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Can't figure out if this game is for me.

I've played Armageddon off and on for like 20 years and I just can't stick with it due to their changes. It's been the only MUD type world I've ever truly gotten into.

I've never played a MUSH/MOO. I can't really figure out what this game is like and learning it feels daunting enough that I'd rather ask here than slog through the start of the learning curve only to find out it isn't for me. I've made a character but couldn't undo some choices and reading the history and not understanding wtf @nakeds were I bailed. But I do want to scratch the Permadeath RPI enforced itch.

Is there PvE/Exploration/Crafting? Or since it's a city world it's more that you do your automated job and sit somewhere trying to talk to people? I enjoy building relationships with my characters, but I mostly liked to play background characters who just were out there trying to eek out a living, etc. Sometimes you just wanna go skill up on mobs. I would do this while treating the world as alive around me, but I don't want to play a purely tavern sitting game.

I feel like some of the docs I've read or maybe the tutorials I've watched indicate this isn't the case but I can't tell wtf this game is actually about doing.

Sup. i played Armageddon basically just as long as you did over a bunch of characters. The learning curve, initially, hurts like hell to adjust to, as does the difference in the emoting system, but the way the system works is... Nice. Grinding seems fun until you don't -have to grind- anymore, and this system just rewards getting on. No need for the mindless tedium, you can focus on doing actually cool and fun shit. There is still stuff you can 'grind'- There are some automated jobs (that have in-game limits to tell you when to stop, either a soft stop or a hard stop) if you can 'grind' if you want, but the game is well and above more roleplay focused and it can lead to more interest and intrigue. It seems like the system is designed to reward longer-lived characters, like every game does, but it slows down progression to make it more reasonable for fresher characters to catch up to older ones. Those early days though, since you can't just 'grind' for stats or skills, you will feel pretty pathetic, but it makes the slow gradual progression from being 'useless shitbaby' to 'absolute gigachad' feels pretty awesome. Learning stuff feels good. Exploring, finding secrets, new revenue sources, feels good. Figuring out the larger narrative through small, private interactions can feel good. Sometimes stuff is staff driven. Sometimes it's player driven. Sometimes you're the bad guy and you don't even know it.

Of course, if you're feeling more like an Arm experience, there's always ApocalypseMud (Apoc splinter that's gotten active now that Arm is dead/dying ect) but Sindome has filled that niche for me, and I've been enjoying my time playing.

Thanks for the response, that's really useful.

I actually like long, slow grinds. But to use Arm terms, I just want to make sure that when there's nothing going on there's something equivalent to to going out and hunting scrab or raptors.

Which, from what you said re: Exploring, finding secrets, etc, feels good is very helpful.

I'm gonna give it more time based on what you said so thanks again for the response!

The vast majority of content, for the vast majority of players, will involve roleplaying with other players directly rather than doing single-player types of mechanics you might find in other RPGs.

There are several PvE-lite type mechanics for players to earn money, acquire items of various kinds, and generally earn a living, but there's going to be a relatively small number of hours one is going to be able to do this in a week before there's just no more of it, and in no instances will it really involve grinding against non-player enemies in the style of non-RPI RPGs.

In general a new player is going to have a relatively small amount of stuff available for them to do if they're not interested in going out to chat and interact with other characters. An experienced player will know of a lot more mechanics being available and won't be quite so reliant on this, but in the end it's a roleplaying game so the player-to-player character interactions are going to underpin most of what goes on.

And @nakeds are just descriptions of individual areas of the body, that are written and displayed separately to allow for things like layered clothing (some part of your body might be covered and not others) or displaying wounds or other types of injuries, and for cybernetic enhancements. You don't need to fill in all of these, the sheer number of them is to allow for characters who might have a distinguishing element somewhere that they want to highlight. It's pretty much player preference which ones you write in, but starting out you can pretty much stick to having just @face. It's also normal for players to use for example, left shoulder as a placeholder for describing everything about their arms in general, rather than having a separate sentences describing their normal left and right shoulder, attached to their normal left and right arm, attached to their normal left and right hand. They're there for flexibility rather than for exhaustiveness.

The best way to get a handle on descriptions and nakeds is to see what other players do and learn from the ones you like. You don't need to grasp it before you start playing, it's normal for brand new characters to have very little significant descriptions for a few hours, though it will be helpful to other players to give them something to work with (ex. "He has brown eyes and a shock of dark hair that colours his unassuming middle-aged features.").

I will just add as well that there can be very different gameplay experiences between players depending on the in-world jobs their character decides to take up. It is common, especially for new players, to gravitate towards jobs that suit the theme of their character and their particular fantasy of existing in a cyberpunk world... however different jobs also have very different gameplay experiences for the players: Some jobs are designed around players who want lots of undirected time so they can roleplay that role freely without having a lot of specific daily obligations (several corporate roles), others are geared entirely towards doing specific tasks when required and being paid for it (ie. cab driver). Some are suited to players who are online all the time throughout the week, others better support players who can only play sporadically.

This is of course going to vary between people, but it is my opinion that it is more important that a player find a job that suits their gameplay preferences rather than their theme preferences. I have known many players who bounced off the classic Cyberpunk mercenary type muscle roles (a very make your own fun archetype) and ended up having a ton of fun playing garbagemen instead. It pays to be frank when learning about jobs and seeking them out, about what your time investment and schedule and gameplay preferences are (in in-character terms of course, saying you like having a lot to do or you prefer having more time to yourself for example), so you end up doing something that you as a player enjoy, along with it suiting your character.

But to use Arm terms, I just want to make sure that when there's nothing going on there's something equivalent to to going out and hunting scrab or raptors.

I just wanted to respond to this bit specifically.

On one hand, sure. There are things like that. I can't go into detail but they are there. Just be careful as creatures here can be rough on a new character. Very rough.

However, I think it's important to point out that Sindome expects Role Play and things to at least make a little IC sense. So if you are killing rats non-stop, what is the IC reason for your PC to be doing this? It's not hard to make one up that works for your character but having one is important. In my experience saying "I was OOCly bored" isn't enough. It doesn't have to be much but some IC justification is important in my experience.

Also, there are frequently consequences. If your PC kills a ton of Moggleworts they might be attacked or killed o ostricized by others. It could be NPCs or PCs or maybe the Moggleworts gang up and hunt you down for revenge. It doesn't always happen but it can. I think it's important to always remember that there very well might be unhappy consequences for a PC's actions.

Lastly, I feel that grind in Sindome is different from most other MUDs I've played. There's less time spent running the attack command over and over again. But more time spent on planning, socializing, organizing, scouting, writing and more. I find that I am never short of things I can have my PC go and do. There is always more that my PC can do then I have time to play even. But it's rarely just attacking things.

Examples:

Scouting the best escape route from point A where I plan on commuting a crime.

Writing up a flyer that talks smack about an enemy.

Learning the network of rooftops.

Buying a new toy and learning how to use it well.

Visiting Bars and clubs to gather info or spread 'data'.

Hunting a creature for RP purposes 'food, fur, acience, whatever).

RPing a training montage at the gym.

Checking to see what various people in the game world deal in.

Checking out markets for pricing, stock and availability.

There are a ton more but most of my 'solo grind' in Sindome is purpose based. Little things can be done in pursuit of my character's goals that don't need others about to engage in. That's just how I approach it.

Lastly, I want to point out that I've played early morning, Day and late night times in Sindome and I have not once been the only one on. There have always been others to interact with. Sometimes I have to put in a little work to connect with them but they have always been there. I think it's one of the biggest selling points of SIndome. For a MUD there are a lot of players and most of them WANT to interact with other PCs.

Just some thoughts I had! I hope things work out for you, here or on another MUD!