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Topside sux?
Y does nobody wanna play with my toys

Most people in-game seems to act as if working for a corp sucks due to being super restrictive and boring. Almost nobody seems to want to play topside relative to the mix.

What's wrong ICly or OOCly? Shouldn't a corpie job be the golden ticket out of the hell of the Mix that not everyone can get but most people would kill for? Isn't it meant to look exciting and cutthroat, with constant intrigue and betrayals?

Am I wrong? Is this working as intended? Am I silly to think topside rocks and should just go play in the mix with all the cool kids?

I do think that the lessening of the corp/mix divide and the whole CPI thing have made corporate play less interesting for me personally. But I think that the largest barrier is players with corporate PCs not realizing the potential of their PC's position. And the fact that , in my experience, many players have their PCs go corporate because they want a more chill experience and this impacts motivation.

I have had a blast with all my corporate PCs but I also OOCly feel I am equipped to make the most of it because of my varied and long experience with the game. I think that if more players were better equipped, we would se more lively corporate play. BUt I can't say this is true 100% of the time.

I have also tried to train and educate corporate PCs and players in various roles. To empower them. Very rarely did the player behind the PC actually WANT to do more than they already were. That's fine but it is going to impact the corporate experience.

Lastly, I do feel that, in the past at least, staff tends to overly limit how much corporate PCs can go and do. I get it in part as most corporate PCs has the potential to be a player GM on the scale of someone in a syndicate and we should encourage them to play in such a way.But at the same time, sometimes it's just fun to go and DO SHIT and not always have to play the puppet master.

Just my initial thoughts. I could go into more detail on any of them if asked but that's a decent overview from my perspective I think.

I think it's a lot about what goes said versus what goes unsaid. On the surface, a Mixer's going to shit on that kind of lifestyle and talk smack about how they would never want to do any kind of labor topside while inside the hope is to get out of there.

How this is represented among the playerbase, I can't really comment. The best way to enforce this isn't to make one part look more appealing, but to make the other look less appealing. The Mix is supposed to be harsh, fucked up and fast paced. You live in a place where murder, muggings and violence are so commonplace that they're just facets of life. The corporate world is supposed to provide some form of safety from that. The general population dreams of 'fleeing' topside but they don't get the opportunity (with corporate employment considered a massive privilege).

I noticed this kind of general feeling myself as well, but it's hard to say if this is just what I see from the playerbase or how people actually feel/think. If this is a problem, it's a self-correcting one eventually. People smile and go about their lives through the Mix, they get a dose of the horrifying stuff and it makes them think that maybe that SK secretary position might be worth it.

Oh... One other bit.

I don't think that every PC thinks of corporate status as being something they would fall over their feet to get. Nor should they have to. I know many poor people IRL who mock and ridicule the rich and actively enjoy and choose to be poor. Maybe it's crazy when looked at from outside in a more general sense but I think it's understandable when you are in it. To me topside is different. Not objectively better and it certainly doesn't need to be every PC's wet dream.

I think that topside should always have a lower population in general, but here are a few reasons why I've moved away from thinking about topside characters (as someone who has played some in the past).

1. Lack of corporate competition - It seems to mean that topside lately has been less about bolstering one's own corporation and more about promoting a general pro-corporate theme. Of course, there are plenty of things that go on in the background that most are not aware of, but to me, as someone who is attracted to conflict RP, having more in-your-face tension between other corporations/running operations against them/awkward scenes of competition would make the environment more attractive.

2. Economy - For most players in the Mix, moving topside requires a financial sacrifice, at least temporarily, where they end up making less money. Especially for a player who is not paying for a membership pad, sources of automated income are much, much more difficult to find topside, and, in the end, you ultimately end up making less money. Over time, the prospects of that may improve with certain archetypes that can produce products for sale, reimbursements, etc., but in my experience topside does not really bring the sort of wealth that people desire - at least immediately - and the makes people not to want to take the step.

(I think there are places where the automated income rule could expand topside better, but that might be revealing too much IC information.)

3. Reputation - Topside has a reputation for being a place where people go to idle, play slice of life, and usually engage in relationship/sexual RP. This tends to make people like myself, who don't engage in that sort of RP, hesitant to join. In addition, topside simply moves slower - for good reason - but most of the time I log on, I want to either find a bar that I can RP in, or do something with some chums. That's not very possible.

4. Rose-colored classes of Mix: This is likely one of the biggest reasons. The Mix is a slum. You can find threads about it throughout this forum. But, if you view SIC, or a simple bar chat, many people are profoundly unserious about the dire straights about where they live. If the Mix became more active, violent, and actually dangerous you may find more people moving topside. This is not the direction the current playerbase is going.

5. Lack of available topside mentors - I've had the experience a couple times in the past where veteran corporate characters simply could not be bothered to mentor young players on what is available at their disposal. Makes me wonder if there could be some sort of corpie-WCS position that could run through the gamut.

Generally, one of the themes of SIndome is that it takes time to advance, at least in IC jobs, and, if you have to spend that time RPing with only 2-3 people outside of major events that happen once every three months, it gets very easy to see why the attrition rate topside is so high.

The Mix is a violent and turbulent hellscape where thousands die everyday, disease is common, often flooded and repeatedly victimized because of lazy and soulless corporations and Gangers run the streets. But it's MY violent and turbulent hellscape.

On a serious note, people in that situation will often placate themselves with enjoying every little thing, every little win they get. The violence and the fear is always in the back of their minds.

Typically affluent people are bored more often, when you are winning all the time you forget the feeling of want when you can just get what you want. On the flipside there's the type to want more and more and they go down dark paths to more power and more excitement. You see this in every scandal around politicians, actors and socialite.

I personally see very little OOC incentive to be topside. Why would anyone want to restrict themselves from roleplaying with a majority of the playerbase just to make often less money and live in a place that's slightly safer but still dangerous to live in?

Also, it can be difficult to find a corporate job that actually seems enjoyable to do.

Yeah, I don't know, right now there's a culture where if you try to be antagonistic through the divide, people think it's you the player being an asshole, and then you barely can get any roleplay.

Best to not do anything IC that might go against IRL morality otherwise you might get shit for it on an OOC basis.

Really? Why do you think there's OOC animosity?
There's antagonism, and there are some very un-fun ways to be an asshole that are the equivalent to 'a piano drops out of the sky and lands on your head, you die'. It's very easy to slip into the latter when there's a power imbalance.
What are some ways for corpies to start conflict and plots in a fun way?
Yeah agreed with that, duck, wish people luck in that role! i've been white knighting and slice of life roleplaying recently, and ive never had so much roleplay in my life! It's so easy to find roleplay with a morally good character and not have to deal with the drama anymore. It's been great.
When playing my favorite corpie, I was pretty indiscriminate. My goal was to get as many people to hate them as I could while using clever maneuvering/wordplay to keep just out of reach. They went after mixers, other corps and even some in their own corp. The enjoyed a LOT of conflict even if they were rarely directly involved in physical violence..

Of course, this was long ago before the mix/topside divide was lessened and before CPI was a thing. I do think such an approach would still be possible now though. And, surprisingly, this character garnered quite a few strong allies - seemingly because of my decision do be a jerk to everyone I could manage.

I also have to admit that I might have a different idea of RP. To me RP can be light or heavy, friendly or angry. The character I mention above enjoyed more RP than I could OOCly handle but just as much or more of it was with enemies as with friends. I was fine with that. I enjoyed that and it was something I don't think I could duplicate int he mix at all.

I also personally find that there usually isn't a need to play a bad guy. It's usually enough to pick a side to try and champion. Doing this will give you enemies just fine and make you their villain. It also gives you allies most likely.

What are some ways for corpies to start conflict and plots in a fun way?

Less seemingly random killing followed by a terse phonecall that leaves no real information, more interactivity. The most satisfying corporate menace I've seen doesn't simply open the discussion with a bounty or murder and instead builds a relationship and allows for interactivity. This can be accomplished through propaganda campaigns or cloak and dagger methods, but honestly it can be very frustrating as a player just being attacked and not really having anything or anyone to strike back at. Just suffer silently at the hands of someone much stronger than you.

Additionally, I feel like corpies are sleeping on a lot of plots that could A) make corporate life more appealing to mixers and increase their player base, and B) aren't inherently violent. Find excuses to bring mixers into their business, give them a taste of the good life, use that expense account to its fullest. Start up focus groups like Slither mentioned once, contract out work to a group of mixers. Make it a less lonely and more social experience.

Ultimately it's a problem with appeal, and honestly from a gameplay perspective the good life looks a lot more miserable than the suffering bad life in the mix right now.

Never played a corpie before, but I always figured the majority of the play should be fairly heavy on the puppet master side of things with the focus being on hiring the trash-people to fuck over your competing corporations.

If you want to get out and do something? Go do it. Just don't get caught! You might get fired and sent down to hell, but that's part of the fun. The risk is doubled since 1) you might die and 2) you might get fired. As a corpie, #2 is supposed to be scarier. So it is. I feel like that's why PC's feel more restricted. Remember, just because it's against the IC rules doesn't mean you can't still go and do it.

CPI is great, it's another fuck you to the Mix, which should be the sneering down your nose part of the corporate RP that makes up the backbone of the vibe up there.

As for the Mix not being dangerous enough. Man...I see a lot of people getting beat to shit, robbed, and vatted, so I'm not sure what Mix you're playing in but it feels pretty darned dangerous to me every day.

Fun antagonistic stuff:

- Kidnapping, whether or not you get out alive

- Persuading a judge to come after you, whether or not you get executed

- Slander/Reminding everyone what you did months ago

- Spies

- Paying your friends to betray you in some way

There's a lot of options other than sending a solo to vat you with no explanation.

I wouldn't say Topside suxs but its definitely different that playing in the Mix in all the ways mentioned in this thread and many others. Personally I have found that pushing plots Topside requires a lot more work, time and money. Topside players don't seem too eager to jump on plots or opportunities, I don't have enough fingers in my hands to count the amount of times I offered work or plots to other players only to be flaked on.

Its not just that they don't need the extra money, they probably don't have much time in their hands either or they don't see the point in taking the initiative when it comes to conflict. Its a bit frustrating ngl, but its not the end of the world either.

What other people have said its true tho, there aren't a lot of incentive to go Topside from a monetary or even RP perspective when you can get a lot more of both by staying in the Mix.

I think the actual problem is a lot of players seem to be perfectly content with living the alleged 'hellscape' that is the Mix. So why would they ever move Topside unless they had no other choice? And even when that happens, they can just chill Topside for a few months and then go back to the Mix with very little repercussions.

I think the bottom line is there is a lot of conflict aversion in the playerbase all over the game and this affects both Topside and the Mix. Specially when it comes to 'the divide' since usually the stakes are a lot higher.

More like topside should exist much more in theory rather than practice, because the total number of staff and players cannot really create a great Mix and great topside at the same time.

I felt CPI was good at the time (and I pushed for something like it in the lead-up to it, and praised its immediate effect) but in the long run I feel it ended up being detrimental to the game overall (even though it was a huge improvement for topside players) because it made topside more sociable and comfortable, which caused it to become dramatically overpopulated which was a major factor in huge problems in the game and community. If topside had to continue to exist at all, it would be best as a difficult path that did not promise much typical socialization to discourage too many players playing there.

That is not to say that players cannot thrive topside, or have not created great corporate characters in particular roles, but ultimately there is simply not enough players to have two cities functioning on their own and both telling cyberpunk stories.

This post is probably gonna sound pretty negative and pedantic but that was also my topside experience, so.

IMO, there is almost no reason to go topside if you want to do interesting things, because as soon as you are perceived to go against the grain you'll get fired anyway.

Echoing others, I think the pay for almost any corpie job could stand to be doubled and you still wouldn't see a huge uptick in corp players, either. But the pay is kind of just not there for something that is supposed to be an elite life changing opportunity. My rent was like 70% of my pay and that was with a cheaper rent perk.

To touch on corpie only benefits a bit, the license system is obtuse and annoying to navigate for no reason other than to be obtuse and annoying, and is still just as restricted as if you were a mixer in some cases. A corpie will almost never be eligible to get a gun permit without a security job, for example, and a merchant license costs almost an entire paycheck just to be allowed the option to have a side hustle that you can advertise legally, among other things. Better hope you get accepted the first time, too, because no refunds.

Combine this with being alienated or even disliked by your old peers and friends from the mix and, from my experience, a lack of general topside roleplay to be found out and about in cafes or diners or bars versus in the mix, it's a very lonely transition. I would often walk around with a ton of random stuff on me hoping to get mugged to just get a smidge of random interaction with someone.

So, yeah, you kind of hit the nail on the head with 'super restrictive and boring'.

To be completely frank Ox1mm, I disagree with most of the things you mentioned. It kind of sounds like you're saying you just want to get rid of topside all together, simply because it's not the type of roleplay that specifically you want and seek out.

To me it sounds like you're implying that topside and mix players are all pulled from the same pool, and if you get rid of topside then everyone will go down to the mix. I disagree, and feel like quite a few of the topside players would simply not play anymore.

If the game doesn't have enough players for you, then restricting what people can do isn't the answer. The current state of topside already doesn't promise much socialization like you want, since it discourages players from socializing with most of the other players. In my eyes at least, topside is already underpopulated like you want. There are times when there's not a single player online topside.

I feel like you should be encouraging different types of roleplayers to play this game, not trying to lock it down so everyone does the same thing as you.

I have never played a topsider, but the perception I generally take away from it is that it is a hurry up and wait type of environment. I know in my IC job, those that I meet seem like they're just...bored?

I haven't been able to find much free time to really get out there and engage lately, but I would suggest that the game administrators allow more cloak and dagger in terms of topside to mix interactions. Some people would imagine this means using a mixer to obtain an item, data, sexual gratification, etc. I mean more CIA style operations. Empower corporate Agents to set up safe houses packed to the vents with weaponry and surveillance equipment. Have mix incursions where the goal is to kidnap a high level target. Use them to train assets, or have a listening post. Add danger and purpose to jobs that aren't typing work on a project (something I was introduced to that I found unappealing) or being a place holder in stats and bank account for your eventual departure.

I agree with Kalii's post wholeheartedly, and I do think that salaries could and should be doubled. I mentioned this in my first post, but while the new system regarding automated incoming & rent is fantastic for Mixers, it fails with most corporate characters. An average junior corpie's salary is most of their rent, and the opportunities for automated income are.. low.
A good point that was raised is that you just don't get paid as much. Being a bartender in the Mix is more profitable than most corporate jobs within the first few months (and even later). Running crates and errands isn't something a corporate character should do. This was the reason I saw a lot in character as to why some don't go topside. You get less clientele for your side-hussle and less pay overall.

You could probably expense a lot of stuff and get the ball rolling, but people don't really know about that or maybe aren't getting that approved. Half the time the mixer you're trying to hire has more flash than you.

I'll have more to say in a bit, but I think something important being left out is an undeniable truth: topside lost around 35% of its players about a year and a half ago. It hasn't truly recovered yet. Losing 35% of the people who are in the same part of the game is rough. It takes options off the table. It takes other stories off the table.
I agree with what's being said about pay. It seems odd that some corporate positions are paid as little or sometime less than service mixers are, while service mixers also have wayyy more opportunities to make money through automated sources.

Also another problem is that for the few automated income sources that exist, they seem to often be kind of gatekept, and players aren't told about them. If you're expecting players to use these means to make enough to pay basic expenses like rent, then why are players not told specifically about them?

If being corporate is supposed to be partially about luxury and flexing your wealth on the lower classes, then it doesn't make sense that the lower classes often get paid more.

It kind of sounds like you're saying you just want to get rid of topside all together.

I am saying that, very explicitly, and have been for quite some time.

I think there are design and theme issues with topside, and I've written about them at length for years, but now my feeling is this is ultimately a bit of a red herring in that these smaller factors get amplified and that if there was 100 active players topside and 100 active players in the Mix it is likely these issues would be dramatically mitigated.

There is also the ultimate issue that the game's systems cannot physically support more than 80-100 simultaneous players so knowing that I am much more picky about what is being selected for in design biases, because it simply cannot be something for everyone and in my opinion the Big Tent approach led to serious cultural problems.

What I would call the game's lowest point in the past few years occurred when topside populations were highest and there was the least amount of staff available, and its highest point when topside was smallest and there was more staff to focus on the Mix. I think design and culture and theme and other factors are not as relevant as who is where, and my view is the game should focus on the Mix for the best overall outcome for the largest number of players and for the greatest adherence to the theme.

0x1mm, I'm interested in hearing about what you enjoyed about when topside was smallest. I hadn't started playing back then, so I'd like to know about it.

I'd also like to know what you specifically think about theme and how getting rid of topside would adhere to it. I don't really see how it could adhere to the main theme of classism if everyone is in the same social class.

I don't view class warfare or inter-class conflict as a major element of cyberpunk, I consider it a background element at most along with the overall element of corporate existence. In cyberpunk, generally, the class war is over and everyone lost. I also see Mix-Corporate plots as the weakest and least engaged with by players and not for lack of them happening, it was a major focus for three years at least.

The highest point of the game's recent history is, in my view, about four years ago when there was a very high population in every major Mix faction and considerable amount of conflict between them. These conflicts were very taxing on GM resources and player efforts though so it's not as if fingers can be snapped and return to it, it caused a fair amount of burn out in the short term.

I think if you want to have that talk it's also important to note that heavy period also caused the influx of topside population from characters going corporate to avoid consequences. It's an ebb and flow, each affects the other
Er, I suppose it would actually be five years ago now. Time marches on. The last major syndicate war, more or less.

Topside had a significant Renaissance after this in 2020 and it transformed the gameplay and social scene there in a good way, but it's taken a long time for the Mix to come back from that, though I would say it's doing much better these days recently!

In the theme help topic (https://www.sindome.org/help/game/theme/) I think it makes it pretty clear that classism is the intended focus, considering it gets it's own section and is mentioned multiple times. I'm not saying it's the only thing, but removing it all together would fundamentally change the game and it's vision in my opinion.

Anyways, to get back on topic, the way classism in done right now does make it feel like corporate characters are in a different class compared to mixers, but it doesn't feel like that class is better, if that makes sense. The divide between them feels artificial to me, like there's a feeling of superiority but nothing to actually back it up.

It does feel artificial, but is that because of game design or because of player choices?

Players have to buy into the divide. Just like players have to buy into being blackmailed, tortured, getting their asses kisses and kicked, knowing they won't die from one direct headshot so that person holding the gun to their head isn't codedly as big as threat as they would come across as in real life.

People have to buy into the class divide. Help push the class divide beyond pointing to technicalities and coded functions and saying, 'But it's not really all that different'.

Buying into the class divide means people have to roleplay an acknowledgment of the vast and sheer power of the corporations and behind corporate citizens (not all, big difference between a junior and management) rather than acting as a player and knowing the coded limitations - there's not going to be a swarm of a hundred agents after a terrorist group, because there's like three to five (at high peak corporate eras) in each corporation. And they don't have a budget of millions, they have a budget much, much less.

Part of helping corporate life thrive is a combination of many factors, which I'll post about later, but one of them is all sides buying into and pushing the idea that corporations are as dangerous and capable as they are in lore. And not only looking at it from a coded function and the mechanical truth. Waving the looming threat away because of the coded reality hurts everyone, it makes Red seem less under the thumb of corporations, it discourages corporate citizens from putting themselves out there as threats (and in turn targets) towards Mixers and doing much more than death when it's treated like a joke/not a real threat/etc, and that makes everyone just sort of withdraw into their own shells and social groups and become complacent.

Classicism is an element, it's present in the setting, but I don't consider it important to plots or a major foundation for gameplay. Cyberpunk is not a revolutionary genre.

In cyberpunk media and fiction the complete picture of corporate existence is almost always very loosely drawn: A shadowy antagonist, a wealthy mark, a tower rising into the fog. It is a useful symbol (and great for NPCs), but not necessarily something that can be infinitely filled in with detail because the focus is necessarily on the punk part of the story that deals in the underbelly of that decaying society.

So these elements can exist in the setting and theme without dozens of corporate players filling out salaryman roles, just as the spacer solar economy and global politics and Badlands can all be present without being fully manned with fully fledged independent player ecosystems.

And I don't say this to be like topside is stealing our precious resources!. In some sense this is a defense of corporate players and corporate plots, which routinely and historically come under fire for all sorts of reasons (including by me at various times). Now I think these criticisms are misapplied and players are just generally making the best of something that was always going to be hard to sketch out beyond the basics.

Wait, topsiders aren't making money through automated systems? What about the corporate projects and the stock exchange?

Both are different than automated incomes like crate deliveries, long haul, etcetera.

I don't want to reveal too much IC information here, but corporate projects require certain things/skills that especially juniors characters often do not have. There's also a distinct possibility, and it has happened before, that some characters are just not included in them for an IC reason.

The stock market cycle is not weekly, and, afaik, only pays out to three people max per cycle.

The stock market is on a six week cycle and has limited numbers of winners. It's also not very engaging for creating roleplay and should be redone when there's resources, desires and a chance after other things are fixed/completed/implemented imo.

Anyone can do a project. But for the best fulfillment of a project as a player, it's going to involve other people. A junior character absolutely has the same type of access as any senior to getting those done, but it's also possible those may be gatekept by more senior characters to junior characters (which if is being done should be resolved ICly).

Corporate characters of of some ranks can do similar to some 'automated work' that you can find in Red, but they're not going to have access to the delivery stuff for a bevy of IC reasons and theme.

Corporate characters have access to budgets, which they should use more frequently and for plot-building. I'm not against giving a small bump in raise to corporate characters and also putting a little more money into budgets, but players should be using these when and where they can.

But also the Mix characters should probably also not expect to be paid an arm and a leg for basic or even standard jobs. It's just not realistic to expect consistently from a gameplay perspective and also I think tends to make corporate characters withdraw a bit from offering when it's treated like a baseline rather than an exception.

It's kind of the point. Hood rich is still rich but without the security of having police on your side. Factor in corporate kill teams and the lowliest junior should feel like superman. Not every corpo needs to get power crazy or become a dick immediately. But that also doesn't mean anyone shouldn't. Conflict and classism go hand in hand but don't need to be violent. For example this upcoming poker game, the buy-in pushes many mixers out and even some juniors. So this junior can either A: get mad and start feeling a little left out and be set on a path leading towards anti corporate idealism. B: Use it as a place to win and lord the victory over the peasants. Or if able C: Get hype about all the cool shit they can do one day and start grinding hard to get to that point. Mixers on the other hand could either A: Go on with their lives to get rent paid, because that kind of stuff is beyond them. B: Make fun of the people involved publicly like good anarchists and maybe bomb the venue. Or C: Grind hard to get the cash to buy in and clean them out possibly. For example, the Bond film Casino Royale, the conflict was the poker game between Bond and the bad guy. Mostly.

The stuff about corpies losing their jobs over conflict is crazy, corporate citizens lose their jobs when their liabilities outweigh their usefulness. You can be a dick and push the divide without drawing too much heat. CPI does this well, perhaps they can do corporate only events with great prizes, televised for the lowly mixers. Some of you corporate players who want that conflict are doing a great job of creating it so kudos to you. Mixers are doing great as well, kudos to you too. there's definite tension already, so I think the issue regarding conflict is a non issue because it's working right now and feels like it's going somewhere.

Jobs are different though, for example the Mix has all sorts of interruptions for jobs. Bokken Boyz for example are killing it with hassling the newer players. Tougher antagonists going after tougher characters.

CPI is good for the divide, but the problem lies in inter-corporate conflict revolving around what makes corporate cyberpunk RP great, that being espionage and tribalism.

Classism and divides should also exist topside for Blue Citizens, they are the best of the best, the richest of the rich and that junior just smudged your ten thousand dollar pair of cloned dinosaur skin botas picudas. You had to climb over your co-workers to get to where you are, work hard at your job and fuck over who ever needed to be fucked over, are you really going to let some pissant pencil pusher breathe the same air you do? That's where I feel the problem lies in the divide, just because you're a corp-cit doesn't mean you're on the same level as Franky Escat or Rex Gold. There's a difference between being middle to upper class and filthy rich. Just because the junior works in your corporation doesn't mean you need to be nice. In the real world HR is not your friend, I can only imagine how hard it would be in a cyberpunk world.

Ten thousand is low. Make that one hundred grand cloned dinosaur botas picudas.
Anyone can do a project. But for the best fulfillment of a project as a player, it's going to involve other people. A junior character absolutely has the same type of access as any senior to getting those done, but it's also possible those may be gatekept by more senior characters to junior characters (which if is being done should be resolved ICly).

I don't see how projects being gatekept can be resolved ICly if the information about what they are or how to get involved in them isn't accessible and can also be gatekept. You pretty much can't get involved at all unless another player chooses to involve you.

My experience has been that there is an incorrect perception that corporate citizens are wealthy by definition (or even at all), instead of being essentially on the same exploited rung as everyone else with the only distinction being a gilded cage to live in while the true elite of the future (not really featured in Sindome) take all the real wealth and leave the underclasses to squabble among themselves.

This leads to some false expectations of how much corporate players should be earning, when really every part of the game has pretty comparable earnings out of gameplay balance. There is not any leisure class player characters in Sindome and has never really been, and the highest status characters ever are still on the bottom of the real corporate ladder, always scrabbling to maintain their meager hoardings.

I actually feel the balance of the game economy very accurately reflects this part of the theme, and is in a relatively good place overall. Players have relatively similar levels of wealth and resources overall, and both corporate and Mix characters have somewhat similar highs and lows based on their ability and activity.

I'll disagree heavily with you.

Projects are pretty common knowledge ICly to people across all sectors. They are legitimately part of a coded system to spread that type of information.

If you know about something existing, you can ask someone. You can ask anyone. A senior might be gatekeeping a junior from receiving those projects, but that doesn't mean it's definitive and unavailable with no way out. It means there's one or two people standing in a character's way. So push them out of the way. Punish the person gatekeeping the chance from a character. Sabotage the person if they aren't cooperative and don't relax on the gatekeeping.

Off the top of my head there's around a minimum of twenty corporate or corporate-adjacent characters right now. Those are at least twenty people you can ask. That doesn't count everyone else that can know about this freely given information that can be asked either.

I am not against for topside wage increases at all. I don't know if double is right or not but some kind of raise wouldn't bother me. At the same time I think it's important to not go too crazy on it. There are themely ways to get more chyen as a corpie in most roles and I'd rather not complete remove the motivation to take the risks to do that kind of thing. Maybe consider upping how much corps contribute to rent as an alternitive?

So I simply urge caution if it's ever decided to up corpie wages. Maybe do it a bit at a time. Small increase, see how it goes, small increase. See how it goes. And so on until it feels right.

Also, while I admit that corpie side hustle might be more limited than mixer (I don't know as I haven't played a corpie with some of these new systems in place), I do think that it's important to keep in mind that there always have been interesting hustles. They just look different than mixers.

I have seen a lot of characters go from mixer to corporate then get frustrated when their mixer hustles don't all seamlessly transition or when there aren't more or less equivalent side hassles. Sadly, I think that many of these players/characters just don't know how to hustle as a corpie or get put off on corpie hustles when they learn it's not just like mixer hustles.

And opinions may vary, but I have never really been a fan of a lot of the side jobs some corpies try to establish. I have always felt that in exchange for health, safety, money and pretty places corpies sacrifice freedoms. Not all of them but some for sure. It's always rubbed me raw to see something like a NLM Producer running a massage business or furniture installation service on the side. It just doesn't feel right to me personally.

One point I want to stress from crashdown's post is that, while it's best to try and RP with other PCs first and as much as you can, don't be afraid to go to NPCs when appropriate. You will have to find what's comfortable for you but thinking other PCs are your only options is not a great approach in my opinion.

I'm a relatively new player, comparatively. I've been playing for about 7 months.

Every single person that I've seen 'go topside' has killed themselves or fallen back down within like, a few months.

My OOC perception is that it must be the most soul-crushing experience ever to the point where I don't think I ever would even want to play a corporate character just from the sheer 'Wow, people REALLY don't want to play there.'

Pair that with in-character shenannigans going on, why on earth would you ever play a corporate character? Especially if it's been described in the thread that they don't even make that much money, and that their entire livelihood is based on some stupid 'project' system? Sit around and basically do nothing and hope you win the lottery? Who the hell would want to play a game where you're playing a character doing that?

While accurate, this phenomenon is heavily skewed by players who are, for all intents and purposes, wanting to reroll or quit but go topside instead to try to find some second act that is not likely to ever come.

Topside is not as interesting as the Mix overall in my opinion, but it's not that uninteresting, I still had a lot of fun there for a few months at a time (I would struggle to extend that to years though). The selection bias of who goes there and why creates a greater impression of discontent than the setting can really be blamed for.

Players who play topside for its own virtues generally do not find it boring.

Really? This entire thread kinda flashbanged me. I feel like, if anything, there has been a glut of corporate players in the past year and only now has there been a bit of waning. It's natural for things to fluctuate. Overall, there's very little incentive not to be corporate. The nerf to NPC sales a few years back ensured that. It used to be that playing a mixer was more profitable but more dangerous, and playing a corporate citizen was steady and safe, and now it's simply that corporate citizens are more profitable and more safe.

As someone who has been involved with the flow of immigrant characters fairly readily for the past year, I see an overwhelming amount of them immediately seek corporate employment after very short stints in Red. I don't agree with the premise of this thread and I don't think the answer is to make corporate jobs even better.

That's an entirely inaccurate read and stigma attached to corporate citizen playstyle in my opinion, Adam.

People play how they want to play. Different sectors have different playstyles. If the way you play that appeals to you that doesn't mesh with how a sector works, you're probably not going to have fun.

If you're the type of player who truly loves running to something that's happening, reacting in the moment to something spontaneous, events that other people are holding (and holding frequently), social spaces that have the ability to combust into wildness at any moment and frequently - Red sector is probably your best fit longterm. There's a lot more to react to on the day-to-day in Red that's being pushed by people from all over the game.

If you're the type of person who can create your own fun, who likes social and political maneuvering and backstabbing, who doesn't get bored easily and also like times where you can be quiet if you want and that doesn't bore you - topside is probably also a great option for you (and so is Red!).

Corporate life is much more than projects or collecting paychecks if you want it to be that way. And there's no judgment at all on people who enjoy quiet slice of life RP. It's a great way to take a break from dealing with a lot of other stuff going on. Or even if it's just what you want to do (as long as you don't refuse to involve yourself in theme and play when it comes to you).

You just have to know what suits you as a player. Not everyone fits everywhere, sometimes people try to put square pegs into round holes and that isn't fun for them.

It's true that some players prefer corporate play, but I don't think it's accurate that players who are playing topside are usually, or even often, there because it actually suits their gameplay interests. My experience in speaking with players passing between the divides, which is now considerable, is that a relatively small percentage of topside players actually like topside purely for its own sake, and a majority are there out of inertia, obligation to other characters or to their role, out of fear, or for lack of other options available to them.

There are players who I feel and have felt flourish topside, but there's about five of them total in the game at the moment. If it was more difficult to become corporate and less of a 'why not' option, I think it would self-select better for the players who were really suited to it. Oftentimes players think they'll hate the Mix for whatever reason, but will do much better there if they stick with it, whereas the opposite tends to be true of topside. It being characterized as the casual Slice of Life area was a major mischaracterization, in many ways its far more demanding of players in terms of what it requires to flourish in the long run.

There are players who I feel and have felt flourish topside, but there's about five of them total in the game at the moment.

To quickly qualify that statement: I mean players who flourish topside and would not also do so in the Mix to a greater degree. Some players flourish everywhere, needless to say.

First and foremost, I think this would do exceptionally well as a guided chat. There is a tremendous amount to wrap your head around whether a new player, veteran, or even staff when it comes to utilizing "topside culture" - discussing it post to post is a challenge.

With that said, I will attempt to offer a variety of reflections I have had based on my various topside experiences.

1) Topside (and Sindome) does best when we have a BBEG or Four

Each corporation (and faction) is in of itself its own Big Bad Evil Guy. As a topside player, your job is to become a part of the amalgamation of your faction. You should be an asset and simultaneusly a risk to everyone - if people don't have to account for your PC when dealing with your faction or what is your factions jurisdiction: you are literally an empty suit.

This is a lot easier said than done. Finding the balance between brutality and handholding to create a themely environment is a constant struggle for even the most seasoned players and staff.

2) Withmore is about being squeezed and caught in the middle. That isn't happening.

The real trick to making topside and the mix meaningful is putting people in the middle of conflicts and factions which have jurisdictions and a bit of overlap. Being caught between a vigilant lawman and a remorseless terrorist while trying to maintain a reasonable job and not die - super tricky.

Lately, I rarely see anyone being squeezed for anything but lackluster gang tolls. It really does seem the sentiment is to stack chyen and ue for a day in the sun which never arrives because people aren't taking chances. This ultimately results in abrupt and significant losses leading to PCs boothing.

3) Topside requires a lot of GM assistance

A lot of what made topside special a few decades ago was access to GM assets that other jobs didn't permit. This isn't far off from it is now with TV, the Globe, biomeds, etc. However, to do anything meaningful and more importantly unusual with them - you need thumbs-up from a GM. The amount of effort generally required here from all parties typically has diminishing returns compared the wham, bam, thank you ma'am nature of Red Sector, and worse-still, if you're player who takes it upon yourself to add meaningful direct conflict such as terrorism to the topside sphere - you're probably going to get burned out unless you really, really know what you're doing, and even then...

I'll cease my tangential thoughts there, but I am really curious as to what people want, or expect topside to be. My biggest takeaway from this thread is no one seems to be arguing that it doesn't suck.

I think to figure out any problems with topside and how to alleviate those moving forward, it also has to involve a conversation about Red sector as it currently stands. Both influence each other.

Also there could be a conversation on meaningful terrorism versus rinse and repeat stuff which while engaging the first few times does tend to run its course and burn the targets out as well. And this goes for all types of crime/violent/conflict actions.

Topping it all off I think maybe a conversation on how we all react to violent acts, threats, propaganda, being targeted, damage and harm to ambient population/buildings, etc would also help. I think all of these end up impacting at least one other part of the listed areas and that all hits a player at least one way or another in my opinion.

I think the fundamental problem with all the past discussions that have been had so far about what topside should be or what works or doesn't, or how to make it better et cetera (and there's been so, so many of them), has been that they are all essentially exercises in sunk cost. Topside was built, it's huge, we've made dozens of jobs across like six or seven factions, so now what? We've got to use it right? Because otherwise what else was all this effort for?

However I view this less as content development or salvaging something important and more spreading the same tiny amount of butter across an ever larger piece of toast. There is a pretty consistent amount of players, and a dwindling supply of staff (3 GMs now for ~100 players across what amounts to two separate games at times). The former can't really rise much more, and the latter certainly won't change that greatly either.

It's possible to dedicate ten town halls to what could be done to make it more fun in theory or what people can do to get out there and make things happen, but the inescapable reality is everything requires players and staff and development and at this point all three are scarce resources. Sindome has a lot of virtues (or highly addictive qualities) that allows it to maintain a relatively high player population despite its, shall we say, colourful reputation but I see the calculus now as that population contributing towards having either two poorly supported games, or one properly supported one with a clear focus.

Players who like intrigue and politics and spycraft and deception can still be catered towards in the Mix to benefit of all, as can slice of life players, but there was never any requirement that it should be done in a sequestered way and having completely different physical and political areas for different desired gameplay styles was always going to be untenable with such a tiny player population.

I don't believe any in-game overhaul is necessary to effect this sort of outcome overnight, making it simply more difficult for characters to become corporate would over time select for the players who really served the story by being there, and the slowly diminishing population would in turn make the casual audience gravitate to the Mix. Topside can remain a useful tool of GM storytelling with tyrannical NPCs, and a place for talented players in very specific roles to do creative and interesting things in service to the game's overall narrative, but needn't necessarily be something that can stand on its own with complex factional competition and a separate economy and independent social scene.

There have been a series of well-intentioned decisions that have led to this downturn in topside players, from my perspective.

- Adding additional automated systems that allow Red sector players to make far more money than even the top tier corporate players

- Reducing the divide due to players complaining about the mix being too harsh about two years ago

- Giving mixers all of the perks and more that were once exclusive to topside players

The end result of all of this is that playing in Red Sector offers:

- More money than topside play

- Basically the same level of safety (due to friend cliques in Red Sector) and the ability to play with red sector players and topside players with no RP consequences

- A far more interesting environment

- The same perks that topside gives you

Playing topside offers you:

- Corporate office roleplay with a small handful of players for less money and the same perks as you get in Red Sector.

- ??????

IMO a big adjustment needs to occur as things have really become screwed up.

I enjoyed the time that my character spent topside. If it were not for IC realities, I would still be happily playing a corporate character.

It was my experience that in between projects and paychecks, there was enough chyen for me to advance my own character, and also provide opportunities to Mixers.

If there are corporate characters gatekeeping project work, they are impoverishing the entire game by doing so. I can see why there can be a number of IC reasons why a character would want to bogart the project work and subsequent payouts. From an OOC perspective, that is super lame though. Projects are a fantastic opportunity to work with a diverse group of people.

As a corporate character, I felt some responsibility and duty to drive RP for other people. For me, it was implicit in the position. My character was given a relatively safe life. They were given resources. I spread those resources around. And I found that the more I spread resources around, the more resources I was given access to.

I think a well played corporate character is like a player GM, to use a term that someone else brought up earlier in this thread.

I will agree that "topside RP" is boring. I never got into it. My character is too adversarial and unlikeable to fit into the cliques.

I will disagree that going topside somehow locks characters out of being involved with what is going on in the Mix. It was my experience that I was more involved with things in the Mix as a topsider than I was a Mixer.

I have said this in other posts but I will re-iterate it here. I believe that corporate characters should be forced to interact with projects. It should literally be part of their job. And if they don't want to / can't be involved with the projects, they need to find a way to pawn that work off on / give that opportunity to other characters.

I also believe that those projects should require more interaction with the Mix. The systems are already in place for that to happen. The project steps just need to be tweaked to make the Mix side interactions more frequent.

I also think that the game would be more active and there would be more conflict if corporate characters / teams who skip the Mix side steps and turn in incomplete projects were punished for leaving chyen on the table. Characters who gatekeep projects and achieve lower project payouts should be punished for leaving chyen on the table.

I realize that these might be unpopular opinions. Where as I think they would liven up the game, they might also push players away. Being forced to "work" in a game might seem too much like, well, work for people. =) But it would be super themely. As others have stated, even the most powerful corporate characters are still at the bottom of the corporate food chain. They are just cogs in the machine. "Easily" replaceable by any of the 10s of millions of starving Mixers who would literally kill each other over a safer place to live and a steady paycheck.

I think topside is great, and this discussion has shown me that the reason why most people don't is just a difference in playstyle, interests and knowledge of the game. For myself, I plan on continuing to get creative with topside player plotting and do my best to teach anyone else who wants to as well, but not expect anyone to.

I don't think the Mix is better or special in any way, there's an ebb and flow to the population and culture in-game. I think no matter where we play, we all can benefit from learning to player plot through trial and error, accept losses, play to lose, take cooperative competition to heart, etc. :)

As far as I'm concerned my questions were answered and I'm grateful to everyone for their input, though of course you're free to have different opinions and discuss your differing visions for the game.

So I can't comment on the current state of things but wanted to mention I was initially drawn to this game because of the ebil corpies. Topside fits my playstyle and rp interests best. I like the slow burn, the delicate balance and posturing, the opportunity for content generation for others, and I love reinforcing the bad guy corp theme. I think the best stories topside are ones that explore corruption and the ethical frameworks that develop from a society that has totally outgrown itself in every way. *queue eyerolls* Absolutely everything is an internal war of good and evil or their total dissolution. All this in the midst of being just another cog in the machine. I like being a cog who essentially hallucinates some grand purpose. I think the higher you rise, the less in touch with reality you become. The disconnect is fascinating and something very relevant. Characters motivations for pure and absolute evil are disturbing because they're so human (when its not just forced arbitrary conflict).

I probably bore the fluff out of some players and know for a fact I'm not everyones cuppa. I try to read the room and usually won't bring out the stuff I really care about rping with just anyone because its probably pretty niche. These scenes are usually behind closed doors. The really good connections and explorations into things that interest me are very rare but they're why I come back. I tend to leave little scatterings about it around to engage with (or ignore).

Personally, I actually find a lot of Red rp tedious. (EEK sorry) This is definitely not how everyone feels and I'm so so glad they don't!! There are plenty of rich themes in the mix too and its fun to explore both sides, but topside just is always going to be my favorite. I worry sometimes I contribute to what people don't like, but I just know how I like to play.

@Papertiger

I really appreciate that you took the time to share your perspective. The part about exploring the extremes of good and evil, and the disconnect from reality brought to mind a few glimpses of those things that I saw while briefly RPing with long term corporate characters.

There are certainly long term corporate characters who are deeply immersed in that kind of world building.

I spent most of my first five years here playing a character that was a staunchly anti-corporate mixer for nearly all of his story. There was great conflict between the HoJ and Corps. Gang conflict. Syndicate conflict. Personal vendettas between individuals. Differences in micro-ideology that led to conflict between him and other PCs that could have otherwise been allies. Some -were- allies off and on.

I could count on one hand the number of times that character had 6 figures saved up and not once in his existence did he have 200k liquid on hand. He was almost ALWAYS broke due to the expenses from conflict. Clone costs alone were crippling. But maaan was it fun. The point is, there's RP to be had whether you have a surplus of money or not. I struggle with this idea myself because, yes, money buys things and is its own kind of power, but it isn't a pre-req for good RP. That said, I don't think corporate wages -need- to be raised. I wouldn't care if they were, but I agree with Ox1mm's sentiment that your corporate status doesn't make you any less of a cog than WCS sanitation staff are, and those living in the clouds at the top of the ladder consider you with about as much humanity as they do mixers. They aren't going to pay you what you think you're worth.

I spent considerably less time playing corporate on other alts, and overall I haven't enjoyed it. It wasn't the fact that I felt underpaid for it (I did, but I recognize that as an OOC feel bad even while I think the IC income matches what I'd expect it to be for corporate cogs), but because I had a sense that I didn't know how to properly use the tools I had to game the IC system, because I couldn't figure out how to generate RP from the corporate position or earn money without the automated systems in place, and because I had no IC mentor able/willing to show me how to do those things.

This left me feeling like I was sitting around collecting a weekly automated paycheck and hoping RP would come to me. Other than that it was slice of life - RP that I personally have minimal interest in. All in all, not a great experience for me. That said, I recognize the awesome force of past (and some present) corporate PCs. I know it's entirely possible to own these positions and be a powerhouse RPer.

So my opinion, Soultune, is that corporate work should be ICly perceived as a golden ticket right up until you get the job. The reality your character finds themself in is one where they slave away for paltry wages no different than in the mix. To top it off, actions are more restricted than the mix because actions reflect on the company, etc. So what does the smart baka say? The same thing a mixer might say. "I'm fucked either way so I'm gonna get mine." To me, that means Corp or Mix, you resort to crime to get ahead.

The basest difference between mix/corp for me is in what kind of position you do crime from and the extent to which you need to be discreet about certain crimes.

The mix offers freedom at the cost of security.

Topside offers security at the cost of freedom.

Criminality is the key ingredient for both because both suck equally unless you're at the very top.