? And not just plan it, but execute it.

I'm not sure permanently killing other players is going to really add to the game in a meaningful way. It can be an extremely potent plot piece, but it won't add any amount of meaning or tension to a dome which seems to lack it imho at the moment.

That said, maybe you're right and what is needed is some completely unhinged mayhem.

I agree with Grey0 on this in thinking that the classism that was present on the game before played a large role in giving us reasons for cross sector conflict before.

I also think that the cost of those conflicts is often very harsh on whoever decides to go up against a larger organization or even friend group for the sake of a plot. You often know that you're going to lose so you have to prepare for that to happen on both an IC and OOC level, then when it happens you're in a more vulnerable position than you were before, only with more enemies.

This is super relevant when it comes to mix vs topside conflict because topside usually wins in the end as while in the mix a solo might refuse to go after a lesser combatant, topside has no problem throwing all its might at you. The lopsided nature of that kind of warfare requires that you are prepared to make sacrifices if your character isn't some kind of demigod.

As a side note, the game's culture seems to have shifted toward being supportive instead of being treacherous and characters who push back against that are fighting an uphill battle.

I like this idea a lot and I think it could inject some life into the game if executed properly. Combing both sectors playerbase in some ways would hopefully generate more gonflict and make the game feel more alive.

I've said this in other threads, but the game itself feels like it is just moving in a different direction compared to a decade ago or even four years ago with less conflict and more slice-of-life RP. It's not my cup of tea and probably not others, but a lot of people seem to enjoy it! I don't see this changing in a meaningful way anytime soon. So ultimately, I do not know if this would change much even if implemented in terms of the theme - but it could def. aid on saving staff resources.

Mixer-corporate conflict is what makes the game worth it in my eyes. I don't think we should eliminate topside. People who are interested in stirring up plots should act on the offensive instead of only being reactionary.
Since I ranted and didn't get to my point in my last post:

I think topside is good for the game and allows players to represent the big bad evil that the corporations are. You don't even need a lot of topside players doing that, just a few who know how to push the theme. I'd be a fan of mixers being used in even Gold sector corporation on corporation conflict though. More links between corporate Johnsons and the mixers stirring up trouble are welcome and I think better than a return to the hard divide that the game used to have since that creates other problems.

In my opinion the game needs more people, corporate and mixer alike, throwing their chy around to encourage people to take risks. Combat characters catch a lot of flak for various reasons but also often shoulder more risk than anyone else. Paydays being staff assisted or reimbursement budgets going up as long as they're used for the right reasons might also be helpful.

One of the things that the game is missing right now is staff dictating the theme through SIC puppets and general world response but that's something that only time might be able to solve.

I don't really feel the lack of conflict that you're all talking about. I feel like there's already a lot, almost more than I would like. Though maybe you all just want way more than that, which is alright.

I think this might be similar to what Necronex said, but one thing that I think could seriously improve the game, is having big things to work towards. For corporate characters, there isn't really any promises of riches or promotions or rewards for if you push some conflict and plot for your company. Not ICly at least. For gangers, there's not really any promises of reputation or moving up the ranks or also rewards for the same thing.

The way I see the game right now, the only reason to drive conflict is just to make more conflict, or to make some basic chy.

I think players will get the most of the game if the play proactively, no matter what role you have. I've written several posts related to this topic.

I also don't think that conflict isn't pushed by players as much as it used to be but I don't think that all or even most conflict has to be linked to treachery. I love IC treachery but I think there are a ton of other ways to push conflict. More trecher would be good but I'm open to all kinds of conflict.

I also agree, to some extend, that player need to be willing and able to play to lose on occasion. But I think that this is something that needs to be balanced. Just asking some players to sacrifice so much for the enjoyment of all while others face little risk or loss isn't going to result in tons of players taking up the call. I don't think so at least.

And there are lots of ways to enforce the status quo, if it's determined that this simply has to be the way, that don't involve one side taking all losses and another rarely losing anything. And to be clear, I am not talking solely about corp vs mix conflicts though that is a great example.

I'm new, and so far lovin the stuff happening in the mix. However, if the GM's feel there needs to be more going on, why not get the players involved. We can drive RP and help take that off their shoulders?
I agree with Emily. I think the threat of conflict is almost ever-present; themely-speaking, you're never quite sure who to trust, and it's an up-hill climb with most characters to create any sort of bond. Even then, all it takes is one mistake, one wrong word to the wrong person, and suddenly things can get explosive. The Mix never feels safe; whether it's getting dipped, mugged, walking into an abandoned building and being attacked, or winding up in the middle of the (admittedly rare) gang fight, I think there's plenty of conflict.

I would like to see more interaction with the world.. more random actions, plot hooks made available to characters based on their notes & current motivations perpetuated by GMs, or that kinda thing. I think there does need to be more interaction between Mixers & Topside - more corporate manipulation, more Mixers & Corpos interacting. Maybe that's just a matter of getting more Corpo players with ambition & drive... Unfortunately, most players end up starting at the very bottom and taking weeks or months to decide to go topside.

Slice-of-life RP is a nice aside to the grit, daily violence, and tension the game generally provides. I think that's also themely - down-time & romance provides a nice counterweight to the daily question of whether you'll see the next sunrise.

I don't think there's a complete disassociation of staff. It's hard to run a game like this on so many fronts and I can only assume that some things have to be discussed internally and so on, which can feel like a delay or nothing is happening. I've been there myself, but I don't think this is something conscious by the staff team.

I'd also like to say that I don't think this is a playerbase issue. I've played almost every RPI/RPE PvP MUD/MUSH/MOO there is and you will always have a smaller subset of players who enjoy the competitive PvP aspect and then the majority who are more roleplay/character relationship based. This is fine - neither playstyle necessarily tops the other.

We already have more than a few player GM characters who run plots and drive conflict with minimal GM involvement. However, it's not sustainable - this is where I'd suggest investing more into player autonomy to ease the burden off of GMs' shoulders. It takes a significant amount of time OOCly to reach positions where a player has autonomy and trust to do things on their own. I think a merit based approach rather than time based works better. A good example is the fixer change where it used to be a puppet request, but now is more or less automated. This allows GMs to just be a regulatory body that oversees what's going on and step in only if that player is in the wrong and/or abusing the autonomy rather than having to supervise and be involved every step of the way.

Adapting this approach and supporting players who are willing to be proactive/run plots and be player GMs with resources, NPCs and giving them some more autonomy - and doing it maybe a little bit earlier if they're putting in the effort - could solve a lot of problems.

I'm aware that most of these plots by 'player GMs' are approved anyway by GMs if approached, but I still do think it contributes to burnout and stretches the team more than it should.

Additionally, I'd like to add those kind of characters should be kept to a higher standard and receive bigger L's if they're found to be fucking up IC somehow compared to someone who doesn't enjoy as much autonomy/support.
I don't think eliminating topside solves anything.

I think there could be a reworking of how people ICly understand CPI to exist.

Also more reinforcement from more than one faction topside about how dogpiling on anyone causing trouble topside is probably frowned up. Corporate sovereign property in and of itself does a really good job at quartering off responses so someone attacking megacorporation 1 doesn't necessarily have to feel it from megacorporation 2, but sometimes megacorporations and 3 still decide to involve themselves in something that was between angry mixer a & b and megacorporation 1.

I also think it's more that lowbies and midbies need to be given the chance to have their own conflict between each other and their own stories to tell. Longterm conflict of all kinds, all different spectrums and all sizes is breathed into the game when lowbies and midbidies take center stage.

They might not always do it fast or in one bombastic plot, but when given the chances to slowly work themselves towards the fast and bombastic, they gain the experience and the confidence as players.

I don't personally believe there is anything at this point which can significantly adjust the culture topside or in the Mix, aside from the gradual changes that arise out of players leaving the game and being replaced by others, and that type of shift cannot really be guided.

The player culture topside is really not substantially different than it was before CPI. The actual social engagement between players improved dramatically with CPI but what conflict there was declined in turn, and topside just has several factors which tends to select for players who tend to be a little less interested in that sort of storytelling.

Both topside and the Mix hugely rely on key players who are carrying the game culture on their backs, but in terms of a discussion about the game's future, I see topside as requiring fewer actual players to convey that theme (1-2 really good PCs or NPCs can project the sense of crushing corporate oppression across the whole setting) and being the setting which is just somewhat more distant from, and ancillary to, the core punk element.

I see it as basically like two bodies trying to survive from one heart. We're not urgently at the crossroads of having to decide to do away with one to save the other, but there is a reasonable argument to be made that crossroads might be arrived at in the medium term of the next five years, so it's worth thinking about what are the most important things for the game when it comes down to making tough choices.

What I'm about to complain about didn't start with the CPI but I'm sure that the CPI made it worse as it convinced topside players that they're meant to be playing nice with each other. In response to crashdown I think it's not frowned upon at all for one corporation to help another and they assist even in each others towers far more frequently than I think should happen. Though I also think that it shouldn't happen at all.

There have been several incidents just in the past few months where two corporations have worked together to deal with a lesser threat, and lesser threat being key here because cooperation wasn't necessary at all. It's an overwhelming amount of force brought to bear on those lowbies and midbies especially who very likely also have to deal with WJF intervention when they do anything topside.

If corporate management took it as a sign of weakness or betrayal to be seen physically supporting the member of another corporation this would suddenly become far less of an issue. If the WJF has to intervene inside of a corporate tower for anything that isn't the return of Danny Darkshroud that should also be seen as a sign of weakness. Corporations should be cleaning up their own messes or hiring mixers to do it for them if they can't.

Right now I wouldn't personally go to one corporation with data about another because due to how some have interpreted the CPI movement's purpose they probably see that rival corporation as their friend. It kills conflict, it makes it look like corporation A is never willing to work against corporation B so why even try?

You're looking at intracorporate involvement in a limited way.

There's definitely situations where megacorporation A goes and helps megacorporation B against minor Mixer threat X. Some of those are friendly, those are generally discouraged by at least one faction. In the past, that'd be more discouraged and frowned up by the megacorporation factions, and something which should be going forward, but it's not every incident is because banding together.

You have to look at it as: did megacorporation A just go and help megacorporation B to make megacorporation B look weak? I believe there's been at least four cases of this over the last year.

Did megacorporation C hire mixer X to attack megacorporation B so megacorporation C could go 'rescue' megacorporation B so they look weak? As part of a means to hurt the public image of a competitor?

The WJF is generally not going to double up on someone if they're getting getting it from a megacorporation. There's some exceptions as there is in all parts of the game, but generally not. That's the way those players are trained ICly and OOCly.

So it's kind of like peeling back the layers of an onion. I think going to help your rivals to embarrass them is hilarious and great for corporate conflict. Especially if your megacorporation is the one who hired the mixer to attack your rival in the first place. I think going to help your rivals just to help out and band together, this is usually not great for any conflict. The ones being helped overall should probably feel a general sense of unease best cest and anger/seeking revenge against the public humilation in dire cases. And there are many instances where that will get pushback from at least one faction as I wrote.

Now could we stand to have NPC bosses puppeted to either tell them to stay off other corporate property or for the 'helped' corporation to tell them this type of public humilation is not okay and to strike back in their own way? Yeah, I think so. Which isn't a criticism of staff, only I think it could probably be done to help set the attitude moving forward into newer PCers in those positions so they can teach the next crop coming up right after them too.

I think basically my points boil down to:

1. Showing up at your competition's home and helping save them and then crowing about how they can't save themselves in whichever way you want to frame it is hilarious and good, especially if the conflicter causer doesn't get bodyslammed by every one in the process.

2. Hiring the agitator in the first place and then showing up to humilate your competition is A+ trolling and imo very themely, love it and think it's good for the game.

3. Inserting yourself into mixer X versus megacorporation A, if it were me I'd probably weigh the reasons why and also think about how much mixer X could take longterm and how that helps foster conflict moving forward.

4. Showing up just to help to help fight back against mixers causing problems is not great for the game, imo. Maybe ask yourself why your character would do that because not only does it discourage someone causing conflict if they're getting it from all sides for no real reason besides 'must stop', it also takes roleplay out of the hands of the popele who have characters in corporate security roles or other similar roles.

5. The idea of CPI is good, I think, but maybe a refresher course on CPI doesn't mean everyone helps everyone all the time and absolutely should still be hilariously sabotaging your corporation's competition.

6. Remember there are layers and not all cases of someone showing up is the same across the board.

I'm looking at it in a limited way on purpose because I'm framing the situation as someone from the outside would see it. If corporations are really trying to make each other look stupid by outperforming them on their own sovereign territory then while I think the intent might be in the right place it's optics that becomes the issue. The finer details matter less when it looks like they're just being buddy-buddy and this is what the majority of the playerbase will probably respond to.

Rarer mask off moments where corporations are more visibly at odds would make this less of a problem as there have even been instances where it's obvious one corporate citizen has done something to offend a rival corporation, only to face what appears to be no consequences.

I think that there have been situations where help is given because the corporate employees involved are just friends though, and differentiating between this situation and the aforementioned one is difficult. The result also seems to be the same in that the mixer who took the risk ends up ganged up on. This is referring to immediate response and not what happens if they manage to escape though.

I don't disagree with the general idea that conflict between corporations should be more subtle than it is in the mix and I really don't think a return to the rigidly enforced divide would be the right move either. A refresher on the intent of the CPI would be a better solution as while it's beneficial for everyone involved that corporates are allowed to mingle with each other, this shouldn't influence what's expected of them as employees of a specific corporation. They should be able to smile with each other in public and even have relationships with each other, but helping each other with work should be a no no in most cases.

I feel like conflict, and more importantly, the opportunity for conflict is there across the board, with more established characters of course having the means to push for this.

Topside activity can appear docile and dull due to the nature of it, but I think this is also due to the optics surrounding it right now. What I mean is that you ICly have a lot of reasons to become a corporate citizen. But OOCly / mechanically it's more appealing for people to remain a Mixer. The freedom and opportunities that are lost to go topside don't outweigh the benefits in most people's eyes. This may be a reason why the corporate culture is seen this way.

As for generating conflict, I've been trying my hand at it more and more and I have to say, it's great to outsource that stuff. Not only do you give someone else something to do, you can focus on your slice of life roleplay. Ultimately, the outward facade of the corporate lifestyle is supposed to be detached and 'clean'. That crust is supposed to hide some f-ed up stuff.

Chyen is made to be spent and nothing fuels a fire better than paper bills.

I agree with a lot of what's said. I do think that the biggest sticking point is with the player base. We all have our own goals and ideas. Not everyone has the energy to push conflict all the time. Different visions collide.

Though I am not a huge fan of CPI and the partial dismantling of the corpie/mixer divide, I do have to admit that I understood where it came from at the time. The time before wasn't perfect. It's easy to take things to an extreme and things were taken to an extreme. I just think that things are now just being taken to the opposite extreme.

Before CPI and the lowering of the divide, corporate characters were frequently told they can't interact with other corps or mixers at all. Bad. You get fired. GMs rarely set this expectation or enforced it but some players take anything an NPC says or seems to say to be gospel and push it hard.

The same is happening with CPI and the divide I think. It's being pushed to an extreme that isn't required and is, in my opinion, bad for the game. CPI for example, doesn't mean no conflict and everyone has to be the best supportive friends. It was, from what I recall, meant to relax the erroneous idea that a corpie could only ever interact and play with the three characters who work at their corp.

After reading this thread and thinking things over, I think we just need to stop taking things to ideological extremes. Mixers and corpies can interact. But too much is too much and bad for both parties. You can interact and play with corpies from other corps but too much is is too much and bad for both parties. Your corp still has to come first.

Before CPI and the lowering of the divide, my corporate PCs already pushed this middle ground. This grey area. My most recent corpie assumed a leadership role and trained most every new PC hired. They gave them very different guidelines than were uncommon for the time.

You can work with mixers. Fuck them. Talk to them. Hell, even go to the mix if you feel you have to. Just don't make the corp look bad or question your loyalty. Same general rule with members of other corps, just a bit laxer.

If you mess up, bring it to the team and we'll work it out if that's possible. If you are messed with, even if it's the WJF, come to the team and we'll see about reminding them of their place if it's possible.

My goal at the time was to promote interplay and conflict and to empower corporate PCs to DO things as most were too scared to do anything but hang at bars, get close to their corp compatriots and scurry to and from work to collect their paychecks. Just empower them to go do things and push tension and conflict.

I think that today the opposite might be needed. Remind PCs that they can work against, betray and mess with others. Just don't make the corp look bad or cause the corp to question their loyalty. Remind them of corporate sovereignty. Let them know that they can go out and cause tension and conflict and won't be ground out of existence by their own corp for the occasional blunder.

I think that this would go a LONG way towards livening up corporate play and similar could be applied to the corpie/mixer divide.

There's a lot of aspirational language being used here: What players could do, what they should do, might do if only they, if only, if only. But we know what players will do, on average, there's been more than ten years of evidence to show that. Topside is what it is, it's sometimes great but costly in terms of scope and population for what it does.

Being mercenary about it, is a few errant bits of truly cyberpunk storytelling here and there, when the stars align and the right people do the right things after being coached and encouraged just right, really worth the costly overhead of populating two entire sectors and the three largest factions in the game, and three or four smaller factions on top of them? That's insane overhead for the added storytelling benefits it provides, in my opinion.

In an alternate present where the game was just the Mix and always had been, and we had the same player and staff resources we had now, a proposition to split the game into a whole new high-living wealthy ecosystem with its own politics and independent social networks, it would rightly be seen as a calamitous deviation from cyberpunk and 'high tech, low life' and one that the modest staff and player population couldn't support.

Players have become acclimated to its existence now so it seems normal, but from a purely cost-benefit basis of investment versus thematic gameplay, I don't think the value proposition is really there when the question is 'how large a game world can our resources support?', which is a question that is looming on the horizon one way or another.

We can kick the can down the road with talk of encouraging culture and getting out there and be the change you want to see, but I believe the day is going to arrive where there will be a crucial decision between supporting a more focused and refined cyberpunk experience that allows the game to continue to flourish for another twenty years with a dedicated and passionate core fan base, or instead trying to cater a bit to everyone and thus pleasing no one and slowly evaporating like a too shallow puddle in the sun.

I don't really have a whole lot to add at this point. Everything's been said more than once. However, the idea that the current system is "pleasing no one" is plain wrong, and a huge generalization of just a few people's feelings.

I personally am pretty happy with the game right now. I'm all for trying new things and making changes to make some people enjoy the game more, but something as drastic as the change you're suggesting I think would just make some people happy and other unhappy. Since it seems like neither one is the right answer, the best path likely lies somewhere in between.

I think removing topside completely would do more to damage to roleplay, mix rp especially , than help it. You are effectively removing corporations from the plot, beyond time-costly GM overhead. This doesn't only remove conflict, it removes the mix-corporate cooperation that there is - exactly what some in this thread have been begging for I.E. mixers doing jobs for corpos to fuck over their rivals. The kind of shit that defines a culture in a game, like Juicy Vee and 7x rivalry, or borrowing from 2077, Militech giving resources to terrorists (Johnny Silverhand) to blow up their corporate rival, Arasaka? You won't have that anymore. The Joshua Hahns, the Jujus, no more.

Even if it's only in the hands of a limited portion of the player base, a cyberpunk setting NEEDS its corpos and it needs to be role obtainable by players. Maybe that is the problem here: corporate employment is no longer challenging to get, or keep, and the perks are not immediately worthwhile until you get past the junior stage. Maybe what should happen is corporate players apply for roles of characters already in upper management. Then they can do really heavy handed shit. Just completely delete players being juniors and middle management.

But removing topside, and a huge swathe of work? Really don't see that happening, or helping anything much at all. Now if the player base goes down to twelve players on peak? Sure.

Oh one more thing. If all of the topside players are removed, but you still want the corporations to like exist and have any conflict at all, who's going to do all of that if the GMs are spending their time focusing on the mix instead? If anything doesn't having players topside just free up GM time by having the players doing the plots?
The idea that an entire separate corporate game is necessary to cultivate slice-of-life players or ones looking for a social network chat type experience is pretty much a red herring. There will always be those players and there will continue to be a rotation of them coming into the game completely regardless of whether they are catered to or not.

There is a ton of evidence to show that if given no other choice than to play in the Mix, players who would otherwise stick to isolating themselves topside will absolutely continue to play, even if it means they're subjected to parts of the game they don't want to be and will be more productive participants of the story in the process. Will they like not having a choice? No. Will the cyberpunk storytelling outcome be better overall? Yes.

The game can absolutely cater to a more conflict-driven, cyberpunk-aligned core audience and still capture more than enough casual players to sustain itself because the latter is effectively drawn in by the former group and the setting they create. As evidenced by the fact that a game as niche and cutthroat and unforgiving as Sindome became so popular in the first place.

I'm with 0x1mm here, again, and the comment about aspirational words hits the nail on the head. A few more points.

I've been a off and on-player for five years-ish now, and topside has had glimpses of great activity in the past with very interesting and exciting players pushing plot downwards and also within other corporations. But there has also been plenty of stagnation. Most of the day-to-day RP that is done topside could easily be relocated to Red Sector as it is often slice-of-life.

When discussing 'eliminating topside,' I don't think anyone is saying that we need to get rid of the built areas and just fire all topside players immediately. I think the argument is mostly a gradual change where corporations stop accepting applications from players, and eventually, only a few, excellent players remain in roles where they can serve as the corporate boogeyman. This to me makes perfect sense. Numbers-wise, excellent topside play has often been reflective of a higher population, and I think we can all agree that our numbers will likely not reach the heights of four years ago. But it's also been reflective of a handful of excellent PCs over the past few years that have carried a lot of the conflict along. So making it more exclusive for players who can operate successfully without other PCs literally around them would make it both an improvement and, also, a more transparent expectation about what topside is about. We've all seen new players move topside and realize that the opportunities for RP are more difficult to find - why not just make it plain?

With the removal of the project system as well as pretty low engagement in topside play over the past few months, I think this is a perfectly reasonable conversation to have and explore.

I need a lil bit of help understanding things before I can add any more opinions.

How many GMs are there and how many actual players are harassing them regularly?

I know there are items that I would love to delve into more with my character but I'd hate to plan something if its overwhelming to a GM or the request is annoying or the response time is weeks?

There's currently 3 GMs. They are the ones who handle the nuts and bolts of the world, and creating and running game storylines.

There's going to be different ways of measuring how many players there are, but I'd say there is about 50 highly active players and about 100 more that are varying levels of increasingly less active. I believe there's something like ~200 players if you count all the people who are just logging in at all every month or so.

I'd roughly say there is about ~20 very core players who drive like 90% of the gameplay.

These are the pure connection stats that Johnny shared at the Town Hall:

I don't really know how to read those stats so I can't really make an intelligent commentary on them.

Topside used to be very active back in 2018-2019. What happened during this “golden age of topside” to make it so engaging? How can we get back to this same level of corporate intrigue?

I am of the opinion that maybe topside needs MORE PCs rather than less. Some new blood.

The end of 2019 and 2020 were, from what I remember anyway, the topside population booms which was a mix of surging player population in general and a significant relaxing towards PCs getting fired. It became so difficult to get players fired so there was a lot of, shall we say, character baggage that built up.

The social scene topside was much improved by CPI coming in and I believe the end of 2020 was the height of topside population but I am not sure I would call it a golden age. It came at the expense of corporate shadow wars, and was at least partly responsible for a major collapse in Mix storytelling and the decline of their major criminal factions (though this was also due to a lot of long term player burnout in fairness). Likewise it was a nightmare for plotting because players had to be basically forced on pain of death to do anything more than show up at a party, because there was a lot of anonymity in numbers and thus lower responsibility on everyone to engage out of their comfort zones.

2022 had a significant rise in topside populations as well, I believe partly out of momentum of more and more players shifting there, and partly because the storytelling became very topside oriented. However I would say the outcomes of that population boom were extremely dysfunctional and not good for the game, so I wouldn't be in a hurry to replicate it myself.

It's remiss not to acknowledge a lot of the population surge in late 2018 into 2019 into topside was in part a result of wars between factions in the Mix. People going up to escape ultra violence and targeting. Not all, but a lot.

I also don't recall it being a nightmare for plotting, because the period of time is where a lot of people who ended up in higher positions and were creating a lot of activity across the board in every single spot topside. Every single major faction was populated to the near brim from 2019-2021, a lot of internal work going on and a lot of social conflict and sabotage attempts against others during the time.

For your question, svetlana.

I think the reality is that even though it's been a year and about five months, the game and topside hasn't recovered from this stuff:

1. The game lost at minimum five staff members for different reasons from July to November.

2. Topside life lost around 15 players in one week. Now one could argue there were issues, revealed in why those players were lost, but ultimately they did add to topside life, they did run some of their own stuff, and it left everyone else who was still there holding the bag and losing people who might have been in their circles, helped a corporation function, were assets, being mentored, etc.

3. I think the remaining players, a lot, felt the weight of that and the energy plus emotional drain which came from everything. I won't speak for staff, but my speculation has long been staff did feel a great deal of weight as well from everything in points one and two.

And I think part of that persists for everyone still to this day.

I also disagree with the notion that if forced into Red, that people will stay within the game. Will some? Yes, absolutely. Will all or possibility the majority? No. I think that's a patently false idea. We have seen historically what happens in Red when people are zeroed in on and tried to force to play a certain way, many times that ends up with the person either leaving the character/game behind or going topside. If there's no topside option, I don't think it's unreasonable to think the option is potential departure.

I don't really see that as an issue though, if anything I'd say it would refine and focus the players we are attracting and keeping around. If someone has no interest in the game that goes on in the Mix, to the point that they will stop playing outright if they have to play there, then why change the core of the game to cater to them?

Again it's cyberpunk, not cybersocialte or near future slice of life anime. It doesn't have to be a big tent, it shouldn't try to be because ultimately players can do slice of life anywhere (and will continue to do it in Sindome as the past has shown regardless) whereas nowhere else anywhere offers an intense cyberpunk roleplaying experience that Sindome does. Adulterating the strength to cater to players who don't even like what's on offer is not a formula for longevity.

I gotta agree with the above.
In the past, people have gone topside because of players. Good players - players that push plot, make things exciting by engaging in RP outside slice-of-life bounds. Momentum works. As crashdown mentioned, people also sometimes went topside to avoid the type of red-text RP that sometimes happens in Red sector. That does not happen much anymore.

I don't think we should be focused on improving topside, honestly. There's a litany of threads recently that have explored its issues. Why would a player want to play topside when they can make more money, have more RP, be around more players, and be relatively safe in Red sector? It makes much more sense to collapse the population than to cater to two.

I'll once again mention that in the many roleplaying games I've played I've not seen a single one function as a purely hardcore PvP game at its core. I won't say it's impossible but the amount of players who'd play that sort of game are very, very low. Choosing to go that route would practically put Sindome on the road to closure sooner or later.

I understand where folks are coming from about the slice of life players and all, but I would like to say that there are ways for both types of players to co-exist without going down the "it's you or me" mode. I'd go as far to say that some of the people who desire the super hardcore PvP environment would eventually get tired of it themselves.

It doesn't change much whether you have 30 players with 5 PvPers and 25 slice of lifers or just 5 players in total who are only PvPers except you effectively made 25 players leave the game. It'll be the exact same experience. GMs already prioritize conflict over slice of life plots as it is. The reason behind GM burnout isn't because slice of life players are hogging most of the attention.

Again, there are so much better ways to do this. If other players won't support people who drive conflict, then there should be more GM support. And if this thread is any proof, it seems there's enough people (a significant amount even) who want people to be antagonistic or drive conflict that they can find ways to support other characters and players who do that kind of thing and keep them afloat even without GM support.

I should be clear that (at least for me) it's not a question of slice-of-life character versus PvPing characters, most players are a mix of both to some degree. And I've always been a vocal supporter of the existence and participation of social-oriented players in the game, and at least for my own part I'm not saying get rid of these players for the sake of PvP.

Rather it's a matter of whether an entirely separate game is necessary to maintain a version of the game world that is more affluent and domestic. To enable, say, one Jack Anderson or Jonas Alexander for cyberpunk theme purposes do we really need to have 4 player HR agents and three medics and two requisitions officers and five artists and six security officers and three judges and two bustling sectors of jobs and plots and housing and politics and so on. There absolutely corporate characters to add to the story in important ways but the way it's done now has enormous resource overhead behind every single one of them.

I know these roles and character archetypes can be done to the same great effectiveness within the context of the Mix because basically all the great corporate players were also great Mix players, often on the same characters.

Basically all of these roles could exist very, very similarly with players in the Mix with very little difference in practice except now we're talking about twice as much player-to-player contact and concentration and more broad impact of plots rather than having to juggle two separate ecosystems that don't overlap anything like as much as they should. Elimination of topside outright is not the only way to streamline and concentrate the game's core experiences but it's a maximalist position to enable questions about how to start streamlining a game that has grow (arguably) too large in scope to maintain as is.

"I don't really see that as an issue though, if anything I'd say it would refine and focus the players we are attracting and keeping around. If someone has no interest in the game that goes on in the Mix, to the point that they will stop playing outright if they have to play there, then why change the core of the game to cater to them?"

Because this is a false equivalency.

A person can have interest in the game that goes on in Red, but not have the energy to do so 24/7. Or even a lot of the time. Or even half the time.

Of the people I spoke of who ended up going topside because of the ultra violence between factions in 2018-2019 (this isn't a criticism of the ultra violence), a lot of those were great players in regards to theme. But they weren't players who could endure being targeted every day or multiple times a week by multiple people.

Not everyone can be on all the time. And by on, I don't mean logged in. I mean on, as in focused in, able to take the brunt of the world, commit to mostly violence or conflict. People need reprieves. People need a place they can go to have a cooldown, a step away from the more aggressive action, while still contributing to the game. There are those among us who are super extroverts, those among us who are extremely introverted. And yes, that does carry over into even games. Especially ones with social settings and interaction.

We can talk about how Red isn't as violent as it used to be and how it'd probably be good if the pendulum swung back around to a nice middle ground instead of the heavy extreme it once was to the now what it is. And I want the players who are in REd to know, that isn't a criticism of you either. There's ebbs and flows to everything. But talking about what Red does or doesn't need right now in terms of bringing it back to a place of danger is probably meant for another thread.

There are players topside who contribute to Sindome in ways that are themely but aren't always violent, aren't always plotting, aren't always out there in conflict. There are players all through the game like this and they're good for Sindome.

There's also players who need coaxed out of their shell and given the chance to shine center stage and to take chances. Not everyone is going to come in guns blazing. Not everyone is going to be like that even after a year. Sometimes not until the third or fourth character. There's multiple players in this thread that needed that time. Time to learn how to do it, time to learn not to give up at the first chance of something costing too much or not going how they wanted, time to learn to recover from death or loss.

Not everyone scales up at the same speed, not everyone has the same learning curve, not everyone has the same energy pool. Saying that we shouldn't want to keep or attract players who maybe don't have the energy/experience/personality to always be 100% into conflict/violence and to need a place within the game where they can go have a reprieve for a few months, contributing when they can is not healthy for the game.

A game made up of only the same kind of players isn't a successful one. There are players who come here to push conflict and plot but then also have some quiet down time and slice of life stuff to wind down and to experience something a little lighter, because dealing with the heavy stuff all the time and that being the only Sindome experience is heavy. It's draining for some people.

So I don't think eliminating topside and forcing players who aren't going to be able to have somewhere to go to disconnect even just for a handful of weeks or months from the craziness, that's not going to help. It's going to introduce a whole new plate of problems and probably run off some players. There's issues topside, definitely, there's issues everywhere in the game. But erasing essentially an entire area of gameplay and a type of gameplay a chunk of players, short and longterm, enjoy is in my opinion not the answer.

I agree with those points by and large Crashdown, in terms of what player preferences are, but I don't think it follows that such a comprehensive and sprawling corporate world is anything like the necessary solution to assist players with different preferences and schedules and interests. That could have been done easily in the Mix.

I don't personally think gameplay and scheduling preferences really drives the majority of the topside population, so much as the corporate fantasy of wealth and affluence and beauty and a disinterest in anything grimy intruding on that fantasy, but where gameplay and scheduling is the major factor then I absolutely think the lessons learned about what topside does well and what roles it accommodates to the game's benefit can be taken and adapted and folded in to the core part of the game and create something that was better than the disjointed halves that preceded it.

I don't want to detract too much from the original post but while we're on the topic of conflict, I wanted to mention I think one of my frustrations with the game is when conflict feels too artificial. (OP I am not saying what you have tried isnt good - I honestly dont even know the scene these days)

Yes, it is a pvp game and conflict is a focus. Social pvp can be very nuanced. Some of my favorite scenes have been those of intense, very strategic manipulation on my part where the conflict being pressed is not obvious but has rather severe consequences. I wish so much I could bring up an example (there are a few in mind), but I can't because of rules. Even if my character has some genuine motives, theres always several darker ones looming, tweaking things a certain direction. I have seen this done -to me- too and really appreciated it. (Okay maybe after the plot wraps because its uncomfortable in the moment :P)

GMs can force conflict, but you have to look for it yourself to really get anything worthwhile. As much as I appreciate gm plots, these plots are never my favorite. Getting conflict that feels organic is challenging but subtlety manipulating the story to get at it I think is rewarding. There is often a slower build to this topside because you have to set the framework for it. I think in every corner of the game you're going to have players who just don't quite understand how to drive conflict or haven't figured out how to do it topside. Or maybe they get busy and they can't grip things hard enough to get at it. There's always going to be some players more comfortable taking the drivers seat on things. Maybe people have just shifted around in the game. There's also just times where things might be in a little lull.

You'll have Joe Junior pop up and immediately start calling mixers trash because they think that's what they're supposed to do to drive conflict. It does for a minute. There are many who pull strings, quietly sealing that persons downfall or shoving them into a space where they're forced to adapt. If they dont rise to it, theyre ripped to shreds, sometimes literally. This is where CPI shines and where the theme really glows.

I've been absent for a time and unfortunately likely contributed to things devolving but shit happens. I'd be pretty gutted if topside was scrapped.

I don't think there are any good answers to this, really. Corporate jobs, to me, resemble a limited and more supervised form of a syndicate gameplay loop. It's a player GM type of job.

'Budgets and themes, make it work.'

But from my perspective, I think it's fair to say that historically, only half of topside players actually put that loop to use, and it's maybe because these jobs aren't being presented properly. Syndicate style jobs require lots of GM caretaking, there's a whole help file about it and the expectations that GMs hold for those players. I do not recall there being one for corporate jobs, maybe there should be?

I think the idea of eliminating topside is way too extreme and wouldn't give you the outcome that you hope for. There are people who just don't want to play in the Mix for several reasons and if given no other option, would just quit playing.

There are a million other ways, to make the playerbase more unified and cohesive if you wanted to. For example, give Topside characters (Both corporate and WJF) flexibility and freedom to go back into the Mix and encourage them to do so. There used to be a time when the playerbase was smaller (maybe lower than now?) and this was a thing. Corporate characters would go to the Mix and party at bars and do whatever, hire Mixers as bodyguards and whatnot. And if shit went down, the WJF might get involved. There are even old TV recordings of this on the NLM archive, not sure if they are still being broadcasted tho.

Now, this is just 1 example off the top of my head of a million other less extreme ways you could go about into changing things to consolidate player interactions.

We can debate forever what the game "should" be like, but at the end of the day the people who decide and can push change the most are the staffers/gms/admins. Also I have the unpopular opinion of thinking that most things could be fixed by adding more staffers/gms/admins into the game, but every time I've brought it up in the past seniors staffers have disagreed with me, so maybe I am wrong? Yet I would encourage anyone who fulfills the criteria and has the spare time to attempt to volunteer.

Regardless of all of this, I would love if the staff was more vocal and chipped in on threads like this to give the players their side of the coin so that we can see the bigger picture.

GMing can be done in a variety of ways.

Maintenance

The most basic is the bare bones of supporting players. This means doing basic puppet requests, working gridmails, hiring and firing, doing requisitions and reimbursements, setting up player roles permissions, handling leases and managing the game's health via the @rules. Having topside or not doesn't really impact GM effort here. The GM effort required is mostly based on the total number of players and the number of active players.

Support

This is my favorite aspect of GMing. This is basically picking an eager PC, pointing them at a goal and funding them towards it's execution. It's GM light in terms of effort but, if they happen to pick the right PCs, can yield massive results in terms of conflict and story development. Once again, the amount of effort required from GMs here isn't really based on the number of 'zones'. It's based on the number of supported PCs.

Enlivening

This is usually simple little stuff. Puppet a bartender for a few hours one morning. Bring out a random NPC to try and mug as many PCs as you can before they get taken out. Bring a corpie PC to the mix for a night of fun. Mostly just simple puppeting sessions or microplots that make the world feel more alive, bigger and to help enforce theme. Heck, even just having a GM play SIC warrior helps here. Honestly, the number of players, active players and zones doesn't really impact this much. It's something a GM does when they have the time and energy and they notice some PCs they can interact with.

World Plots

These are all about having the world move and change and shift, ideally engaging some PCs. It can be as simple as a newspaper article or as complex as a foreign army invading the dome. I can see how zones can make this more time consuming for GMs in certain cases but not all. As with Enlivening, the number of PCs and active PCs doesn't play a huge role in GM demand. These CAN be very demanding but that depends on the scale of the plot and how involved PCs are. At the same time, GMs generally chose to run these when they have the time and energy.

Of course, the above is just based on my experience and my opinions. With this being my view, however, I don't really see how shrinking the map and forcing players into one zone will reduce GM load significantly.

I might reduce builder load and coder load but even then I think the scale of the impact is debatable. I am not convinced that condensing the game to a single zone will impact coder or builder load significantly.

I guess one angle is that if everyone is condensed into a smaller area that Player with Player RP will naturally occur more often. And this is a valid point point in my eyes. But I don't think it's that simple. Just because you move all characters to the mix doesn't mean the characters and the players behind them change. Some will just leave as they simply don't want to play the mix. Some will keep doing what they do, just with ponchos on. I'm not convinced that the result will be an improvement for players as a whole or a significant change regarding staff workload.

Regarding game culture... Yes. There is a lot GMs can do should they have the time and energy. But there is also a lot players can do. It might involve losses and maybe cost characters but players who want more conflict can do a lot to create more conflict. Even in little ways that don't take a mountain of time and energy and focus.

Just some new thoughts on this topic. I reserve the right to change my mind!

I forgot a category:

Making the World React

A PC or PCs did something and there needs to be a reaction and there aren't any other PCs in a position to do it. Maybe they lack resources, training, motivation or there just aren't any in a position to care. This can be handled in a lot of ways. Usually it's an NPC engaging some PC to take care of it. Maybe a bounty. Maybe bringing in NPCs to react. Sometimes a mix. Again, number of zones isn't a big deal here in my eyes. It's more about PC activity so will generally scale off of the number of active PCs.

There are people who just don't want to play in the Mix for several reasons and if given no other option, would just quit playing.

Nearly all corporate characters are expected to eventually fall to the Mix, what comes up must go down was the mantra for a long time regarding the administration of the corporate storytelling. Players who would sooner quit then play in the Mix at all, can be shown as being determined not to engage with the genre and are pretty unlikely to be telling cyberpunk stories.

So in this light a smaller, more dedicated and theme-focused player base would be an improvement to the game, given there is a large section of players who view the game essentially as a venue for their social or sexual interactions and not a competitive cyberpunk roleplaying setting. To them Sindome is lo-fi VR chat with their chosen deeply questionable anime aesthetics and dress-up, and they've more or less settled on playing it because it's well populated, rather than actually liking it or its idiosyncratic rules or dark themes or difficult challenges.

I just want to take a moment to thank everyone for their constructive feedback on this thread. Over fifty replies and we haven't gotten into name calling!

With that said, I'd like the emphasis that in the distant past where key corporate jobs were held largely by mixers who were effectively perma-juniors.

I.E. You're not a megastar reporter. You're a smalltime mix columnist with a cult following. You're not a cutting edge biotech. You're a low run biotech who puts tails on rich assholes. Etc.

This left those PCs in extremely close proximity to their would-be lower class peers, and created themely tension without as huge of a rift in the player base.

I recognize 'Eliminate Topside' is a bit sensational of a headline but I think the discussion here continues to be worthwhile. Thank you.

Ditto! I'm also very much envisioning an end result where the best of topside is folded into the Mix, everyone's down in the trenches getting their hands dirty. Players can right this minute see this was intended to be the theme since they can read that there are suits hanging out in Mix bars getting eyed up by gangers, the Tales of Two Cities thing that we've got going now was never anyone's explicit goal that I know of.

But a smaller shared space where everyone goes whether they want to or not is key in my opinion, there's way too many opportunities for players to enclave themselves off and make the game seem depopulated even though it isn't (notice how many new players complain they never run in to any other characters organically).

These players you guys are talking about will probably just do their apartment RP special in mix apartments instead of topside ones in the very unlikely scenario topside were actually made unplayable. It might it easier to target them but the same could be accomplished by loosening restrictions on attacking characters topside. I would love to see an actual class based system where the WJF has so much crime to deal with that they ask what your position is before bothering to respond to your cries for help. Better make friends with that corpsec agent junior because the Law is too busy to save you.
These players you guys are talking about will probably just do their apartment RP special in mix apartments instead of topside ones in the very unlikely scenario topside were actually made unplayable.

Probably true in some cases but I see no need to indulge anyone who would lock their character inside forever rather than step onto a Mix street, the opposite really. If players have to be forced to roleplay to theme at the tip of a ceramic then call me Musashi.

But I'd be perfectly fine myself with junior corporate characters living in the Mix being protected by junior CorpSec, would give the latter something meaningful to actually do and create real and active conflicts with the other residents.

Green and Blue being so physically removed in virtual space from Red just makes security basically superfluous in many cases. Taken to extremes, smaller game spaces just lead to more conflicts out of contact, larger ones lead to stagnation out of distance.

I say, take my ideas with a grain of salt. Feel free to call them stupid. -

Personally speaking, that one change might do a lot. Junior Corporate and Junior CorpSec with like... check ins from a senior agent would do a lot to probably spur on tension.

It gives the Junior Corporate folks a chance to really see how some Mixers will treat them. It creates an information game of anyone trying to hide their ties to a corporation game.

It gives Corpos a chance to try to be smarter and leverage Mix connections. It gives those who do get flack a reason to try harder at their jobs so they can escape the mix. It keeps players together.

It may be a dumb idea but initiating a small 'Corpo safe zone', perhaps populated with mounted guns or NPCs in a section of the Mix, because doing that would be cheaper than in theory all the kick backs of apartments or something citizens may have.

They could, in theory, still have all the corporate rights and license options and standards held to them, but doubling this with say- bigger pay outs that were discussed before and a revitalization of projects in someone to have a corporate data game between each other be far more important? It's a concept. It'd also mean more Corpos get a chance at owning those 'higher end' Red Apartments that some mixers could only dream of and bumping elbows with 'syndicate' types.

Again, all of this is just concept and idea. It may not be what folks like, but it's something I think could work and support theme, and create action while centralizing role play to where players are active.