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Wiretapping With Digital Recorders
Make them keep recording while hidden/planted.

Wouldn't it be cool to be able to use VoiceNotes to secretly record conversations? Perhaps by letting them keep recording while hidden in a room, just as when dropped on the ground? Some kind of manic to hide a 'wire' on your body cop-style would also be awesome, although I imagine more difficult to implement and easier to abuse.

With the room tap, at least, people already search rooms in a paranoid fashion. With this change they would have more to watch out for, assuming, of course, they're in a position where searching the room wouldn't be presumptuous! There could be tense roleplay situations when you enter the office/space of someone above you on the food chain, where they could be wiretapping the conversation without you being able to search the room without breaching etiquette. I'm excited just thinking about the possibilities!

Thoughts?

Surveillance microphones exist.
There's already a means to do similar things already.
True, but can you carry them in your pocket and hide them anywhere, recording anything and playing it back anywhere?
I worry about the impact this might have on player interaction. This could be another risk or barrier to interacting with other PCs and, to a lesser extent, NPCs. I know there are already risks today but the more risks we tack onto basic in person interaction, the greater the risk that this kind of interaction will be reduced.

I am very much bring this up for the sake of discussion, not because I believe it is the end all truth. I think that this is something to seriously consider when deciding if a new item/feature should be brought into the game. How might a change influence player/character behavior?

I think the obvious counterplay to truly invisible recording devices (ie. buried in inventories) is to forgo roleplaying in person even moreso than already happens, in favor of another medium that doesn't have so many downsides attached to it.

Okay, hidden in inventories is too OP, but what do you guys think of them just continuing to record while hidden in a room? Just like a surveillance microphone or camera, except enabling actual recording and, if I'm not wrong, forensics.
I believe we want to encourage players to do Bad Things more than currently happens, and also roleplay about those bad things with other players when it might not have been totally necessary to do so, because so many plots get memory holed out of existence due to the extreme level of secrecy and selectiveness required to allow them to happen.

To that end I think the audio recorders existing at all is a net negative because they encourage passive preventative behaviours and discourage active causative behaviours, and create incentives to 'out' activities in a harmful way that discourages their planning or execution in the first place.

I understand this recurring concern in the community, but feel like maybe it's worth considering that people might not be afraid of doing anything, so much as lacking the tools or creativity to do much in some instances?
I agree with you there! The general disinterest towards destabilizing actions is certainly an issue, I just think of these things as at least somewhat related to one another, because (as I frequently argue, warning Chaos v Order monologue incoming) Sindome's player and staff culture tends towards a preference for enforcement and order and stability. It's a bit of a broken record coming from me, and just my own opinion, but my rule of thumb on new features is: Does it make it easier to prosecute dissent or uphold existing status quos?

Real world information surveillance has been shown to create a chilling effect against action which could destabilize the surveilling authority, which is the intention of such programs. The cyberpunk genre has often depicted societies where ubiquitous surveillance is the norm, but also (rather distinctly from modern societies or from Sindome's own setting) it often depicts anarcho-corporatist futures in which national governments are subsumed or made irrelevant through the supremacy of many warring megacorporate entities.

Sindome is different because Withmore has an authoritarian central government and extremely powerful arm of enforcement, more akin to a Totalitarian or Fascist state (which 2000AD's Judges were explicitly satirizing). Surveillance tools in a society that doesn't have lots of equally powerful conflicting interests will serve, in aggregate, to prevent destabilization of the surveilling authority or the status quo. In game terms I believe this means less violent conflict, and more political stagnation, and greater focus on passive social gameplay.

For community culture, the cliche is that many of the techy teenage nerds of yesteryear who may have been drawn to the anarchic atmosphere of cyberpunk, became today's CS developers and IT servicepeople who were increasingly concerned with stability and security and maximizing their 401Ks. Fortunately there are certainly players who buck the trend and continually serve as fonts of chaos and renewal and keeping things fresh, and a related question we could ask is do proposed features help these sorts of players more than they might inhibit them?

My own sense is a zero record environment with no culpability for anything would be the most chaotic, and that an environment with perfect public records of every player action would be the most benign, so I think about stuff in terms of moving in one of those two directions. However in a slightly different version of Sindome that was focused primarily on the criminal side of the Mix, where ultrapowerful mega-entities served as more of a backdrop to the street level crime and grime, these sorts of mechanics would be awesome.