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[Jan '25] Improvements Feedback
Put your feedback from January 2025 here

Feedback thread
Can we maybe have a community effort to brainstorm and vote on new advantage descriptors?

Nacho Libre is a bit of a dated reference.

There was a request for that in 2021 and Johnny deleted the re-write suggestions from the board so my read is he's not looking for player input.
Oh huh, thanks for that Mench!
Damn, I absolutely -love- that new mechanic for VS! Kinda makes me wanna play witht the shiny... and I have a feeling I will, willingly or not! :D
defo an exciting update, holee shit. labrats abound
Lets fuckin' GOOOOOOOOOOO

Even if you're not playing a VS character, the potential for acquiring or buying shit that has non-standard purposes, or the potential to build into tech-stealing or nefarious other purposes is fucking coooool.

My suggestion based on experience from the roll-out of drug lacing is to avoid outright death side-effects because if unavoidably dying from a neo-drug is a known potential side-effect then players really have to treat all of them as having that property which I think might put a serious damper on engagement.

I noticed this being the case where the interest and engagement with uses of drug lacing fell off a cliff once the belief circulated that characters could die instantly from laced food or drink (or be knocked instantly unconscious, or get immediate multi-drug addictions). I think you can have strong negative side-effects and still get players doing interesting things, as long as there is a feeling there will be interaction with the outcomes and not surprise red scrolls.

if it's just a flatline it will prolly be less scary but definite vat is gonna spook people. already shit to get a senseless death
This might be an unpopular opinion, but I think the risk of death from experimental drugs is a neat addition. Living on the edge comes with risk.
I agree with Mindhunter. The chance of death could make for some interesting RP opportunities. Could mean legit trials may need to have sufficient incentive/compensation to cover things like the cost of a clone if you die, or could also lead to people doing shadier trials they don't make public.
I -love- the death compoenent of this, the RP opportunities of this, the long going grudges, coverups, denials, oooh i love it!
People will rarely compensate for more than clone and you may just end up losing more.
Considering the widespread risk-aversion I'm more in agreement with 0x1mm on this, it'd be interesting to have non-lethal but still game altering effects like scripted symptoms, the temporary disabling of chrome or nanos, severe but temporary stat-lowering illness, things like that which usually open up more RP and mean a lot more people will actually be willing to test these things out.

That being said though what an amazing addition to the game! Pseudo-PvE 'fluff' elements like this add so much in the way of immersion and a new means to interact with the actual world, love it.

Mench, you are getting kissed, pending consent. I am so buying contacts again.
Not that I necessarily doubt people's imaginations, but what players say are the possibilities of something on these sorts of threads and what they actually do in practice are often two non-overlapping Venn diagrams.

Massively heralded and widely acclaimed systems like vehicle combat and macguffins launched utterly dead-on-arrival due to seemingly inconsequential barriers to entry, despite the tremendous feedback about their huge potential and how excited everyone was.

After the last several years I'm very convinced new systems have to be extremely easy to slip into and experiment with at first to get any sort of long-term engagement or they end up with a single player or three monopolizing them while they're forgotten by the rest of the player base.

Echoing what 0x1mm said, I have to admit I immediately lost interest in this entire mechanic and system the second I hit the words "inside VS".

This means that they system will be rolled out at the speed of players deciding they want to join VS and also interact with the system.

And currently as it stands there is a pretty good RP reason to withhold anything coming from this system from going near the majority of the player base. It's called fuck the Mix.

This is extreme bottle necking of availability to one or two players and the advantages never being felt by the majority of the game.

Now, this system does sound great if you want to give this machine to a syndicate faction as well, in terms of growing one of them into the candy people. And one of these somewhere out in the Badlands in the hands of questionable people making dubious things should probably be considered.

I'm a fan of the theory that no game system ever survives first encounter with the player, and hiding your game design behind a locked door is not the way to go. At least having three separate machines running you can see how it is used for medicine / candy / poisons. But you're never going to be able to fix a system if you don't let the players break it first.

And also, now that some really really bad side effects are being introduced, some empty gas dispersal grenades for your explosives experts to load chemical payloads into would be just great.

I think this is a great idea and that it will be a great benefit to roleplay and opportunities for plots.

Sure, people may not willingly allow themselves to be experimented on, but who cares? Kidnap them and experiment on them.

It's always great to see new systems added to the game.

I hope that the VS players / characters do a better job of spreading the wealth and interactions with this new system, than corporate players as a whole did with the McGuffins.

I like the suggestion of providing similar setups to syndicate(s) and the folks outside of the Dome. Maybe as a counter-balance if it appears that enough of the playerbase is being involved with whatever VS ends up doing with it.

re: shitbergs not dropping as much loot. Is there a chance that you could decrease the number of shitbergs in sewers too? Because with fewer people having a reason to actually want to clear the shitbergs, it's become harder to take advantage of certain routes that shitbergs might block.