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How we present IC advice and warnings
Encouraging others to be themely, take risks and push story

How does my character give advice and instructions to other characters?

I think that this might be an important question to ask ourselves. There is no right answer. A lot is situational. What is my PC like? What is the other PC like? What are the current circumstances? What kind of advice/instructions am I giving? All important factors.

But I want to propose another factor... How can I present this in a way that will encourage the other player to be themely, take risks and push story? And this is a question I encourage staff to ask themselves as well, not just players.

I think there are few things to consider here.

It's easy for players to take the instructions/advice they are given as holy writ. The next best thing to an OOC rule if not mistaking it for an OOC rule entirely. Or a statement of fact or truth about the game world that can never be challenged so why even try. I have seen this happen several times and it often doesn't just stick to one player. All too often it gets circulated until a significant portion of the player community believes in such non-existant holy writs, facts and truths that can not be challenged.

The other is how we can each do a little to train the player behind the PC, a little bit at a time. I think it's super important that players know that any and all IC laws, rules, demands and instructions are optional in a sense. You can go along with them or you can choose not to or you can try and change or destroy them. They are simply factors to be considered when making your moves. Choosing not to go along may come with consequences that you have to consider but you can still do you.

I realize that engaging other PCs with this in mind will often make the interaction longer and more complicated. Sometimes it might even seem contrary to our PC's own interest. But I think that if we all try and consider these things when we interact with each other, it could help a lot of players get outside of the boxes many feel they are locked in. It would help promote more conflict that I think many would enjoy.

And it doesn't have to be something you slave over every time your character opens their mouth. I do think that it comes more naturally over time, to the point where you can do it while still pushing your character's own objectives. But if you just put this into play every now and then I think it will help other players a ton.

I don't think these things are as self evident or obvious and many thing. It's especially easy for old timers to just assume that other players should and do know these things. Or that they will figure it out on their own eventually. Or that they can go read the BgBB to learn some of this. But I think that the best way to help other players learn things like this is in game as they play.

Some lame examples:

"Don't go into the sewers if you aren't WCS." vs. "Sewers can be real dangerous. Creatures in there will try and eat you. The water levels shift rapidly. You could drown. WCS considers it their turf."

"Corpies are not allowed to go to the mix. You are a corpie now." vs. "Don't get caught in the mix in a way that makes the corp look bad. That leads to trouble."

"Pay Jorge, Smith and Jen a kay every week. It's the law down here." vs. "Sometimes someone will demand you give them flash and will try and come at you hard if you don't comply. Choice is yours but know there's a good chance it will happen."

"Don't ever go in there without a guide." vs. "It's strange in there. Dangerous types with their own rules. Bad things can happen to a guy who goes in there ignorant or without a guide to teach them. Seen it done before though."

In these examples, the first version is common and even reasonable advice. But they are easier to take as unwritten OOC law and don't do much to encourage characters to see them as factors in decision making and not roadblocks. In the second I tried to convey the warning/advice but in a way that I feel is less likely to be taken as HOW IT IS, DO NOT CHALLENGE. I try and suggest to the character and the player behind them that they can choose to ignore the advice or warning but will face possible consequences.

Honestly, these are weak examples but I hope they convey the general gist things. I am not trying to tell anyone how their character should speak or what their positions on IC issues should be. I'm just trying to solidify the somewhat mercurial thoughts I was trying to convey. Everyone should play how they like as long as they are following the @rules!

Yes. A thousand times yes. Well-intentioned bad advice is such a common negative feedback loop, and players love creating taboos to impart on new characters because of their misunderstanding of what they experienced or saw (looking at you, discussions of AI). I suppose on some level it sometimes creates and maintains more mystery about the world, but equally often it chases players away from cool stuff and leads to them having safe and bland existences.

Now I do understand why this happens sometimes, because players are kind of bad about trivializing and excessively normalizing things that should be treated with caution and respect IC, so the pendulum does swing both ways and can lead to overcorrections, but I think Grey is bang on here about the idea of always leaving a '...if you dare' door or window open in these sorts of cautions so while the character might be suitably afeared, the player themselves is intrigued and understands there is something there to learn.

I've never seen these as some sort of OOC rule and I don't see why anyone would. And as a new player, I was very happy to have someone clearly telling me "don't go there or you will die" while still learning the game - it did not stop me from doing these things eventually.

I don't think we should place limits on what advice PCs can or cannot give based on some vague OOC concerns that they might be misunderstood.

Not asking limits to be set. Just presenting something people can consider when giving out advice/warnings if they want to. I personally think it's a good thing but I don't thing anyone will ever make players do this kind of thing and I'm very happy about that.

Also, I'm glad you picked up on things so well duck! Everyone's different. My star was a rough one. I honestly envy those who are able to pick up the game naturally. :)

Something else to consider - the only people who are going to be swayed one way or another by that advice are new players. If you die to some critter or environmental danger with not much of a story, you might get frustrated, you have to somehow grind out the chyen for a new clone (this is difficult when you're just starting out!) or even make an entirely new character, come up with a new history and wait on approval.

I guess I really don't understand where the harm is in these warnings or why they'd be seen as some sort of absolute?

I can say that in my time playing here I have encountered numerous players who took the things other characters said as immutable truths that can't be challenged. They were surprised to learn otherwise. I was in the same camp myself in my early days.

A lot of players come from other games that do have elements like this. Sindome is one of the more open and flexible games I have played and it took me time to fully grasp how much I could do and that most all IC advice/warnings could be ignored and that it was often beneficial to do so.

Also this was never limited to just 'environmental dangers' in my mind. Those are just easy examples. It can also include laws, licenses, commonly held beliefs on how a variety of things are done because they are intentional limits put in place to shape the game. It's not uncommon in games.

I recently started plying Red Dead Redemption 2. I ran into a locked stagecoach. When I focused on it it said I needed a lock breaking kit or some such. Because most of the GUI games I've played are more railed, I assumed that was the only way to get past the lock. It turns out you can sometimes break a lock by shooting it. I might have considered that IRL but because of how my mind has been shaped by the games I played up to then, I never once considered it.

Similarly, I've played a mud with a space theme. Very open play. In this game breaking laws results in your character being transported to jail with some flavor text describing your apprehension. Nothing you can do about it. If you com from a mud like that to Sindome you might think on the 'laws', both corporate and mix, can not really be challenged. Or that your ability to challenge them is far more limited than it really is.

You're imagining it in context of where the dangers are real, the advice is good, and the person giving it actually understands what they're saying Duck. But you may be surprised to learn that this type of thing is extremely vulnerable to cargo cult mentality where players will misunderstand the cause and effect from seeing things from the outside, or not understanding them properly, or simply parroting things others have said, and end up waving sticks in the air hoping for supplies to be air dropped.

There have been times when characters, concepts, and events that were intended to be mysterious and bit dangerous have been borderline memory holed by the player base and an overzealous application of fear and caution so that even referring to them obliquely would have people threatening death on their fellow players thinking they were upholding important taboos -- when they weren't at all.

Most often this happens with powerful and dangerous NPCs because players observing events from afar, or hearing about them second hand, only process that such-and-such figure was brought up or discussed on SIC and then someone died, making the assumption these are cause and effect and issuing out advice to others accordingly but wrongly.

In some cases it becomes almost comical, when players would resolutely avoid ever referring to a seasonal drink because their was this unspoken belief they'd be stuck down instantly for it.

Alright, I think I understand that a bit better now. I was thinking of certain places that newbies regularly get warned about - the sewers, the express tubes and so on.
Though I should add, there's nothing at all wrong (in my opinion) with players maintaining taboos or prohibition about their own plots or domains or roles or factions, whether to protect their own resources or interests or for storytelling purposes. There are definitely secretive things that are best kept secretive, as long as there's some kind of hook somewhere for players to follow if they wanted to.

Mystery and secrecy add to the game for sure, so there's some subjectivity about it and I shouldn't speak too too broadly in making it seem negative overall.

This is a great thread. I couldn't agree more with Grey's sentiment here. I've been here a long time and I've seen this happen over and over and over. I think there are even a few other BGBB posts around this topic though the advice in the other threads may not have been so well crafted

One example of this then I have seen in the last couple years is the belief that it was illegal to walk around on gold in disguise. This one was something that was initially propagated by a player judge several years ago and it had no actual basis in in character law or out of character rule. However, it was so ingrained in the culture of topside for so long that players became admin and then started enforcing it as an in character law using NPCs, which just further propagated the problem. At one point I became aware that this had happened and checked with several older judge characters to try to confirm if at some point we had actually made this a rule and realized we never had and that this was just an example of someone saying something in character and saying it often enough and having it repeated off at enough that it became a rule. Obviously at this point we have changed that and codified it better in the law in characters so that it doesn't happen again.

Another example of this was at a point where I was playing a powerful ganger character and that character was telling everyone that the turf that his gang controlled was in fact safe. There was no dipping or breaking the law on his turf. Mind you this was happening on red. His intention behind telling people that was not to convince the people of red that this was true but rather to convince corporate characters that it was safe to come down to the mix as long as you were staying on his turf. Then when they were down there he could either charge them and exorbitant tax or simply rob them. However, enough new players came into the game while my character was saying this and then started parroting it to other players that it became a problem because people actually believed it was out of character true.

The problem is that new players get trained by older players but then become older players and the things they were trained on in character or out of character become the culture and meta of the game and we all need to be more careful of that and how the things we're saying in character may be received.

Thank you for this thread. It's actually a suggestion I'm trying to take on board in my interactions.