What are the biggest hurdles you face?
What prevents you from learning the game?
What do you find frustrating?
What are the biggest hurdles you face?
What prevents you from learning the game?
What do you find frustrating?
Unfortunately, that hurdle also kind of prevents learning the game -- after all, the best way to learn lore, setting, how to play, is from watching the Senior Players (particularly the very well-written ones who know what they're doing) interact with new players, old players and the environment around them.
Despite this being an issue (to me, and a fixable one if you've got initiative), and though it's frustrating in its own way, what I've always considered most frustrating was the history process, wherein you can't really do anything (except RP, see above) until you have a history written, which can take days on its own on top of it sometimes taking days to have it approved/denied and then reapproved once it's denied -- and that's with just a minor issue, like not providing enough names for key players. (Don't get me wrong; I like that the staff demands such thoroughness. It's just frustrating.)
This message brought to you by someone who views a game purely for its RP value. May not apply to individuals taking a broader approach.
I follow more or less the same format ever time:
Day 0: I make my char. I spend time in chargen thinking it though.
Day 1: I take my char out and try and feel through their character, interact with a few people, see what comes out of me.
Day 2: I write my history. I spent the day in the coffins just typing away when I get the free time. It takes about 3 hours to get it all the way I want it. I follow the guidelines. I make sure it has my DoB, my location of birth, my real parents names, an explanation for my starting skills, and several details about myself. I submit my history.
Day 3: My history is tweaked slightly, or approved without challenge. I'm good to go, I know who I am, I have a good sense of what I'm here to do.
The biggest challenge I face is finding people. There's a lot of activity, but it's spread out, and when I'm new, locating it can be tricky. But I'm an explorer and I like to see the sights and read the descriptions, so I got over the hump. Now I try and find a new place to explore all the time. Just update your clone first. ;)
However once you can get meaningful rp it does make the frustration in trying to learn how to find any well worth it!
I came from another game wherein if you needed to go to char-gen you could, up to a point (I think it is about 10 RP hours). For example I accidently selected a lower height verb than I meant. Now my character is stuck flagged shorter than I meant him to be, because I couldn't go back for ten minutes. For a new player I want to get into the game and meet people, but I want my character to be just right, too. It would be nice to have a brief mulligan window.
Second the help system. 'That's IC', 'read @newbie', and ' use examine' as answers to how to correctly format command or even appropriate commands gets old in a hurry. New players get frustrated and old players get annoyed. Fleshing out the help files so there are a few more with some of the more advanced commands would be nice.
Now that I have been playing actively for several months I finally feel like I know what I am doing with the commands and I am sure there is still tons that I can learn. It is an awesome game with lots of neat features and a robust lore but sometimes I feel like there is stuff my character should know how to do that -I- don't know how to do.
We see this a lot, actually. Even among veterans.
Whenever it is appropriate to just give an OOC answer when the question is asked OOCly, people do. Understand though that a lot of the time it is not appropriate because it really does involve IC information, situations, gear, capabilities, etc., before your character can be expected to 'learn' things. And, so, in this situation, 'find out IC', 'examine that thing', 'find a mentor' are the only appropriate ways to respond.
We tell players that the advanced-researcher PhD in their @history does not grant them any OOC advantage or shortcut to IC progress, and we tell them this more frequently than you might expect. Guess what, it also does not grant them any IC advantage or shortcut to OOC progress either (all players must learn the same way as all others, how the world works).
So, the best option is to not write a @history which would create the kind of character who "would" know stuff which you don't know ICly. The next-best option would be to make sure that both the @history and your own OOC understanding of your character contains some justification for why the character has this powerhouse background but came into the immigration gates feeble, stupid, disadvantaged, and incapable.
In all situations, it's also good advice to be sporting and not bent out of shape if your character can't be badass their first day, and not simply as a matter of having too little UE, but as a matter of not having OOC understanding of IC material you haven't been exposed to yet.
As was recently written in another thread, explicitly, all the UE in the world can still result in a total inability to actually use skills effectively. (The same idea has been expressed in many other BGBB threads many other times. Type "Not A Badass", WITH quotation marks, into the site search field above and see a couple of the more relevant topics.) Experiencing the relevant part of the world is still necessary. So is the roleplaying which earns you IC and OOC knowledge which you (by design) cannot get from 'examine' or a helpfile all the time. Making progress is a RP driver, and that's a good thing.
There didn't used to be a helpfile on this. As of five or six weeks ago, now there is: https://www.sindome.org/help/game/power-level/. This helpfile is fairly prominently referred to in the @newbie section on History (yes, 'read @newbie' remains important advice for many new players).
It might still be helpful to new players if this kind of material were presented more prominently or more convincingly. Maybe a practical version (what does this game-design reality mean to my immigrant RP?). Maybe a philosophical version (why is this part of game design in the first place?) Maybe a social version (How do I find and make the RP which will allow my character to learn most effectively?)
Anyone who'd like to draft additional material on this or really ANY subject is welcome to do so. Email proposals and drafts to [email protected] Helpfile text, @tutorial scripts, whatever you can think of. Thanks!
I just want to reiterate that I wasn't trying to be a whiner, just answer the question posed. Once I found RP it was really fun to try and come up with new ways to say, "Yeah I don't actually know how to do that."
After reading the discussion above and I believe much of this can be distilled down to the fact that Sindome is a game with such depth and momentum of history that this is its greatest strength and weakness.
The game just takes time to 'get'. Usually, all of this is 'usually'. New players enter the game, excited! I am going to do X Y Z and then they find that.. 'Oh shit..' weapons are expensive, their skills are weak and so on. It takes time to integrate. If you look at other games outside of SD, the gameplay is largely linear (even sandbox Fallout whatever), there are defined goals, obstacles are scalable to skill so progress is both attainable and visible. The SD player needs to drive their own narrative which is antithetical to how the majority of other gaming experiences are provided to us. They want to do X Y Z soon, but the game simply is not designed for that. It has inherent barriers to immediate ‘accomplishment’.
After you, the player, have realised this, slowed down, the game becomes more rewarding. Getting to do X or Y and maybe even if you’re lucky, Z, tastes better because of what went into it.
So, how can we the community address this? To me, an entry in @newbie, the website, or elsewhere, explicitly setting expectations around what newbies can expect re: the above would help. We obviously to not want to discourage ambition nor excitement, but maybe temper expectations of immediate IC ‘progress’.
Something like that.
When I first started it took me ages to get over the fact that making money wasn't a prime objective. It's still a problem I face when describing the game to other people: "You can be dirt poor and out of your luck, but that's fun!"
So go and find other players (hopefully not in a bluntly obvious way that breaks immersion for others) and generate RP. What do I mean by that? Well, that is up to you. If you want be a summer camper who is friends with everyone, your most common sources of RP are probably going to be social hubs, SIC and your apartment.
Now if you want to play the theme, you need to generate conflict be it with PCs or NPCs, this will bring to your character excitement, uncertainty, bad situations, risky rewards, violence, betrayal, death, etc.
So you need to generate RP, whichever you are most conformable with and in return that will generate RP back to you. For this is very key that your character has goals, small and big ones alike.
Personally as a new player, my bigger hurdles were having to find mostly everything on my own (still doing it) and finally 'getting' the theme. There are some types of characters and some skills that as a new player one is going to find incredibly frustrating, because you don't know how to use them because of the lack of information resources which might in turn make you feel useless or if you spent your UE in the wrong place and this feeling can drag on for months.
Also I have to agree that the progression rate is incredibly slow, which makes mechanical mistakes feel even more unforgiving for new players.
As a "hurdle for new players", roleplaying themefully is one which I hope we're all helping them with.
So what's my frustrations as a new player? It's not the difficulty. I enjoy that. What I don't enjoy is the barrier to entry to get into what I really want to do. I'm fine that things are expensive around here and I'm just a new immigrant needing to make my way. I'm fine that RP is the focus, not making chyen, or combat. Really happy about combat not being a focus.
I did extensive research before even creating my character. Spent a good few hours thinking up a neat history, which was only denied once for me trying to have a character that didn't know their true birthday, and then approved extremely quickly(THANKS GMS!). Look through all the archetypes, looked through forums to see what archetypes the current playerbase was looking for, look for tips. Decide that I love the Matrix theme from games like shadowrun and netrunner, so want to make a decker...
Get in game, and for the last week I've spent most of my time running stupid packages back and forth, SUBMITTING RESUMES(wtf I have to do this IRL, why do i want to do that here), pretty much begging for some kind of job, RPing where I can trying to find the same, being told there are no positions open for what I want to do at one company(you have to be FCKING kidding...). It's been a whole week and I haven't even got to touch on the archetype I was so excited to start as. I find out for me to really get into it..I need to get a piece of equipment that's 18k-22k, or find a job that will provide it.
That's the problem. 18k. For someone who only has access to running packages and factory work...that's a quite a bit of time doing mundane work just to get into doing what I really wanted to do. Why can't there be a cheap version that loses connection often or something. Even browsing the market only comes up with laughably expensive stuff.
Why can't there be NPC recruiters at the front gate, and when you get your SIC, they're handing out fliers for various positions. Organized criminals looking for fresh meat with various cheap labor. They don't have to pay well..like I said, I don't care about making tons of chyen. The only reason I want to make tons of chyen now, is because I have to just to really START being what I've set out to be.
Perhaps when you are recruited, you get a starting set of equipment that's subquality compared to things you would buy, but at least you can see what kind of commands your chosen skills give you and what you have to progress to. You know, something to get excited about besides waking up inside your coffin and running more packages...
I think the flaw is too much reliance on the playerbase in this game. If I really have to rely on the players to get a job(doesn't even have to be decent, just let me work!) then that's just going to get me frustrated and want to leave, which is a shame. I really like this game. I mean really...in a dome of 65mil+, how are there not more little side businesses setup, and people(NPCs) looking for people looking for jobs of ALL types...
I think this could be improved upon by having a little more freedom of information, make it difficult to get, but more accessible than just not getting it. If that doesn't happen? it's okay too. But not giving up is half the battle and the fun. Also The veteran players in a way have a responsibility to making that information flow, I mean make it hard, but don't make it impossible, or everyone is pissed, and no one gets anywhere except for the veterans
However, I've played a lot of table top RPG's from WoD 2nd edition (World of Darkness, including LARP), Palladium (Rifts, Tmnt, others), Traveler, D&D's, CP2020, Serenity, BESM, Paranoia, Toon & Dark Conspiracy, and it's always the same.
It's easier to get new skills or learn a little more on a skill you have until you start to get good at it and then it costs more and more.
This game I find it's really easy and fast to get decent and good at a skill and then you hit a curve and I like the curve too. Same with Stats.
If you accidentally plop 6 points into skill 4 instead of skill 5, it's not the end of the world. Especially when you're just beginning.
As for the biggest hurdle when new? There's a lot to learn, to take the time to figure out commands and not everyone is an explorer. I know there are help bits that you read when you first enter but maybe a Congratulations! You found clothes. Now people won't think you're a baka running around bare assed. AND Congratulations! You found the coffins. Return here to safely log out and not sleep out on the streets.
When they walk down to Sinn: Congratulations, you're entering Central Red (vary if it's Gold). Get a gridmail account using the StreetTerm and maybe look at some maps then go check out various bars and shops to see what's where while your immigration papers are approved (see @newbie #6). Watch your step among the millions of people around you.
Just 3 more things at game start which might help get a newbie oriented a little more at the start.
I also never came from table tops so I've never done that really. I was a person who never played an RP game until I did muds and moos. So that might also effect my opinion.
It depends on your frame of reference. Without something to compare it to, you cannot judge whether or not something is faster or slower, and what you have to compare it with influences your perception. An observer observing an object in a vacuum, both moving at the speed of light, with no other referential bodies, would see the object as motionless.
If you are used to roguelike CRPGs, it may seem grudgingly slow.
If you are used to pen and paper tabletop RPGs, it may seem normally paced.
The perception is subjective, but it could be possible to make an objective claim on the progression rate by comparing it to how other games work in that regard.
Perhaps the real solution is to do some more advertising / expectation management for new players so they don't think they screwed up character concept because they aren't getting a job on day 2 after history approval.
Yea, perception and what types of games would alter the opinion a little which is why I mentioned, that for me, "I've played a lot of table top RPG's from...." :)
Though I've played video games as well, I don't remember the progression, especially since a lot of it was automatic. And this is my first ever MUD/MOO.
Also, I remember players were reminded that this is sandbox, not linear and there are no quests.
Idea?
Maybe the Help Theme help file could be in the @newbie as #2, right under #1, what is Sindome? Then have RPing Sindome and the others.
First, awesome on the RP'ing through MUDs/MOOs. :) This is my first one. The number of them out there kinda amazes me every once in a while.
You mentioned basically one hurdle being that no one is around to help teach you.
You have to find someone and then they're not giving it over even if they know. And you spend your whole time going hey if you have this info. I'll pay or help you out, and nothing happens. That's where relying on the player base can pose a problem for new players. Because there may not be that person who you can learn from.
You're right. It depends on the time of day, and that the player that may know about something you're learning may not be around. Also, if they are around, why help you take potential biz away from them?
You can learn from the other players you work with / hang around or sometimes a GM or another will puppet a co-worker to show you the ropes.
It can be frustrating, but there are people around who'll give you bits of information if you ask the right questions. They also may not be in areas that are just a few blocks away and take a little more skill (RP) in some areas to get to.
Viewpoint: This isn't "Runequest", or "FF12", or "The Secret World" or "Age of Wushu" where there are laid out farms to plant things, or rock mines to mine tin or coal, or someone going, "Here's what you do" because, like in Real Life, it's not that easy. You have to find the person who'll go, "Here's what you do." Sometimes the person you think can tell you is not the right person. They are around.
(skip the two small paragraphs of verboseness)
Idea:
Maybe some players can offer to the GM's some help to newbies (if they aren't mid RP and if they're around) for a new player who is wrestling with figuring out something.
I've gone and helped out a newbie before but I was informed and asked before. I wouldn't have known the newbie needed help otherwise.
But not everyone is willing to part ways with trade secrets. Basics, maybe. More advanced tech, not so much.
(I've personally started working with people on one thing or another and then they disappear. It's the name of the game but can be frustrating too. Your comment on the hurdle, Newbs, isn't just for newbies imo. But also, with offering to pay potential teachers chyen and they turn you down, maybe think outside the box?)
I don't feel hindered by the rate of UE gain because I am constantly progressing my character as I play, through storylines with other players, building relationships, learning about the world, acquiring resources and of course bolstering that name which I'm working on earning.
I have never felt wanting for things to do as a new character, because the limitations simply don't exist. As soon as you realize that, it will set your character free. The answer to needing a huge amount of money to get 'started' with certain goals or wants is not to simply passively accrue chyen through convenient sources. If you set your mind to it, you can rocket your progression forwards. As soon as you start making barriers for yourself, that is when you become hindered.
Since then, my rule of thumb has become to spend at least as much on stats as I do on skills, especially once skills start hitting the curve. Perhaps we could add something along these lines under the help for UE/stats/skills/@stats. I know those were some of the first help files I looked over as a new player, and something to let new players know that it's just as, if not more important to advance stats as it is to advance skills could really help with that particular problem.
I would argue that a boost on daily UE, would boost player retention rate, increase the average player base and generate more RP for players. They idea of having to play every day for 3 years to reach max UE is pretty hardcore IMHO. Also it's not that once you reach that point you just stop playing, so I don't see why UE needs to be so tight.
You suggested that a boost in UE would help increase player retention. But it's important to note that a rising tide rises all ships. If everyone else is progressing just as fast as you, then you've not really changed anything, just the time it takes to reach the cap. I'm not sure dropping the 3 year number to 1 year would really change much for player retention. Or did I miss the point?
There has been talk of AE, assigned experience, but to the best of my knowledge, no system has been thought up that would actually contribute to the game in any meaningful manner.
Will you be a God in your field of choice within a month?
No, but you can sure as hell become rich or have stories which circulate around the game from time to time for a long time to come within your first few weeks as well as be well under way with your profession of choice.
A few of our self-help guides here tend to remind new players that they're at the bottom of the hill and shouldn't expect to be badasses. This is true, however... you can come into the city with meaningful enough stats/skills into a profession that you can perform it competently and usefully such that you WILL be useful to other players and they will want to have you on-board - and in most cases, getting yourself set up with the means to do so can take as long as your first session or at most a busy couple of first weeks.
I think some of our guides give new players a false expectation of uselessness that in turn leads them to believe they will have to spend some time passively earning UE before they can get into what they want to do, when the reality of it is that just because you can't start the game as Walter White you can start the game as 'talented and qualified junior chemist' who can make their immediate impact on the game.
Alright, so I need to clarify; I'm not denying that there are hurdles for new players in the slightest. Not at all. I've been there; I'm still relatively 'new' speaking. I'm saying that many of the obstacles that new players feel in regards to the power level they come in at or at the difficulty of acquiring equipment to do their job are obstacles you set for yourself. They're traps of thinking. Yes, it's going to be slow if you do SHI/Acme for weeks. Steal, befriend, grovel, betray, join an organization, join a corporation, extort, run away with lab equipment. Doesn't fit into your morality? You can still loan, curry favor, or even settle into a corporate job that allows you to put your skills to work, among many other options. Playing a character that doesn't have at least a 'grey' morality will hold you back, but there are still means to do what you want and quickly. Waiting for someone to get in touch with you to continue with x thing? Don't let that be a hang up. You get trapped by this thinking.
A big part of Sindome for me has always been engaging with and getting new characters on their feet. From my experience, a lot of the time when I'm hearing people are having difficulty getting set up it's because... they haven't really been playing the game or tried anything that it has to offer. Those who are motivated and fearless early on, when they're at their most vulnerable are usually the ones who prosper because they quickly strike out on their own.
In short, if you put yourself inside of a box early then you and your character's progression will suffer for it. Go wild and crazy and jump right in and tell yourself 'I absolutely HAVE to get that flash piece of gear by the end of the week. How can I do it?' and you will set yourself free. You don't have to be an evil asshole to accomplish this; just reframe the question so it makes sense to your PC. 'I have to absolutely... without betraying my character's morality.'
Be a Mixer.
This is just my shameless promotion and personal opinion, though. I think spending time Mixing is a super good thing for any new player. I'm not saying 'play a criminal' but play someone who lives in a Mix. Philanthropist, criminal, person just trying to get by who leans neither way, street hero, pragmatic businessman... doesn't matter. Learning to play in the Mix is very liberating and I think there's fewer hang-ups for new players such as the feeling that you need to employed by a corp before you can begin playing (not true for any character, but I feel like some people feel that way).
Feel free to dispute me, it's just my own feelings. If you come into the game wanting to play a corpie, then do it! If you're on the fence though, that's my advice. I don't think the attitude that Red is a zone that you must escape as fast as possible is as popular as it was at the time of the aforementioned townhall, but I think the attitude is out there. No man, Red isn't a tutorial zone; for a bunch of people it's our Endgame.
One thought I have, on the theme of finding other players to RP with. As of right now, you can ask any bartender, "Where's the party at?" And they will point you to whichever public place has the most PCs. How about expanding this, so they will give you all the public places that have PCs, perhaps listing them in order of least to most, or perhaps closest to where the asking PC currently is. I think this would help because as it is now, if Korova is super busy and the Drome is kind of busy and you ask a bartender in the mix where the party is at, they'll only tell you about Korova. Yes, mixers like to go party topside sometimes, but that borders on unthemely, not to mention, it's difficult for new PCs to get topside, generally.
One piece of advice from the forums that i didn't follow that i should have before i made my character i put below as i remember it and maybe this should be stressed more during creation.
The advice was: Don't make your first character something you love because you're just going to die and you don't want to lose your favorite character concept right out of the gate. (paraphrased from memory)
This isn't totally correct. I mean, my first char still lives on, but i -do- wish i had made some character i didn't really invest in first, spend a month or so really getting out there and learning and making huge mistakes getting murdered then moving on and when i've figured some things out, then make that character you've always wanted.
I gave examples in my posts of what new players can strive towards besides making small-talk. I have and will presumably continue to try and facilitate new players with things to focus on, but I don't necessarily think that this is a problem which lies with the game, but with the attitude that is brought into the game.
If those players believe that there is nothing to do but small-talk and increment numbers after a read through this thread, then I really don't know what else we can do. I have heard some talk of employer NPCs around the gates, NPC quest-givers... and I think therein lies a fundamental misunderstanding of what the game is about. For the types of player that do not come in expecting this kind of gameplay, there is already a rich world and an expansive network of things to dive right into.
I would like to see more visibility given to player plots and player victories. It's touchy, because it's not like I'm advocating for peoples' secretive works to be exposed. That said, giving new players a heads-up that players are out there in the world doing big things might serve as a draw to roleplayers and drive them to investigate and see how they can get involved. That said, there are plenty of times where highly-visible shit has happened that would make for a talkpiece seems to have just gone completely unnoticed by the ambience.
There's all these mentions in the ambience of the old guard, stories over a decade old... But Cyberpunk is current. There are significant PCs in the game right now. Is Withmore just reminiscing for the good old days? It really just feels like that to me. I rarely hear anything of recent history that doesn't come through the mouth of a PC. I respect that there are Legends and that we remember Legends but in the now there is new blood to push and shit happening that is current and new players will want to know about.
The second issue, as I see it is, how can more experienced players then help new players take these basics and start putting them into practice, expand on them, etc...but in a theme way, that can match with what the characters involved would do.
The third, and I think smallest, issue is what coded features could easily be added to help players get into the game, not in a way that distracts from the theme and focus on player to player interaction, but one that promotes it.
For the former, they're already facilitated into every way, adding mechanical fetch quests and objectives isn't what this game is about for them. What they do need to be aware of is the fact that their stats and skills are mechanically useful; and that happens through finding RP which is relevant to their character, hence my argument for visibility and dropping this collective nostalgia that seems to plague the ambient population (honouring the achievements of the old guard is important, but it shouldn't take precedent over the present).
It all falls back into having relevant RP that isn't talking to players about the fucking weather and how we can facilitate that RP. I don't think -much- needs to be done here because motivated roleplayers will go out and acclimate to the game without much of a push, and once that initial hump is overcome I think the majority of the new player dilemma evaporates.
How can we take all those issues with the learning curve of the game (getting into theme, getting out there and seeking goals, dealing with lose and death, getting used to commands, etc...) and make it easier for new players to tackle. Honestly, as I'm looking at this thread, I feel like it's almost too broad, and it's starting to become a bunch of experienced players talking about their approach to the game without actually addressing the issue that this thread was started to help resolve.
I think just giving them that push that, 'Hey look, there's fucking shit going on to get involved with' will go a long way. Not so much that it robs all of the mystery from the game and that nobody has to investigate what's happening in the city, but enough to let people know there's stuff going on that's worthwhile to get involved with to begin with. Currently new players come into the game and they're barraged with loaded SIC chatter about decade old memes, decade old characters, on the television there's five year old news and there's just so much of this everywhere but hardly a mention of the present. The Globe is working pretty well at the moment compared to some dry periods but it barely scratches the surface, I don't think it's enough to get new players hooked. But there's a whole lot of 'remember those good old days' in the game's ambience that, when a fresh RPer can't seem to find their feet, has to be discouraging. A bit more news, new programming for NLM, more SIC ambience about what the current solos, movers and personalities are up to would go a long way to giving new players a place to start looking.
And I'm not saying we need to wipe the history book. No man, because that shit is fucking awesome. But it absolutely overshadows the present in every way at the moment from the point of the ambience and there could be a lot more balance.
I also agree on the news front. Yes, it's been more up to date and regular than I really ever remember it being. Yes, it can be better. At the same time, we can't just ask the GMs to do more, as they already to have plenty to do.
So, how do we as a playerbase focus on these issues? How can we help point players in the right direction?
I know someone mentioned having "job npcs" near the gates. I don't think that's the solution. But there is a nugget of gold in there. I had a previous play who tried to hire new characters to build his powerbase. He would spraypaint ads near the gates, drop flyers, etc...with contact info and such. Then when new players saw them and contacted him, he would find out what they were good at and start finding ways for them to be useful to him. Sometimes he would go so far as seeking out immy sic aliases or even hanging around the gates and chatting up immies. That's not very themely for my current character, though I try to do it when it is.
I guess the point I'm getting at is, yes, we definitely need more focus on what is currently going on in the dome and express that in a way that can actually get new players involved. So, what ways can more experienced players make that happen?
But the area I was in before (work and RP sits [situations]), there wasn't a way to easily see improvement but there was still RP happening and that was the key. It wasn't coded and that was fine.
But yes, doctor and tech stuff obviously to some degree is coded and has to be.
I remember helping a newbie out by being the 'guinea pig' while their boss showed them the ropes and had the newbie try to do it and fail. And fail again. Though decently skilled in the area, the stats hadn't caught up yet.
One thing I've noticed:
I played World of Warcraft back in Burning Crusade time. You had to explore, figure out where to go to for your quests, think on your own. I didn't play for long but I remember this.
But then Cataclysm was released in 2010. I wasn't playing at the time but someone I knew did. Now, the world and concept was nice but in my opinion, WoW was dumbed down. A lot.
You no longer had to explore and find where you next needed to go to for your quest. Everything was handed to you or damn near seemed like it was.
And this is boring. But as a marketing strategy, Blizzard (WoW) was brilliant. Their numbers expanded like mad.
Why I like Sindome? It is NOT like that. It reminds me more of Burning Crusade or some other RPG's.
Now, the *hurdle* as I see it, is that we have people who are expecting linear games not sandbox. Some, not all, need to be given that push and told where to go and what to do.
This is not what Sindome is about, but as I mentioned earlier, when they start exploring (moving out of the gate area) there could be those three tips/windows that get you started.
(Congrats! you entered Central Red. Get yourself a gridmail account by looking at the streetterm and check out the maps of the area. You may want to check out some of the bars like The Drome, Deji Pachi, Slys or 100 Rads blah blah blah [or something like that].)
D&D, Pathfinder, WoW, The Secret World, it doesn't matter. You start as a level 1 character. Now, those level 1's are trained a *little* more than your average ambient population. You're a PC. You have a little more drive. But, you're still only level 1.
This game doesn't have levels, which is great, but as you progress, you get better and better at things and RP more things.
That's the thing about not being a trained cyber surgeon or a top assassin in your history. You're only level 1. And as we learn in D&D, level 1 characters can get their ass handed to them by mere little kobolds and goblins. Let alone the level 10 plus creatures you see walking the streets of Central Red and Gold. ;) Level 8 if you're lucky.
Thankfully there are no "You're now Level 3!" but as you go out and RP and look around, you start to figure out what you can and can't do yet. You couldn't climb that one wall, well, now. But later? Look at that, you still can't. But oh wait, that 3rd time you try? Yep. (I'm reminded or Runescape suddenly.) *wink*
I think that is a hurdle. This is a sandbox. There are no levels. No notice that you advanced except by skill or stat increasement which helps you gather your courage to try climbing that wall again or maybe explore the park, after you update.
Possible Solution:
But if the newbie is given a head's up in their first windows after entering the city and maybe even in @newbie with a 'How to start' that brings up, that there are no levels in this game and no linear quests but in a way you're level 1 in a new city, now's the time to explore, learn to use the grid and create some contacts, that could be something?
Now of course I had to spend the next month just getting some other critical abilities that many characters opt for out the gates, but that just put me on an entire different RP arc, since I had to find ways to make up for those shortcomings. Loads of fun, by the way. Johnny and his team have really thought outside the box when it comes to this stuff, and are prepared for you to get creative, and support that creativity in very unexpected ways that make the game much more challenging. It's unfortunate that I've the only one I've encountered that's interested in this 'hardcore' route, it's WAY more exciting than just your average run of the mill player, but then I guess not everyone says, "Hmm.. chargen, huh? I think I'll make things EXTRA hard for myself!" and then goes on to enjoy the resulting RP.
All in all, I've found chargen to be limiting enough to force you to make some seriously hard decisions, but flexible enough to allow me to explore the play style I'm interested in from the start, if I'm willing to give up some other aspects until later in the game.
Again, this is about the new players...who clearly have vocalize slow progressing and lack of information as their biggest hurdles so far. Now the staff can decide to devise a solution for these issues or not.
A change to the UE system and improving help files (maybe unlock certain HF at certain lvl skill?) seem like the two most apparent solution for these problems. Now how the staff decides to go about it or not is a different thing.
Other than that, I think this topic is getting a bit derailed.
- Improved Help
- Players need to be aware of and focus on, helping new players. That's the main reason we push XYZ just entered the city to OOC-Chat. So you guys can find an IC reason to be in that area and help out that newbie. Help out being subjective, of course. It's probably one of the ONLY times we are cool with a little tiny bit of meta influencing your IC actions. IE: you know where I haven't been in awhile? The Withmore clothing depot. Yeah, I should check that out right now.
- We had an immigration liason role ICly through WCS. Someone should apply for that job. Maybe two someone's. Can't guarantee anything but that seems like a role we are in need of.
- Players need to greet new players on xgame when they hear they've entered the city. Greet them and offer to help! We are like the people of old. We pass our knowledge and information down verbally. Iterating it at each turn of the metaphorical page.
- I am open to the idea of a 'help archetypes' help file. It would be like what you see in chargen and would include 'common tools' and perhaps how much RP versus reliance on code is needed to prosper / succeed.
For example (warning, slightly meta information below)
Street Saumari
Primary Stats
-Agility
-Perception
Secondary Stats
Strength
Charisma
Luck
Intelligence
Primary Skills
-Long Blade
-Dodge
Secondary Skills
-Trading (Fixer)
-Martial Arts (Fighter such as UMC)
Roles: Bad ass, muscle for hire, ganger, corporate security, private police, drug dealer, fixer, bodyguard, bouncer, private detective, cage fighter.
Reliance on coded jobs: Minimal
Tools of the Trade: Machete or Katana, Armor
Ramp Up Time (Time needed in game to acquire needed skills via XP and needed gear and connections via RP and coded jobs): 1-3 months
Roleplay Required to Succeed: Very High
Useful Player Skills / Knowledge (Player, you, OOC controller): Knowledge of IC combat system, understanding of economics (fixer leaning roles), general business savvy.
Time Commitment: High
----------
Thoughts on something like this? Speaking to admin and players alike. I do not want this to devolve into a discussion on stats or skills orbtheir usage on the players part. We stay away from those types of discussion generally speaking, but new players don't have any context and providing some at the get go could bolster their success rate. And the success of new characters from existing players.
I'm presently standing there (but I won't be by the time you read this), because I got the New Character alert, and whenever I'm idle and I get that I always try and rush there to give them their first flavor of the city (and send them back for clothing if they forget).
I hadn't gotten my entrance pose barely typed when he disconnected.
I often wonder about these players. They make it through char gen, find their first human to interact with within 5 minutes of starting, and disconnnect.
Can anyone offer any insight into this? Do you think it's because they realize it's a sandbox and they are looking for linear gameplay? Is it a total turn off to get approached by someone when you think no one is looking? Does my character just smell that bad?
I like that. It's the archetypes page but more detailed.
Helps to also give people an idea a little more in depth than the page we have now.
"I am open to the idea of a 'help archetypes' help file. It would be like what you see in chargen and would include 'common tools' and perhaps how much RP versus reliance on code is needed to prosper / succeed."
--
My bit on the level 1 is only another way of saying what has been said repeatedly with the new players and history. You are not a badass. Same idea.
Instead of only being in the history section, something at the start might help.
I tried to put it in a way most would easily understand. (Newbie or otherwise)
- -
The ue system is fine.
- -
Also, maybe it's also the goals we individually choose for our characters in the game but as in real life, we need some sort of success, even if small, to help keep people going towards those larger goals.
One reason people get tired is they hit one failure after another and another. One loss after another. People put up with a lot of shit to get some semblance of a reward (in RL and games).
Yes, we got to do things toward our goals but when we do, and still come up with nothing, only the persistent will continue to try.
How many people are that persistent without some sort of nudge or mental reminder (say, the angel reminding us that maybe we may want to look at so and so place again)? Or another player making a comment that could be a new lead.
You're often seeing the "Hey! New immigrant!" alert after someone has just spent potentially an hour getting @registered and finishing char-gen, potentially with starts and stops and helpfiles and Lore and Timeline reading and maybe even a @history submission. Maybe it wasn't an hour, maybe it was five.
Very often, I see people disconnect as soon as they're in front of the immy hologram and come back later to begin the next phase of their introdictuon to Sindome and Withmore - now that the OOC effort of chargen and more is complete, they might just need to go eat lunch or go to bed, before they're ready to start a new session and get IC.
So yeah. It's awesome if players are willing to go to the Courtyard and show some life to the newcomer. Sometimes it's just not quite "time" for them yet. Most of them do come back - maybe not to stay, but, most of them do come back of they manage to make it through chargen and then the gates, and then take an offline break.
Could make less than someone who does have their papers approved. 75 an hour maybe? Or even 50. Since it would be under the table. But what few places don't have illegal immigrants working for them?
Just in case no one needs any deliveries in the area when they come through the gates.
I have in the past played for a few days before making one, and done quite well, making money and everything. Just not at the coded jobs.
You can't treat this like a linear game. It's role-play enforced. The history defines who your character is, and is needed to ensure that you're playing by the rules of the game, namely that you're staying In-Character.
Give it time. It's worth it.
It's a mindset thing, I'd wager.
"So far I'm interested in this game, but I hate that you can't do dick till an immortal approves your history. So limiting."
I am with ShinMojo on this: There is a lot you can do before your history is approved.
On the thought of newbies, fresh newbies, I was curious about the option of SHI being the only place that work might be allowed, but only for possibly 1-2 hours at a time for 1 - 2 days max. (Officially they turn you down. Unofficially, they get a couple hours from you. You get 50-75 an hour and the supervisor pockets the rest. *wink* I'd go with the 50.)
However, there are money making opportunities and lots of contact making opportunities without a history. I made a small amount of chyen my 3rd day with some help. No history at this time. (I didn't submit a history until I think it was my 3rd day playing. That was 3 days doing something else and then it took a couple days I think for final approval. [Mainly due to my schedule.])
The two week newbie safety net unless you're stupid is a perfect length and by that time, contacts can be made and some money coming in from them as well as coded work.
Newbies also need patience.
So my suggestion with SHI maybe being one money making place for 1-2 hours without an approved history, I'm both for and against it. I'm for it for helping brand new newbies a little, but also against it if it ends up possibly stopping a person from thinking outside the box.
The people who are used to a grind and find themselves lost without one.
You don't need to submit a history right away. Generally, I don't when playing a new char. I might submit a stub I know will get declined so I have a baseline but who cares about coded jobs? You're here to RP and you can make much more money hustling and working for other players than you can working at SHI or running crates.
I'm not asking to be spoon-fed. I have a life to live. I can't sacrifice that to live another one in Sindome, especially when there's only 40 so people around and half of them afk during my playtime. I'm feeling really discouraged here. I've already botched my 2 attempts to get into the game in 2016 and 2017, and this time it's not any different. Will it improve after I deliver cargo for another month or two, when no players actually seem interested in taking newbies under their wing and guide them? They seem very enthusiastic about using these poor statted, poor killed 'immies' to brandish how amazing their characters are and maybe earn a few cash by robbing them.
New guys are basically homeless drifters. You are asking homeless people to pick themselves up and integrate themselves to the society. That's complete wack. Sure, some lucky ones or incredibly gifted ones do, but is that what the game is aiming for? Maintaining a strict society by gatekeeping? I'm guessing not.
I'm really hitting a dead end here, guys. Is there anything that can be done?
I think I saw you going through chargen and it could have been that by the time you got through creation, there weren't as many players in a position to RP with you because of the RL time. My point, don't judge by one night of play, please. For me, it took a few days to start finding the 'hang outs' and then I slowly started engaging. That's the other thing, people aren't going to just walk up and start chatting you, even if you are a new player (which is usually, but not always, obvious in game). The game theme is about being in a world that wants to eat you up and spit you out. So, most players' characters are going to be either corpies that hate Mixers, Mixers that are skeptical of anyone and Gangers that are looking for a few chy to get by. They aren't 'gatekeeping' but trying to help keep the feel of the game solid. Take it as a sign of how good the playerbase value the integrity of the game. Which means the game is worth it.
My first night I was mugged. And, honestly, I loved it. It gave me something to bitch about/cry about - basically an RP-starter to any players that I ran into. Take the experience as that instead of thinking of it as a 'non-RP' thing. Nothing more realistic than sitting at a bar, staring at your beer and lamenting with the other shmucks around you about how shitty life is.
And, as for character advancement. I really recommend you watch Slither's training videos. Not plugging for the guy, but seriously, they were really helpful to me. He's got a few that are linked on the main page and then more under youtube. There are a few that talk about job hunting, character gen, what to expect, etc.
I've been playing a week, maybe, and I'm slowly finding a niche. But, I'm far from 'well-known' and still running crates and struggling. But, that's what the theme is, so I'm enjoying it. I think if you wrap your head around the fact that the game is meant to make you struggle for a bit - maybe a long bit - then it won't seem so daunting.
Like I read/heard somewhere, this game is about the end-game. About months or years down the road to getting even close to your 'win' and even then, the game is going to try and make you lose. It's your enemy, not the other players/characters.
Anyways, that's my opinion and hope it helps.
I didn't expect to be sppon fed. I'm not expecting to be spoon fed. Hell, I wouldn't normally even mind mugging, but considering it happened in a bar, not so long after I was told on gamehelp to sit in bars to get some roleplay...
I was actually excited at first. Then the mugger didn't bother posing or emoting once. Just threw a bunch of slangs. Took my character's money, told him to fuck off. Whole thing took 5 minutes tops. It didn't break any rules I think, but it was very stale. It didn't add anything to my character roleplay wise other than, maybe a line on @notes. I didn't learn a thing about gangers, I didn't learn a thing about the area's gangs.
When I meant gatekeeping, I didn't mean ICly. I meant OOCly. I've actually seen a couple people running around earlier when there were more people. Few people dropping by the bar I was in since it was probably registered as 'where the party was at' with me sitting around. Everyone immediately walked out. Then it hit me after reading a few more forum posts.
Most RP happens behind closed doors. There's nothing inherently wrong with that, of course. But what does that mean for Newbies? Newbies are just told to make their own RP then. There's no induction to the society unless you stick around on months and months end doing cargo runs and people remember seeing your name on @who.
I'm guessing the IC reasoning is that 'there's 70 million people in the city and you are just one of them', but honestly, there's only 40 of us in the city OOCly. You can't roleplay with non-existent 70 million people. There's probably a middle ground.
I don't know. Maybe I should just cool my head and come back in a few days.
That doesn't mean complacency or living in your cube -- the more you put yourself out there (literally) the more chances for opportunity you create, but especially in the beginning when your character just doesn't have a lot of contacts or involvement yet, there's a lot of random chance at work, and in the Mix the random chance means the encounters are likely to be ICly unpleasant (though I'd hope the RP around it would be a bit more rich than that happened to you, that does sound lame and I'm sorry; someone trying to mug someone in a bar seems...dumb).
Sometimes people are lucky and 30 seconds in the gate they might get an awesome WCS Immy Greeter who not only shows them the ropes a bit but RPs like a rockstar and really enthralls them, or they get mugged but the RP inspires them, or they get pulled into some crazy plot that hooks them on the game for a decade. Sometimes absolutely nothing happens and they have to stick it out. It's not perfect but it's our MOO and we love her, warts and all.
Just be patient. Don't let a little crummy RP dissuade you. Keep putting yourself and your character out there. Maybe it happens with another 20 minutes of playing, maybe it takes another month (unlikely) before you happen across the right people or situations. Don't get frustrated if it doesn't happen overnight.
However, every character has their own IC stuff they're doing. Although it may not seem like it superficially, a lot is happening at any given moment in the game: plots are unfolding, people are planning, crimes are being committed, investigations are taking place, and most of it is happening in secret (or, as Lionion phrased it, behind closed doors).
In many cases, the people most capable of igniting your imagination and drawing you into the game are busy bees, juggling multiple plots and lots of contacts. The have a lot going on. The HOPE is that you run into a player like that and they indoctrinate you in the way the game can be played, or at least give you something to do or to aim for, but in practice, a lot has to happen for that to take place, and it's not going to happen for every new player.
It's far more likely that you'll learn with and from other new players or other players looking for new action. Although your job doesn't have to define your character, the job search is actually a perfect opportunity to be taken under someone's wing, and that's something that may take weeks to complete. First you need your papers, then you need to spend time ICly understanding what jobs are available and how your skills could fit them. It's very likely that you'll meet and interact with other players while looking for a job. This is an awesome chance to explain some of your backstory, get some RP, learn about the world, and make some contacts.
I know it's not what someone trying to dip their toes necessarily wants to hear, but Sindome is a game of patience and commitment. No one expects you to come out of the gate knowing much of anything. You're not expected to be successful with your first character. The process is one that teaches you about the game world and the mechanics at the same time while also reinforcing how helpless and powerless you are in a very dangerous place.
A little boredom may be a necessary evil until you start to get the cadence of how things around you work, but this isn't a game where anyone hands you anything--not because we're OOCly unwelcoming at all, but because that's the theme. People do tend to take it easy on new immigrants and especially new players, but realize if things are going horrible and you're being taken advantage of, that's all part of the experience.
Also: use SIC. SIC can answer your questions, SIC can keep you on theme, SIC will connect you to other players. Even something like, "I'm new to the city and need help, someone robbed me" will of course get you a lot of IC jeering from people giving you the Withmore welcome, but if anyone has a mind to take a new player under their wing, that should help make the connection. If not, hopefully someone will at least explain about immigrant greeters so that you can keep your eyes out for them.
It's a slow game. I get it. I'm just not seeing the game part yet. Well then.
If this happens to be the case, I'm afraid there's not a lot of advice I can offer you, but I assure you that there are those of us out there that would be more than happy to oblige your character with RP and information as long as you can find us and make the effort to engage our characters.
As for not finding RP, that's always tough. If you aren't finding the game to your liking, nothing saying you have to keep playing. We aren't for everyone and I don't think there is anything wrong with saying that. Some people are looking for an experience we can't or won't provide because it's not in keeping with our mission statement.
When I started this thread I was looking for things we can do to improve the new player experience. The recent comments, despite being well written and understandable and appreciated, don't really help us do that. I can understand them and the frustration, but these are ic problems not OOC problems. The GMs don't control the players. The players act within the theme. Aside from paying GMs to be around at all times of day and puppeting NPCs to act as greeters I can't solve this problem.
I want to solve OOC issues that are under my control. If you folks can focus on things that are not the IC world or how specific players treated you on sic or in person, and focus on where we are lacking with help files and systems that could better inform you the player-- then I can help make those changes :)
New Character Power Level
http://sindo.me/mnppj7
GMs do not want players to start the game with inflated expectations about what their newly-created character should be capable of in the game. New characters have very low stats and skills, no matter what is in their @history, so, try to make your @history account for this.
Build a character who -is- a small one, as of their first day in Withmore, and have plans to make him/her big over time as you roleplay out their growth, progress and life.
A couple of examples:
- You can't claim to be a CIA trained stealth assassin if your dodge and stealth are at below par and your martial arts are average and you are slow as a snail.
This means that "high class assassin" is out. But "trained under high class assassin for a few months until high class assissin was himself assassinated" is in.
- You can't claim to be a PhD-level medical expert if your character can literally not draw blood or get a diagnosis with the tools in the clinics in the game.
This means that "Chiba City's top experimental cybernetic surgeon" is out. But "undergraduate medical student" or "paramedic" are in.
See the difference? You can not come out of chargen a combat god. Or a medical god. Or a nobel laureate. But you can indicate that you plan to become these things over time through your roleplaying on the MOO.
The only place I can think of that it could be posted in, that I don't know for sure if it is or isn't already posted in, is the room in chargen that tells you about writing yours. Other than that, it's linked in every place that really makes sense, and merging the helpfiles together would probably make them large and hard to read.
Although, a small blurb in the help history helpfile might work. Something like, "Your character is not a bad ass when they start the game. In fact, you come into the game quite weak. Read help power-level' or something like it.
Good news: Sticking around and seriously hunting for RP as opposed to sulking in a coffin really helped. If there's a new player who felt the same challenges as I did, just make sure you finish your background and go work a factory job or do courier work. You'll get robbed(with roleplay), you'll meet new people, make friends, make enemies. I did all 4 in 3 hours just now. I feel like I now have a solid foundation to work on.
This was not to say make a character and go do troll/newb/dumb stuff on purpose to see what happens, merely be prepared to go through some coal before you find a diamond.
This was not to say make a character and go do troll/newb/dumb stuff on purpose to see what happens, merely be prepared to go through some coal before you find a diamond.
Newbs get encouraged to look at roles in chargen. They see this:
ARCHETYPE SPECIFIC ROLES
[ 1] The Ripper Doc Underground Doctor, Ambulance Technician, Cyberneticist
[ 2] The Medic EMT, Paramedic, Private Care Taker, Forensics Expert
[ 3] The Street Samurai Joeboy, Razor Girl, Bodyguard, Bouncer, Bounty Hunter
[ 4] The Gear Head Mechanic, Wheelman, Taxi Driver, Car Thief
[ 5] The Media Star TV Personality, Musician, Debutante, Press Liason, Street Reporter
[ 6] The Enforcer Street Judge, Private Eye, Bounty Hunter, Vigilante
[ 7] The Fixer Fence, Smuggler, Drug Dealer [ 8] The Street Thug Gang Member, Pickpocket, TERRA Agent [ 9] The Lord of War Gun Smith, Arms Dealer [10] The Candyman Pharmacist, Drug Dealer, Pot Farmer, Underground Chemist [11] The Cyber Jockey Network Administrator, Security Consultant, Hacker
[12] The Tech Guru Security Technician, Electronics Technician, Remote Operator
[13] The Street Urchin Courier, Drug Dealer, Spy, Smuggler
Those all sound super dope. But it's not really clear that these are all trajectories to aim for and not things you can use specifically in your background unless you know to type help power-level and such.
Maybe throw some transitional roles in there that could well be suited to playing into those future dope roles?
"These are just starting points to help you design your character. It will take time, work, and roleplay before your character has the connections and accumulated experience points to fill these roles. You will not come out of character generation a bad-ass. You will be weak, and it will take some time to build your character up to where you want them to be. Keep this in mind!"
A: When I first started, I had trouble finding RP. It's true that it's actually not that hard to find RP in Sindome, but when you start the whole danger of the situation is drilled into you so much that everyone is a potential enemy. I got used to it and became more confident and adapted to the danger over time, but it's definitely a hurdle, albeit one that I believe was necessary for player growth.
Q: What prevents you from learning the game?
A: FOIC. See first answer. Sure, it's easy to actually ask people, but when you're new and scared of everyone it's hard to do so.
Q: What do you find frustrating?
A: The sorta reliance you have on GMs to puppet NPCs when you're starting out. I fully understand that GMs are busy people. Still frustrating.
Hologram of Immy comes up with nothing if you ask it about clones. A search on NLM forums only finds posts on Genetek. An ad implies it's the place for clones. Genetek doesn't have an NPC to ask questions to. Only information in the recombination room is about getting clothing. Looking at the machine doesn't give you any information. Examine gives you opaque commands. Still, no implication that there is yet another business in which cloning happens for the living. Experiment with machine. Machine gives you an echo about numbers and letters flashing - possibly when it could be giving you... you know, tangible information. 'Please insert corpse here'. So, you fuck around with the machine. Machine doesn't have a refund function. Staff shrug.
I'm down for exploration - in fact, I think that's pretty cool - but when the newbie grind for chyen is so intensely boring, and can disappear with stupid systems, it's a real waste of free time imo.
What I'm saying is, from a new player and somewhat of an outsider's perspective, what keeps me playing is the people I meet and interact with while I'm grinding, and it's through roleplaying that I learn that I can, and end up wanting to lie, cheat, and steal.
I'm not arguing either side. It's just my two chyens, if you will. I'm just worried that some players' IC attitude of looking down on immies are bleeding out to OOC. People may deny it, but it can really show.
No one is forcing you to go do SHI work. In my opinion it flat-out isn't worth doing and is only there so you can go look at it and be like 'lol no' and then go scheme for real money instead.
They quit.
I've been enjoying the game immensely after finally getting some roleplay, and was trying to recruit people into it on reddit and other text based games I play. A lot of them recoiled at the thought of it since they all more or less tried the game years ago, and quit for the reason I described above.
Again, I'm just laying it out plainly, and I don't know if slither and other staff members can utilize this, but that's just how it is.
First things first great game, I have spent many hours already playing and it's a lot of fun RPing with people. There are some things that are so frustrating it makes me wonder why I'm bothering to even do some things that are fun as well though.
First of those is you literally cannot compete with any established characters in any way shape or form. Doesn't really seem to matter what profession you go for, want to go be xyz's competition? Can't as the job either isn't hiring, or the qualified people are only those with a few years of play. While this is great for those of you who have been playing for ten years, it also makes it super difficult to do your own thing as a new person not that it shouldn't be difficult but so far it seems pretty much impossible.
You can RP and get some benefits but actually accomplishing much that will change anything but maybe another character or two is impossible it seems unless you get lucky and someone who has been alive a while takes you under their wing. I say that like it's a bad thing but it does go both ways a bit, as I have with my characters managed to not do the grind jobs or pay for rent or anything else so far but I may have just gotten lucky in the personalities I gave my characters or they die before they need a place to live I can't imagine every new character skips the cubes and stuff when finding a place to live.
Not sure I have a solution to the problem it just is a very frustrating thing that I can't do much on my own and I am clearly a handicap to any other character that is working with mine.
There is great fun to be had as well though in RP. The people who I just said you can't compete with on a technical level, or any other mechanical level are also some of the funnest to RP with. I think so far I have spent maybe ten or twenty minutes doing the mechanical things and the rest has been RPing with people who either RP a lot or are just very good at it. That is what keeps me coming back more than anything. That and I love the world even though it is pretty bad in many ways that I will likely make another post about for accessibility.
I know this post seems like I hate how it works, but honestly, I hope to keep playing for a while and eventually be one of the characters that gets to help a new person stay alive for a few days at least, I just wish there was an actual entrypoint that would help a bit more with some paths or groups as even a few hours in you can tell there are little cliques of people to RP with. The incentive is there even if it is just frustrating how some things work to play and have more fun.
You can take anyone out if you plan it right, and that's just direct combat. Think about it in a broader scale too. Make up evidence against someone, start discreetly planting it in their friends minds or the WJF. Buy a gun, go into your chummers apartment topside that you can't stand, excuse yourself to the bathroom and hide it in there and call the Jakes when you leave to report an illegal firearm. Be shady. Be scummy with a smile. You don't have to tell everyone everything, especially if you want to shove them out of the field you want to corner. As said earlier, most of us older characters don't really bully immigrants unless it is totally warranted.
What it also boils down to is you're (in most cases) moving to a new city with the clothes on your back and the change in your pocket. That sucks when that happens IRL, it sucks a hundred times more so in this theme. Move in,do some menial work for a week or two, meet some people, don't mug gang members right off the bat, spend the UE where it makes sense, and establish your trade. Don't get discouraged if after a month you're not king of the hill.
Knowledge of the Sindome world. What tools are good for what jobs. What skills/stats actually matter for what you want to do. Who can do the things you need done. What is possible and what isn't (both codedly and GM assisted). How to effectively work with GMs and other players to get things done. How to RP your way into serious money (with NPCs and other players). And much more.
There is so much to learn and become familiar with and as you gain insights you become more capable. So yes, stats/skills are not crazy important to your success. At the same time, a new player will have a lot to learn before they are able to leverage themselves as effectively as a more experienced player. I understand how this can be daunting and even discouraging sometimes. But as others have said, this knowledge is best gained by DOING. Trying. Failing. Lots.
Or so I've been told... I still have so much to learn myself and take far too few risks. :-P
(And as a side note, I do realize that a good player will clearly differentiate between what they know and what their character knows. At the same time these characters will probably discover all this goodness much more rapidly and they can even, if I understand it right, sometimes start off as being from Withmore and thus have IC reason for a greater level of knowledge than your average Immy - within staff approved limits.)
What can be done? Well, I think that Slither's videos are a huge help. Finding ways to educate players when they try and fail is helpful. Balancing the need to provide a dark, oppressive atmosphere and giving players room to engage each other. Pretty much just doing what they are already doing I guess. :-P
I feel like starting Sindome is gonna be intimidating no matter what, both because of the format and setting, and I feel like that works. However, I do kind of feel like there should be more of a tutorial of some sort. Even if it's just a short interview with an NPC so you learn how to converse, then giving you a welcome packet that mentions a couple basic things like getting some clothes, NPC telling you to put it away to teach freehands, that sort of thing. A little more IC guidance to teach commands.
I intended for my first character to be kind of a throwaway to figure out the game with before inevitably getting killed, so I could then make the character I really wanted to play with a better chance of them surviving. I was even kind of impatient for him to die. But watching him build relationships with those around him has gotten me really attached, and while it's unlikely, I hope he lives a long time.
Interacting with other characters is where the game is really at, obviously, and the feeling of being overwhelmed and in danger is immersive. But it can also be discouraging and make it easy to feel like there's nothing to the game but stress at the start, before you've really met anyone, so that's why I think a little tutorial would be good.
...when a newbie asks a question about game mechanics which the staff eventually points out where to find a general information about it, they parrot FIND OUT IN CHARACTER. Even when a player asks a mechanical question involving commands, they parrot FIND OUT IN CHARACTER. When new players are finding the game too harsh, or lost, or not enjoyable and comment on the forums to perhaps vent, or maybe to ask for guidance, they are told to just shut up and keep playing by those players. I honestly don't know why some players behave like that despite the harsh punishments Sindome staff apply to maintain the game.
This irks me and it really serves no one. On one hand, we have a sizable thriving player and on the other we're being a bunch of elitist pricks. It really seems like we're cutting off the nose to spite the face in a lot of these instances.
Thoughts?
FOIC for Mechanical Questions I think that's just people being too quick to answer without understanding the question. It honestly doesn't happen often enough for me to even begin to worry about it being a problem.
I think you're overthinking the mugging dream situation.
It's the multitude of personalities on here. Most players are chill and helpful, then there are some players that act like the staff's attack dogs when you ask a question or submit an idea. Like, chill homie.
They get their question answered in the end, I stopped trying to change how people answer a long time ago.
As far as the ideas forum go, I love it. Sure, not every idea posted is worth the effort and not every idea posted makes sense giving the way the game is made or balanced. But I still love hearing what people think. No one is forcing anyone to read that forum or comment on it. Some truly awesome things have come out of the ideas forum.
But I do think the New Player Experience has improved in the last 2-4 years, and my hat is off to both admin and players in positions that have worked very hard in that regard. That work has paid clear and appreciated dividends.
And the ideas forum is fine. There are good ideas and bad ideas -- shocking. More people should definitely search the boards before posting on it, but welcome to every suggestion board of all time.
There are much better ways to approach a new player and guiding them into the IC/OOC paradigm Sindome uses rather than approaching the issue like everyone on the planet should grok how SD works. New players should be granted a great deal of latitude on the IC/OOC front as they are new, and it takes some time to get used to the way things work.
For example: when a new player sees the word 'limber' beside agile or 'competent' beside a skill they are going to be completely dumbfounded and shocked to find out those terms mean, more or less, 'quite shitty'. So then they have a history that is probably way out of line with stats they thought were decent, and you start getting questions around stat type things on xgame. Typical response is a FOIC stonewall. Find out -what- ICly exactly? That the interface for the game (OOC) is esoteric (OOC) and specific to SD's environments (OOC)?
This is just one example of where esoterica on SD gets a FOIC response on xgame rather than a more thought out response like "Yeah, the stat and skill terminology are a bit odd here, they don't really correspond with their dictionary definitions. Treat them like guide posts on progression rather than a description of where you are at relative to others. The best way to know you are approaching mid-level ability is when you hit the 'curve' and advanced ability when you are heavily into the curve. Find out more on the website."
To be honest, if all you can drum up for a question is FOIC you should probably just leave xgame because in my opinion that's utterly useless and unhelpful.
On the other hand, sometimes the only permitted answer is a version of FOIC. Say you hop on xgame and ask "Where is Hugo's Hardware, I don't see it on the map?" The fact is that no one, aside from staff, can answer that question oocly. If they do, they very well might be called out on it. They can, however, tell you that Sindome has a very strong OOC/IC divide that takes some time getting used to and that this question has to be addressed ICly. Try asking on SIC or asking someone in game. It might take some time getting used to this IC/OOC divide but it really leads to a great RP environment. If is a bad idea, in my opinion, to EVER answer an IC question OOCly as it doesn't help the player as much as a guiding them to finding that info IC would.
I also think it is important that answers on xgame be polite, teaching answers whenever possible. If they ask for the command and it can be easily discovered in @newbie, a help file or by examining, let them know what the help file is or what they need to examine. And if they ask an IC question on xgame, teach them that they need to find out IC, give them some examples of how they might do so (SIC for example) and explain why. Empower them.
The only time I might consider answering a question with plain old "FOIC :-)" and nothing else is if I know for a fact that the character asking the question has already been given a good explanation as to what it means and why they should do this. There is little point in going into all of that repeatedly with the same player. All they need is a polite reminder that this is one of those times again.
Just my two cents here (okay, more like 17 cents). No on answering IC questions OOCly. Yes on giving more of an answer then a curt "FOIC."
And people provide plenty of help in gamehelp. It's not like it's a constant chorus of foic in there.
Though at times, it feels like there's some sort of race to see who can type 'FOIC' the quickest to shut down someone's question. It's not needed, and counter-productive to treat new players this way.
Instead of being in a rush to shut them down, maybe try explaining why we're telling them to find out ICly. Like, 'hey, good question, but this might be a something you can ask through your character and they can learn it in-game from other characters.", is a way better response than just 'FOIC'.
Feel that taking time to respond like that instead of being curt with them, would also result in less push-back from the person asking the questions, so xgame doesn't have to devolve into a pissing match, either. And yeah, if you don't have enough time or patience to say anything more than 'FOIC' to a question, maybe don't say anything at all.
As a newer player, it think the biggest frustration I had is expectation vs. reality. For instance, the expectation when you start the game as a new player is that you are going to be something like the archetype that you designed. The expectation is that your skills will be useful in some way. For me the reality was totally opposite. My skills and stats were irrelevant in most of the things that I did. Another example was when I had a skill with the label 'Skilled' yet NPC's told me that I didn't know anything. There are many cases where because of the OOC/IC divide the expectations you have in the game are very unlike what you end up with. I expected my smart character was going to be perceived as smart... I had to ask about how to get out a cube, ask about how to use the most basic things and had to realize that I can't play smart when as a player I'm new and dumb.
None of these game design choices are bad... but the problem occurs because the expectation you have coming into the game is very different from what you end up playing out. It's a brilliant game, but that first few weeks is quite off putting until you realize that you're not a decker, ganger, samurai, comando, or whatever you're trying to play. You're a formless mass and pretty useless. I actually think that there shouldn't be character creation beyond some physical description. Give everyone a minimal level of skill with a bunch of things and let them loose. There would be no expectations at that point you'd know you're not anything more than potential when you walk through the gate.
However, primarily, which ties in with the months of time statement, is the UE problem. I find this upsetting, as, even though it makes sense, the new character gets hardly anything to use anywhere in CG, and until weeks upon weeks pass, are useless at anything except speaking (Which as I know personally, even that will get you killed. Which I should note that you can't fight back against at all at the newbie stage.)
Then, another upsetting thing, is the automated money limit. While it is understandable for months upon months old characters or fixers who could abuse NPCs, it is incredibly frustrating to do one thing, get mugged, (which cannot be fought against!), then have no way at all to proceed until Friday,
Okay, say I make friends with someone powerful that can help. As soon as you've been seen even speaking to them, you get mugged, which you can do nothing against, simply because they are enemies of your new friend. Everything in a newbie's social attempt is the most counter productive fucklechuck that I still haven't managed to get right.
Like
Literally anything. Any of the things you just mentioned.
Wearing immie clothes? Bam. Mugged for visibly being a newb.
Found tailored stuff? Bam. Mugged because somebody wants to chute it for SICcred.
Wanna fight back against the mugger with the bokken that costs half the week's automated wage for some fuckin reason? Oh no. You permed again. Because nothing can be done here.
There's an undeniable instinct to have a max ue "winning" character, and that can be at odds with the experience of a cyberpunk world if you don't focus on the schism there.
Maybe there could be a "Getting Wrecked" training simulation where newbies can get tips on how to enjoy the hard stuff. Like the tutorial would have you being mugged and OOCly tell you: this is a big part of SD. The point is to embody your character in the moment and not necessarily strive towards being the king of shit mountain.
Just a thought.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
And hell. I don't want some max UE wannabe Ecks version number 99999.3
I just wanna be able to whip that one shrouded dude's ass. Just one time. It feels like they've been following me for months just to bone me over for the fortieth time. That feeling right there. *That* is my biggest newbie hurdle.
This is a hard game with a steep learning curve for new players and a high difficulty curve for new characters.
My advice would be, stop thinking you're going to accomplish whatever you're imagining and learn how to adapt to the word around you. The starting experience is that you've been dropped into a shit-hole of a Sector where literally everyone seems to want to mess with you, steal from you or just plain ignore you contemptuously.
What I think you might be brining to this situation is the expectation that by making your character right, you're going to be able to deal with those people via combat, or by using skills to overcome them. And although there are new characters who manage to do that, typically by preying on the even weaker immies around them, another way of looking at it would be to let go of your expectations and get into the actual roleplay that comes with being a helpless doormat in a harsh, unforgiving city.
How do you overcome that?
Another thing that I'm not sure has been mentioned yet, but if it's so frustrating, there's a whole sector of gameplay where people (almost) never get mugged, and you could make getting their your character's goal. Escape all the violence.
Also, getting mugged isn't just a new player problem, it's part of the game. You will continue to get mugged at all stages of your experience
This is the whole game. It's definitely harder when you're starting, but throughout the entire game, horrible, horrible things are going to happen to your character. Some you'll try to take revenge for, some you'll never even find out what happened. It's the game. It's just a slog from one clusterfuck to another for most players, including many of the best and most powerful/influential among us. The ability to bounce back is highly valued and typically rewarded.
Accepting that is always difficult, which is what causes IC/OOC bleed, but it's just the way the game is.
I think we do want players to learn what skill levels mean over time, though. A...ZZ ranking allows player skill. It means that ICly, you learn that you need a “Q” ranking to accomplish what you want, but you don’t know as a new player what your D means, and you never know the top of the scale. Is the highest stat level T? Is it AC? Is it CZ? You won’t know until you find out.
The inability to know if your own character is at all proficient makes things unnecessarily hard for new players while older players with new characters don't have that same issue.
Given the amount of threads and XGame comments, It's known that this is an area of frustration for players, older and newer. I just am not sure what the advantage is. I suppose that there is RP to be had in trying to figure out if your good. However, for at least some skills and stats, there's not really any way to ever gauge if you're good or not. I'd think that a lot of noise would go away if people had more of an idea if they were generally any good or not.
The second hurdle being the understanding of the stat system and its purpose. The main focus of sindome is RP, but stats exist and players have to use those to actually defend themselves in any way. Sure, making friends is a good way to help yourself early on, but I feel that prevents lot of conflict from new immigrants, and restricts certain varieties of player interactions to more coffee shop style rp. Sure cyberware can be an equalizer of sorts, but lets be real. Any player who already has superior stats also has more likely had more access to this same cyberware, not to mention better equipped. So let's not pretend that this is some great boon for new players to be able to 'get ahead'.
As a returning player, it is certainly the main frustration I have had in terms of stats. Basically it is all meta knowledge hidden behind a 'no knowledge' wall. Old players figured it out, but there is no IC way to really relay any form of this knowledge. It makes it extraordinarily hard for a player who -wants- to rp their flaws, especially considering things that sound better than they are, are presented. Like, if we had more verbs for basically sucking, maybe people could understand at least a somewhat relative knowledge to play their characters. This hurdle only exists for new players. The wall is literally there for exactly only one purpose: supposedly to get new players to 'get involved in rp and test their skills'. Thing is...if all the help files ary they suck, and any player who reads the forums thoroughly would also know this, why would they? To me it sounds more like a newbie trap to have an excuse to kick a newbie's face in so people can feel more hardcore.
Long story short, I agree that the verb system either needs a bit more transparency, or the verbs need to at least more effectively explain just how terrible a player is when they first start. It is a jarring experience to see things say you are pretty good at a thing, only to fail every attempt as if you were still ranked at 'horrendous' or some other equally terrible thing.
Roleplay.
I’m not being a cock here, I’m being serious. As a new player, you’re instinct is to interact with the code and the mechanics. It makes sense, most games are exactly that.
With emphasis, Sindome is not that game.
All of the time I spent playing, while thinking about the mechanics of the game and UE, I was absolutely miserable. The second it clicked for me is when I realized that yes, Withmore is huge. It’s not just you and one ganger on that street, it’s you, that ganger, and thousands of other people. Start treating the world that way and things start to make a lot more sense. What would you do in real life if some guy kept mugging you? Disappear into the crowd? Cast a large shadow? Move quick and stay off the streets? Stop carrying more than you were willing to lose? Learn how to fight maybe?
Also recognize that while the game is brutal, it’s also fair. That mugger might have started before you and be stronger now, but they have their own muggers, or their own problems. Maybe they can’t spend time working out because -they- need to learn how to disappear into the crowd. Maybe that guy you got along with in the bar doesn’t like that guy that mugged you.
Maybe that guy who mugged you mugged some other people. Maybe you get them all together and beat the shit out of him.
In any case, the game is more balanced than you think, the mechanics make more sense than you think, and the wall is not as hard to break through as you think. Treat the game world as a real city filled with tens of millions of people and things will fall into place.
I can get help and a taste of hustle if I RP enough, but it always feels like it's at the cost to my benefactors. I just wish there were more tangible benefits for involving immies in your hustle, because I feel bad that I'm basically begging for help instead of it being a transaction.
It would be cool if, on the archetype list, the most sought-after ones were put at the top, in order to guide us towards characters that will progress the health of Sindome.
I'm not sure there are any jobs in the game that someone has to perm for the job to become available. There are lots of jobs where someone needs to be removed from their position (via death, incompetence, intrigue, etc) before someone else can get it.
In terms of talking about what roles are needed, I'd suggest making a character you'd like to play rather than worrying too much about what the game needs more of, because your character may be around a long time and people playing various archetypes will rise and fall, but you can't really base your decision making on that, because it's so random and hard to predict. Just play the character you envision.
At this point, the biggest barrier for new players is finding opportunities for any kind of roleplay. I spent several days in game and in that time, my character was mostly ignored. I received more criticism (yet no help) over my description than actually attempts to play with me.
Maybe that's my fault, or maybe that's just the reality of my character, but having started other characters, the difference in mood is palpable. SD takes a tremendous amount of investment and in all honesty, it's difficult to want to make that investment when your only opportunity to roleplay is to interact with coded systems. Frankly, I have a PS4 for when I want to interact with coded systems.
This is certainly not meant to bring anyone down and i hope this does not come across as sour grapes or complaining. I used to absolutely love SD and I looked forward to every opportunity to play. Yet, my most recent attempt at playing was incredibly boring. If my experience matches that of other new players, I can see why perhaps this game's uptake with new players is lower than it should be.
Finally, it was a pleasure gaming with so many of you over the years. Many of you are among the best writers I have ever had the privilege of reading and so many of you taught me so much. Take good care and best of luck!
This thread kind of degenerated into RP complaints, which Slither had already stated weren't something he's able to fix. Maybe it should be locked.
The way I see it, in the past, back when the MOO was young, playing a MOO for a very long time was a pretty normal thing. When a new player show up, or when somebody who looks like a new player, that is, an immy, it's easy to trust that they'll take your hook, that they'll show up the next week, and so on and on, continuing your RP.
Now that plenty of people just dabble into MOOs and MUDs and then fall off the face of the Earth for an entire year, or even some oldbies just have to go on a really long-ass hiatus, there's just less trust to go around. Given the choice between an established character who had proven to be able to be around for months, and immy who could turn up permed on the street the next day, I know who I'll be dropping my time investment on.
Is that fair? Maybe not, but people's time are valuable too. It's not the immies' fault that they can't prove they're worthy of trust without bugging people and getting by on small scale hustles that seem like a waste of time for a while, but it's still something that must be done.
I just think that problem here is that people only want the high-octane action that come as the fruition of months of work. Things that they forget don't come that easily when they were used to playing a max UE character who's constantly embroilled in conflict because they put in the work for years.
If you want to skip all the fluff and get straight to the action without figuring out a bajillion synonyms for nodding and chuckling, maybe you should consider reading or writing a book.
When I failed, it wasn't because I expected high-octane action or expecting to be a badass. A lot of times I created broken people with issues and really questionable abilities. I couldn't put a finger on why I couldn't break in, and I think I have a better understanding now.
Sindome's RP ebbs and flows. There are specific periods of time where the stars align that an immy can have a really easy time integrating into the game, and there are also periods of time where nobody can pay any attention to the immies, not even the staff.
This compounds the problem where an immy's rp is more or less restricted by the lack of their coherent role. If you have a job or a role that you earned, your bubble of 'reality' gets bigger, as in the things you can attempt to do, and the people you can meet because of that. It doesn't matter if you are max UE or not. Being in that role expands your roleplay and that's honestly what's most important. And that's exactly what the immies are lacking. Roleplaying opportunities.
As for me, I came in during that period where there wasn't really any room for help. A lot happened ICly (that I cannot discuss) and nobody had time for some immy. I stayed as one for a really long time, and in that time I basically just tried to do what I can: perfect unemployed vagrant rp. In a really twisted way it payed off.
At the end of the day the problem is that the immy's don't know what they can do, and this is not about the coded areas. They don't know what they can do to escape being an immy, and how to get involved in roleplay even when they have nothing to give.
I couldn't get into Sindome last year, because I was used to being given explicit directions on where to go. But the thing was that even if staff gave me a way out of that, or even if somebody else ICly gave me a way out of that, I'd still be stranded and confused after they left me. I'd have to dance on other people's strings instead of being able to RP on my own initiative.
Basically I just think that the barrier to immies integrating into the game isn't fair, but it's not one that can be helped from the outside. At some point, people have to come to their own conclusion what they should do. It's like trying to solve a puzzle with a blindfold, sure, but if you can't do that then you'll probably not be able to power through those occasional weird spots in your RP in the game either.
The mechanical navigation of things was a bit unclear for me, and still kinda is, but I'm getting it mostly now. I look up the same help info *a lot*, but its a lot to take in. The immigration agents were able to explain a lot of things and helped me feel like someone wanted to rp with me.
I've had a crap ton of fun these past two weeks. The game world is really cool, and I may be alone sometimes, but it's still sorta pve roleplay. There was an rp that had me laughing so hard it was so horrifying and I yelled out at one point. Some things happened that massively set my character back because of OOC derpness, but I was able to convert it to IC struggles of adjusting to the city. That's the whole point of the thing and learning I think. I do have a goal of where I think my character will flourish and get a little interestingly weird, but I'm having fun getting to know the world and my character. Some days are slower than others but I use those times to read the interaction on the sic and on the forums. Learning by observing. I am also oocly convinced everyone in the game is a gm and that I am on the Truman show. I have no idea who's who, and I think thats cool. Theres so many great characters here.
It's a bit intimidating being so thrown in to the game with people who know what they're doing and I super dont, but we're chucked in literally naked and alone with no money in a city of 70 million people. It should be a bit of a dumpster fire. I like feeling like my character is probably going to die at any moment. It's horrible and I love it.
I typed a lot of words. So.
Tldr; grid search thing, games good, enjoying the process, thanks friends
I think we all need to try and to lead by example, teach by doing and make it possible for these newbies to see some of what we do. Yes, that means exposing yourself to some degree but the benefits can sometimes outweigh the risks, even if this exposure leads to loss, betrayal and other setbacks.
Also, try to think think of isolated, short term tasks, jobs and quests you can give to Immies. Things that have a clear beginning and end. Then pay immies to do these things. For most immies even a kay or two for a job is exciting and helpful. And if you scope the work right you are far less likely to feel like you just wasted time and resources on nothing.
For example, if I pay an immy to fo tag up some places and they do it and get paid then disappear, I still got my monies worth and they still got RP. And if I do this a few times with the same immie I might be able to give them bigger, more lasting tasks with more confidence.
At the end of the day though, some of the time/money you invest will not get you the returns you hopes for. Characters will disappear. So it's best to just take that as a given. Go into these situations aware of this and accept it. It's like how I view loaning money to family or friends, it's nice if my efforts are returned but I go into it with the assumption that I won't get anything back and that's okay.
My @histories tend to be very in depth - it's actually my favorite part of character creation. I write the majority of my history and character concept before I roll my stats, so the history informs my chargen choices, not the other way around. I also get a certain kind of satisfaction when it's approved, or see it as a challenge when it isn't.
That said, one of my biggest setbacks following creation is generating RP. Generating, not finding. I'm pretty sure it's a me thing, but I think it also has to do with character concepts, relevant player availability, and lack of/difficulty in finding OOC/IC game knowledge.
I've played two characters in Sindome over a period of...two years? The first was reaped after a long hiatus, so no carry over on UE. The character saw plenty of RP once I established myself as a player with some staying power. While I did generate a small amount of RP myself, most RP I engaged in came to me simply because of WHAT and WHERE my character was. And it was good RP. I enjoyed it. There was also plenty of coded support.
Enter my second character. Wildly different concept, minimal coded support - you get the idea. Suddenly there's no RP coming to me, and I don't know how to generate it. So I try to tag along in RP, ride coattails, things like that, and before I know it I'm sitting in this sort of stale environment in which I do the same kind of rote RP week to week. Now I look back at the months of time I've invested into this character, and then I look ahead thinking, "Is this what it's going to be like the whole time? Did I make a poor choice? How do I improve my experience?".
And here we are. I actually stumbled onto this thread looking for RP and Tips in board search.