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Subject Taboos

For whatever reason Sindome is incredibly prone to spontaneously creating player taboos, likely due to the mix of obfuscated game world, tendency towards mystery, and occasional hostility of the setting. Action taboos (don't go to X, don't attack Y) can make a lot of sense a protective mechanisms in a game with only a few true hazards, but I've seen more and more players increasingly creating setting taboos pressuring against even the slightest (even private) discussion on some parts of the game, whether factions, history, mechanics, NPCs. In some cases I know this has gone way overboard and has created hostile taboos against things there absolutely does not need to be any, and I have begun to see (sometimes cool) parts of the game getting literally memory holed into non-existence as far as new players are concerned. So many new (and even old) players left totally (and perpetually) puzzled when some taboo faction/character/mechanic appears in plots and never having any means to learn more from other players, if they wanted to.

In many cases this is clearly non-deliberate. Players don't know about a game subject, they only know they were told never to discuss it, and that's what they end up telling newer players and the cycle perpetuates. In some cases where this began (with players who did know the subject) I am also sure these taboos were intended to create mystery, a sense of danger, and exclusivity about the access to knowledge and of the existence of certain factions and entities. And mystery is great! New players should feel a thrill of discovery when piecing together something cool about the game world, especially when it has ramifications for their archetype. I just think players need to be a little more cognizant of how they spread taboos and whether they understand what they might be warning against, asking themselves: Do I even know why this taboo exists and whether I should perpetuate it, and if so, am I leaving room to inspire curiosity and discovery of mystery for who I am telling or am I closing a door for them by warning them too severely?

Sindome already has a huge problem with the cultural memory being so limited, with memory of characters and events and factions and history vanishing into the ether after barely any time at all, so I think it sometimes worth players asking themselves if they're blocking curious storytelling or enabling it to happen, and making an effort to sprinkle hooks of potential discovery in with their cautions: Leaving metaphorical doors to open, rather than walls that send players looking elsewhere or never looking at all.

I smell a town hall topic.

But, to stay on topic for the thread, I agree that a lot of things get taboo'd out of ever being prodded a lot. Sometimes this is because even speaking about things could cause consequences, in the past. What has been lost in translation is that speaking about things in private usually doesn't. It's an important distinction that got lost in the telephone game. Publically talking about this or that dangerous thing is a lot different than asking someone in private what is happening with said dangerous thing.

I also think that rule-following behavior can be detrimental to roleplay in a lot of ways. Maybe I'm just getting to the point where I'm the oldbie that is complaining about kids these days, but I've been frequently shocked by the attitude towards rule-breakers (in character, that is) in Red sector especially. It's cyberpunk, the rules are there to oppress you at almost any turn. When someone tells you not to talk about something, you shouldn't feel inherently obligated to follow that rule, you should be willing to break it if it piques your curiosity.

Never experienced this myself, but that's probably partly because I tend to screw the rules IC since that's a big part of the theme as batko mentioned. You have to take risks. Most people are risk averse. Honestly, I don't know that there's a solution, or that there even needs to be one. Breaking the rules is more meaningful with all those extra characters that sit in their cubes all day sorry not sorry

Still sounds like a good townhall topic :D

Would be very interested in general or specific examples of this issue, if possible without breaking said taboos.
Most of what I am thinking of is still very much FOIC unfortunately which makes example difficult, but generally speaking you will sometimes see subjects discussed by NPCs and in-game media or cropping up in big plots, that players ardently avoid, discussing or warn against discussing.

Especially since the Mind was replaced with the new lore system, I think it's ever more important for experienced players to reintroduce the events and people of the past into the present, because now that is sometimes the only way any newer player will know about things in a way that will let them do the same.

an example of this i came across was my greeter saying stay away from church and don’t ask me why. i dont know if that’s an ic thing i need to figure out or if it’s an example of players just not wanting to deal with.

i’m gonna assume it’s an ic thing and i’ll ask around.

an example of this i came across was my greeter saying stay away from church and don’t ask me why. i dont know if that’s an ic thing i need to figure out or if it’s an example of players just not wanting to deal with.

i’m gonna assume it’s an ic thing and i’ll ask around.

In Sindome there is pretty strict separation between IC and OOC. If someone says something using IC communication, it's for sure IC. This included 'to', 'say', 'emote', 'pose', any use of SIC and phones. All IC. If you see someone saying something using IC means and it seems OOC, it's either a mistake or it's something you can bring up to the GMs so they can look into it and give the player guidance if needed.

If it's OOC then they would/should use commands like 'ooc' for local communications or 'xooc', xgame' and the like for more game wide OOC discussion/help. Keep in mind that local ooc using the 'ooc' command should be used as little as possible. That's what I have always been told at least.

So with this in mind you can be assured that the comment about the church was IC. I think what's good to keep in mind is that IC 'rules' and the like are breakable. Someone tell you to stay out of THE PLACE and you want to go in? Do it. You might find that it's not as bad as advertised and wonder why or find that your PC is murdered to death without hesitation by an NPC person or animal. You can break, ignore, twist and challenge all the IC rules and laws you want. But there might be IC consequences, bad or good.

Also keep in mind that characters, PC and NPC, can and will lie and cheat and front. They are people with their own biases and goals with incomplete knowledge like everyone else. As in life, your character needs to consider the source (and I don't mean NPC vs PC) and decide for themselves how much weight to give the things other characters say.

I mentioned this in XOOC originally but just to restate it here for clarification: I don't mean the Church! That is a very logical taboo and a very public location that is in no danger at all of vanishing from player consciousness, since there will always be new generations to wander in by accident and discover for themselves.