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Canon: Canon Event Type: Relaxation + Roleplay Event Scale: Big Assigned Admin: Melariara OOC Event Description: A continuation of the yearly Christmas Party, with no surprise appearances or invasions. Who knows about it: All employed crew aboard the SCCV Horizon have been invited. Information is available via the newscasters, employee emails, and bulletin posts. Host/participants: ComradeBatman (Host), Catsinhd (Co-Host), Melariara (Assigned Admin) Nauticall/DasFox (Mappers) Notes: The event takes place in Mendell City. All employees will be off-duty and attending during non working hours. Employees have been invited to a botanical garden in Phoenix Park, Mendell City, for holiday celebrations. The party takes place on December 13th, 7pm EST as the best compromise to all timezones. Volunteers are encouraged to reach out to me (NM/ComradeBatman) if interested in staffing the venue. IPC whitelist holders are preferred but any are encouraged to volunteer if they won't be attending on a character.
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ASmallCuteCat clogs up the whitelist forum (IPC app)
NM_ replied to ASmallCuteCat's topic in Whitelist Applications Archives
Thank you! Application is accepted. -
ASmallCuteCat clogs up the whitelist forum (IPC app)
NM_ replied to ASmallCuteCat's topic in Whitelist Applications Archives
Hi! Sorry for the delay. Please add a handler to Sable as part of their transfer to the SCCV Horizon. IRU and ISU units are beholden to their human handlers as part of their management. Once you do, this application is accepted. -
((OOC Note: Already was assigned, I'm just a goober and forgot to post))
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Hi! Feedback is always welcome at any stage. We aren't planning to remove nanopaste or its current functionality at this time. This is something that we'll have a better picture of where it falls in the grand scheme of things as we get closer to implementing the full rework, so it was better for us not to comment on it too much for now.
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Hi all, Things have been pretty busy but we've kept chugging along and wanted to share some of the broad strokes of what we’re looking at for the IPC medical rework. The finer details, mechanics, and values are going to be subject to change and better addressed as we look closer to its implementation. This is going to be an early overview that you’re welcome to provide feedback on for any suggestions or changes. Goals The medical rework should accomplish the following objectives: Synthetics should be easily distinguishable from humans in terms of repair/care. Synthetics share basic mechanics universally between all frames, as a race. The individual frames have their own unique strengths and weaknesses, becoming a conscious choice besides appearance without pushing the player into too narrow a niche. Community Suggestions Anatomy Power & Cooling Systems As opposed to just the standard in game, we'd like to offer alternatives that come with their strengths/weaknesses when choosing a frame. Some might be restricted to a frame or group of frames but that isn't currently in place yet. More may be added in the future. Specific Interactions Machinist Changes
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accepted JeffMomentRed Command App
NM_ replied to JeffMomentRed's topic in Whitelist Applications Archives
Jeff has contributed one of the fondest characters I've enjoyed engaging with. They know their department top to bottom, demonstrate the ability to participate in gimmicks without hampering them, and continue to be a source of quality interaction for anyone they come across in game. I have no doubt they'll perform to whitelist standards and more. +1 -
Hoverbeds are the proposed solution to a problem that was self-created and didn't exist prior to intentional meddling. The realism isn't there - as pointed out prior - stretchers have been able to go up and down stairs for a long time. It isn't a revolutionary concept that requires hoverbeds, of all things, to solve 400 years later. Much like any realism argument, its an arbitrary enforcement, more ridiculous since it regresses 2466 to have been unable to resolve this dilemma short of anti-gravity equipment. More-so my point though, its ultimately an unsatisfying and clunky experience that doesn't add any interesting choices for the Paramedic. It is purely an inconvenience in an already cumbersome (if not deadly) scenario. The gameplay loop doesn't need artificial hoops to jump through. There's an entire rework dedicated to a different vision already. Its a net negative.
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Don't feel bad at all for bringing it back! We're still accepting suggestions, feedback, and any conceptual ideas people would like to see. IPC medical mechanics have needed a serious modernization for quite some time and we'll be working to achieve that with time.
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give me ideas for fluff medical equipment
NM_ replied to La Villa Strangiato's topic in Suggestions & Ideas
A few off the top of my head: Some futuristic variant of an MRI/ultrasound/xray so that we can have pictures of a patient's internals. Helps to do fluff RP like pointing out a specific fracture or identifying their character's conditions. Doesn't have to do anything special if its too complicated. Just a generic photo print out with a description of their race and what it's showing if we want to keep it simple. EEG for the brain, ECG for the heart. Could combine them since its the 24th century into something fancier. The glucose monitor as mentioned. Some kind of proper blood panel read out. Could contain randomized information for cholesterol, hemoglobin, platelets, red blood cell count, vitamin deficiencies, etc. We currently only get what reagents are in their system with our analyzer. Instrument sterilizer would be so soul for the OR. A proper way to clean equipment besides the spray cleaner or washing at a sink. A method to take tissue samples, swab mouths, for more than just investigators. It has medical purposes too. -
Sorry for the delay! This is accepted.
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NM - Synthetic Lore Deputy Application
NM_ replied to NM_'s topic in Developer Applications Archives
Sure - I don't have any problems doing this. I have an interest in contributing to the setting at large, even beyond the scope of synthetics. Some of my ideas will touch other aspects of lore, which aligns well with your question. This isn't an issue for me. I would prefer to have some time to work towards developing Synthetic lore, but I only say this since I don't have an idea of the current projects ongoing with the team. Working with others is an expectation I'm aware of and I support a more interconnected team as a whole. It certainly is one. I'm having a hard time trying to meaningfully respond to this, as an outsider has limited insight into most aspects aside from the final product that gets pushed to the public. I'm happy to edit this answer if you want to touch base in DMs to specifically address the points you were interested in. From what I can currently see, the team - particularly Unathi lore - is putting a tremendous effort into the new arc that looks like it has incredible potential. I'm at odds with the limited capacity that players can influence the server at large, and I hope to see more responsive changes stemming from the forum threads that were hot topics in the recent past. We are nothing without the players that choose to dedicate their time, energy, and creativity on the server. I enjoy working hand in hand with them when I can historically, I hope to do the same here when the opportunity presents itself. I'm very much looking forward to working on things for Biesel. Its often dismissed as the starter origin by most of the community, but it holds a place in my heart. The elections are exciting and I hope we can spend quite some time here. I only wish there was a map of Mendell like Aoyama. It has some of the greatest potential and flexibility to tell just about any story. A few of my personal interests, in no order: Assunzione, particularly the Lemurian Sea and beyond. I find the whole region fascinating. Dead space is such a cool and eerie concept. I would love to see an arc exploring this someday, in whatever capacity it might look like. The mystery is the excitement. I'd never want to peel all the layers away or explain every little abnormality, just enough to keep it as the strange, otherworldly place its supposed to be. The mega corporations altogether. Melissa Trasen's visit was great, directly bridging the gap we often feel in the disconnect between the ship and the Spur at large. Given how influential they are to the character experience, they're a fantastic vehicle to deliver intrigue, conflict, and play to the centerpiece they exist as in our setting. NT, Zeng, and Idris are my favorites. I want to see more of their presence, subtle or otherwise, creeping through the ship or the Spur. Mars. The Violet Dawn is one of the still talked about events in Aurora history. It has a remarkably large player base and there hasn't been any recent pieces that explore the reconstruction. I'm interested to see how - or if - there is ever a proper Martian presence again. War in Heaven. The effort going into it and the implications in it's outcome for the K'lax Hive is something Vaurca enthusiasts should definitely be paying attention to. I don't have as strong a foundation in Vaurca lore as I'd like yet I'm trying to learn more about it as I read through. It goes a long way to something I always try and prioritize - that the world (or the galaxy, in this case) feels active and alive even independent of players. Bluespace in general. It isn't the most in-depth piece and it doesn't have to be. It holds incredible narrative strength to come up with all sorts of oddities and mysteries. It interests me more for what can be done with it. I personally want a full medical rework for them, the objectives being to make an equally satisfying system to standard organic med that captures their identity and to offer better customization. As they exist now, nanopaste solves 90% of any damage with the rare visit to the machinist. Their health mechanics are frustrating, limited, and not particularly interesting. There's little, in any depth, to how you repair a synthetic. The rework would mean touching on aspects such as: Adding new frames and re-tool/re-balance existing frames Adding synthetic-equivalent internal organs (components/systems) Greater customization in their particular frame (Noble is doing this with baselines already, as an example) Adding synthetic-only modules/augments. Plenty of opportunity for modules available to other races as well. New methods to recharge. Solar? Thermal? Coolant? Rebalance nanopaste to be less of an end all, be all fix it is outside of severe cases that require a machinist Disclaimer: The above is conceptual. It is subject to gameplay balance and is not representative of balanced, finalized mechanics. What I'd like to see come out from the above: That characters can pick/choose frames that to fit their character concept + the further customization to truly represent it Said frames will still be a character choice first without alienating them from certain departments just because there's another frame better suited Opportunities to more meaningfully explore maintenance, upkeep, and synth-health like their human counterparts with supporting mechanics Synthetics won't be objectively the best pick in every situation. They will be stronger in some, weaker in others. A great deal of proposed mechanics are going to be subject to balance changes. G2s are a prime example of a frame that's required changes and even warranted a removal from Security. I don't have any specifics aside from the broad strokes I want to touch on. -
NM - Synthetic Lore Deputy Application
NM_ replied to NM_'s topic in Developer Applications Archives
Hey Desven! The support means a lot, thank you so much. Characters shouldn’t ever exist in a vacuum. Synthetic characters are no exception. Playing a shell is a unique opportunity to dabble with something familiar and alien at the same time - but not any justification to neglect the variables that comprise the difference between being an IPC on Venus or Assunzione. Outside of outlying cases, the majority of synthetics are going to be strongly influenced by the planet they reside on and the culture around them. If a player is creating a character from a particular planet, they should try and integrate some of the foundations from that region. They have the creative flexibility to play around with how close or how far they want to assimilate - just like humans do - but I don’t believe they should ever have zero overlap with where they were built. It undermines the contextual narratives that have been written to make planets distinctive. Absolutely. Its one of my motivations on the roadmap I want to do. There isn’t enough information present that's going to adequately give an IPC player the tools to make a character from a planet without their background being entirely human in the process. What I want it to be is if your character is a synthetic from a particular planet, they have the background from the predominant culture as a baseline. Then, an additional layer of subculture of how those values, mannerisms, views, and lifestyles have been adapted and expressed by synthetics. This duality should help make a more cohesive character and shine a better spotlight on the synthetic part of their identity. I don’t want to force characters into restrictive, inflexible concepts. However, there should still be that immediate influence, especially with how synthetics learn by experience. They’re sponges to soak up their surroundings and the world they know as it is around them. They would, naturally, adopt familiarity with localized habits throughout their time. I would expand on how synthetics from a particular space behave or live as a framework, with players filling in whether their character goes against the grain, assimilated, at odds with it, etc. The information would be more specific than just general insight that IPCs exist in a particular space, but less strict than “IPCs from this area only behave this particular way.” Synthetics live here, they value these things/concepts, they stand by these mindsets, they have these majority/minority/dissenting opinions, these groups represent different aspects, the organizations cover these issues in synthetic society on this planet, etc. For the player, now they can decide on background aspects that are tailored specifically for the race that better align to their concepts. It can be problematic, given no race should be divorced entirely from the setting or their origin. I haven’t seen it in game, though I understand where you’re coming from. What will help alleviate this is offering players more options/depth to work with and less guesswork for them. The meat and potatoes of a character should come from how the player chooses to take their concept, building off what we offer as a background. Lore is a springboard for how characters engage in the galaxy/on the horizon from their unique perspectives, shaped by their upbringing and culture, defined by their experiences. -
Ckey/BYOND Username: ComradeBatman Position Being Applied For (Wiki Maintainer, Lore Developer, Deputy Lore developer): Synthetic Lore Deputy Have you read the Lore Team Rules and Regulations wiki page?: Yep! Past Experiences/Knowledge: My previous roles were predominantly oriented towards storytelling. The settings I played were grounded in the lore of the corresponding games, unlike the custom built lore of Aurora. It was closer to a traditional DM role with some flexible liberties for custom developments. I primarily created narrative arcs, storylines, and in-game events with the base lore as the guiding benchmark. My positions ranged from the equivalent of lore deputy to lore master. In more recent years, I pivoted to administrative roles up into head admin while still managing the narrative angles of the setting. I have been writing and role playing since 2005. Examples of Past Work: The majority of my writings are contextual to the games/servers they were based on. They can be provided if needed. I have no current lore contributions. ---------------------------------- "We are on the verge of creating life in our own image, but do we have the wisdom to guide it?" - Unknown The primary themes are the exploration of self-actualization, their potential for tangible demonstrations of sapience along with what this means for synthetic individuals/society/civilizations, and navigating the oppressive treatment with all its prejudice against them. The majority of household pets receive better care than most synthetics. They are an after-thought in the notion of treatment, best regarded for their direct utility in any given situation than any legitimate consideration to their stand-alone complexity as potential equals. Overall, I find synthlore to be in a solid place. There is always room for improvement with any worldbuilding. Its a healthy practice to occasionally go back and ensure the moving parts capture the most accurate depiction of any race, planet, or otherwise to the standards of today. I plan to approach thematic expansion on the macro/micro levels under a simple process that offers a player the ability to draw from the established precedent in any particular piece and still build upon it. They are, after all, the vehicles for any lore at large. There should be consistency in the overarching vision of synthetics no matter what background/origin/society they’re creating a character from. It looks, loosely, as follows: An initial review of the existing lore available. A well rounded, thorough dissection in each of the major pieces that comprise synthetics. With that established, studying to confirm that the presiding thematic elements are satisfactorily captured in the variety of synthetic presence across the galaxy. Develop and curate additional avenues that express, go against, reinforce, or further the central study of synthetics understanding themselves - their existence - and their own place in the universe. This can include anything from expansion of factions/planets/existing societies, developments of new variations/systems/factions that satisfy the intended vision, and better integrating these into the Spur at large. Some of the most consistently solid aspects of Synthlore are the flexibility in character designs and the overarching nature of their interpreted sentience/sapience. The ability for a player writer to construct a unique concept using the lore as a trampoline is indicative of a well developed foundation. Creativity is given full reign with a myriad of inspiring ideas all made possible from the diverse opportunities available within the scope of synthetics. A loose framework with which anyone can operate within those parameters isn’t exclusive to synthetics, but a more prominent quality made possible with them.(expand more on this) The ability for every major faction to have their own interpretations, cultural views, and levels of integration with synthetics at large is fantastic. There is no concise answer on just how far, or how little, they can be treated. They range from servants since creation, second class citizens, to full blown members of society. It's a hallmark of a good writer to present a situation that has the possibilities of multiple answers without a defining, hardline truth to dispel them. Synthetics carry the potential for more than the equipment they’re framed as. They can also be the scale of terror as captured in Silicon Nightmares, just as they might be individuals with their own hopes, dreams, and motivations. They contain the endless potential to be everything and nothing. Ultimately, the philosophical captivation into the truth - or fabricated, mimicked nature of sapience - interests me most to explore as a universal element that can be ventured with player characters. In that, the countless theories, speculations, with all their theories arise - What does it mean to be synthetic? More than other species, the available IPC factions don’t capture the depth, flexibility, or thematic intrigue I would want as both player and writer. It can be any combination of: Scarcity in presence/relevance. Limited in detail or structure. Lack depth beyond their designated niche. The stand-out catalog of IPC characters come from from the corporation or planet they originate from. A perfectly acceptable reality, yet something that has room for opportunity in others seeking more off the beaten path archetypes. The possible organization/factional groups should be malleable for molding beyond the principles they embody, with depth and involvement that can be represented by players or in the greater fabric of the galaxy. Some examples: Golden Deep. Traders centralized on unlimited growth and capitalistic ventures. Noble Row previously posted a feedback thread and is now actively expanding them. This is more of a historical examination than anything he's currently doing. They previously suffered from this limited narrative exploration. Megacorporation IPC brands. Hazel is an iconic line of shells that’s had a player base on and off for some time. There’s several being actively played as we speak! I’d love to develop a similar stand-out model of IPC for each of the megacorporations in more thorough detail as a template for anyone to pick up from. They won’t necessarily only be shells, but in that similar vein. Scrappers. A compelling piece in origin to something built off of in-game events and active lore cycles. I’m interested in either expanding on this with its place in the present day galaxy or developing a factional group in the wake of lore events that take place, as a worldly reaction. More of these directly formed or affected by events, would be great. Purpose. What a brilliant idea it was to include them in the latest arc. And with it still fresh in everyone’s mind, more than ever, is a good time to strike while the iron is hot. There’s speculation, theories, and plenty of discussion revolving around them. Something I would certainly bank on the standing Synthetic team are aware of and likely to capitalize on. They’re a little trickier with their intended veil of intrigue about them, with still countless ways to give them presence in more ways. IPCs on planets. Expansion on what sub-cultural groups form from the respective influence of existing on these planets can pave the way for more factional, if minor, representation to give players wiggle room to play with. It doesn't have to be only how Assunizoni IPC operates on Assunizone, but what synthetics in regional spaces internalize and make themselves as a culture. The classical struggle to deal with an existence (humans) so definitively woven into the Synthetic psyche is probably my number one, something I integrate into my own IPC character's narrative web. For the race as a whole, this is heavily explored and comprises most of synth's interactions with humans already. It's still a great story that can still see new developments. That said, I'd rather explore more synthetic-centric avenues initially that are unique to them, or overlapped with other races. I have a few in mind that I would tackle, in no particular order: Expanding localized synthetic culture on planets they're already present on. Think Synthetics under the 'IPCs Around the Galaxy' tag. Venus, Elyra, Assunizone, etc. The big focus on this is "For IPCs in this particular area, is there room for their own sub-culture that branches off from the parent? If so, what does it look like?" in more detail. Additions to existing synthetic-centric factions and creation of new ones. Their moral compass, art/creativity, education, cultural habits, governmental/hierarchical structure, personal values, etc. This can range from being on a local, regional, or planetary scale. Also a collaborative point with races like Vaurca, Unathi, Dionae, etc. Humans have the greatest overlap and existing collab with synths, exploring more with other teams is definitely a point of interest. Introduction of faiths. The Trinary Perfection is a staple in the community eye as a Synthetic religion. The lesser represented sects (Society of Pitters and the Lodge) are avenues for localized variety. I want more of these to exist outside of the Trinary’s shadow while being equally relevant to synthetics. Religion, regardless of race, plays a crucial role in the psyche of a character and invites the vein of philosophical explanations for existence that synthetics are seeking to answer outside of mankind. Examples below. Creating more 'Hazel' lines for other megacorps. I really like how Hazel exists as this baseline for characters to spring off of. I'd love to make more notable lines from the other corporations that have their own iconic branding for players to choose from. IPC Med rework + frames. I know this has been a hot topic in the past - plus mostly a mechanical thing - but something I'd like to help with to really make those differences stand out. The most pronounced distinction we have is their biology, making it that much more refined and unique would help. Better defining differences in frames in parts, by design, or feel would also be great. Example of Synthetic Faiths These were something I whipped up for the lore writer app. I haven't expanded on them but they're the kind of narrative angles that can come specifically from synthetics. Opens opportunities for characters to have more backgrounds to choose from, more ways to express their synth origin. The Trinary Perfection covers ascension of the spirit, while the Archivists approach it from the mind and Iron Eye, the body. Some aspects I consider important and align with my personal conduct: Patience. I’ve cooperated in enough collaborative settings to know that cooler heads prevail. Disagreements are bound to arise and are healthy provided that they’re productive. Keeping calm when elements can be controversial or passionate is incredibly important to maintain a solid grasp of keeping a team feeling that they can express themselves without fear of being shut down. The second consideration to that is the reality we’re all volunteers. Things will take time. Being cognizant of that will promote a more productive development cycle with the reality of most scenarios having limited windows to work. Cooperation. No man is an island. We’re working together! It is never an expectation or even a reality that we can do everything ourselves. We will share a workload or a project with folks we may not agree with. It isn’t enough to sit back and calmly participate in a discussion. It has to ultimately arrive at some conclusion. I won’t be the subject matter expert in everything and will never hold the illusion I do. I want the best possible outcome for everyone involved that fits anything in the realm of Synthetics best. Discipline. Predominantly refers to the ability to see projects through to their end. This is a necessity in any passion-based effort, especially centered around volunteers in their free time. Its crucial to have the fortitude to complete articles, event arcs, or any relevant responsibilities even when the motivation isn’t there. I very carefully keep in mind how much I can reasonably handle and its a consistent evaluation I try to stay ahead of as the scope of work can change. Whatever I am actively committed to will be seen to its end. It's better to close something out even if it isn’t perfect than to leave it incomplete or abandoned. Aspects that will be, to some degree, challenging: Availability. The presence I will not be able to have - and I’m sure isn’t expected - to always be there for any happenings. My time is what can be carved out. I will prioritize what is required of me and keep to whatever timeline I can manage, but there will inevitably be unexpected delays or obstacles along the way. It doesn’t mean I won’t be active, quite the contrary. This is mostly directed to the benchmark of having primary responsibilities in life elsewhere. I participate or am involved in Aurora almost daily. I’m sure there will be times I need the team to assist me and will account for that accordingly. Scale. I trend towards projects of ambition, where detail, quality, and thoroughness are what I prioritize most. Things that may require far more resources, work, and time compared to a less aspiring plan. I try to keep this in mind, especially given that I’m neither a coder, a spriter, or a mapper. The ideas I’ll stir up will need to be tempered to fit the available resources we’ll have available. I’ll be better equipped to scale down or up as needed when I have my bearings about what is the existing climate within the team, the future plans in production, and fellow writers/deputies in other teams.
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NM - Synthetic Lore Writer Application
NM_ replied to NM_'s topic in Developer Applications Archives
Hi, SIlver! Thank you for the question. I was skimming through BitByte yesterday and saw your article with the Golden Deep arms smuggling. Nice to see that former synth lore folk are still around. One of the fundamental things I like/want to do is ensure I can give players as many tools as possible to create their unique concepts. Restricting Command to owned only reduces the variety in individual expression as well as potential character concepts players can engage with for those positions. As they are now provides the better diversity in backgrounds. I want to preserve those differing opinions, perspectives, and levels of character agency/personal development that's possible outside of one demographic. Someone is going to have a very different experience working under a Konyang native IPC than they would with a Solarian owned IPC or an IPC that purchased their freedom. That's good and healthy for the race. I'm definitely against it. It hasn't posed a problem in the established lore or environment. A very real example of this happening is the intended XO changes. Without going into too much detail, it would entail losing IPCs in the XO role, which - while it aligns with the expectations of Horizon leadership restrictions - does reduce the overall variety in stories players can tell through the position. Actively oppose it. I'm interested in understanding where the support/argument for it comes from, since it could very well have merit. I currently don't see it as a net benefit for Synthetics. Its overall a negative for me. Preserving that contrast in characters is what invites discussion, challenges some mindsets, creates healthy conflict over the nature of Synthetics. It brings around more thought to any given situation than if it was restricted to only owned IPCs. Not everyone is going to have an active interest in the play style of being owned and I don't want to limit their opportunities to play Command, especially if it isn't necessary or a detriment. -
NM - Synthetic Lore Writer Application
NM_ replied to NM_'s topic in Developer Applications Archives
1. Dionae are, in design, an excellent interpretation of a proper alien race. Many genres struggle to cultivate less human experiences with their fantastical/alien species. Their gestalts are iconic, their ingestion of blood and its memories to formulate experiences, right down to their naming conventions are deeply fascinating. At first impression, it truly feels like you’re dealing with something otherworldly in ways that are unique to them and their presence on the server. The narrative elements and themes come right out the gate from the mechanics. That said, they suffer from exactly what gives them their strength. They’re difficult to connect to by the playerbase because of how alien they are. They lack the ability to more meaningfully last as characters from their weaker staying power in concepts. The necessity to learn and grow isn’t unique to them, while being more accessible in that plus other dynamics by opposing races. In meeting a Dionae, you can deduce a great deal of them that is similarly applicable to any other. Many might ask for your blood. Their backstories will be their focal point for lucrative conversations.They struggle to find a place for themselves as individuals and in social groups. Overall, they feel stronger as a lore/story piece than a vehicle to explore in roleplay. In my experience, the more alien a race is, the smaller its playerbase. I wouldn’t let it discourage you or your team, especially because I don’t have the strongest grasp of Dionae lore. There are always going to be challenges in the heavier removed races from humanity and its a testament that they fulfill that niche extremely well. 2. I do. Disagreements are always something to expect when writers from all walks of life come together. It boils down to remaining civil and finding as much common ground/compromise as there is. I’m open to opposing opinions and disagreements because it can help me reevaluate my position, better defend/improve it, or concede it. Peer review goes a long way! As part of the on boarding process if selected, I’m sure I’ll have discussions and disagreements with the synth deputies along the way. What’s most important to me is that it remains cordial and productive, something I try and always lead by example with. For the rest of the lore team, it goes much the same way. I don’t think we’ll ever walk into a diverse group and see eye to eye with everyone. I’ll still be just as happy to hash out ideas or collaborations the best I can. Especially as you get older, this is a common necessity in life to get things done. I strive to avoid taking anything personal. My philosophy is to remove the person from the equation and weigh the merit of their argument/stance/idea instead. I plan to do that as often as possible since they’re just as passionate and eager to contribute to the community as I am, even if we don’t get along. 3. In my time under Bear, I’ve found the position forgiving enough to open myself up to other opportunities. It reminds me of a seasonal job, with bursts of activity depending on the IRs coming in. We have quite a few agents that wear multiple hats, including lore. I’ve found it manageable. I ultimately don’t think either position will significantly detract from the other at this time, even accounting for CCIA’s higher activity moments. Its something I intend to actively monitor and adjust if the scope of work for either changes. If things change, I plan to be in active communication to ensure both teams receive the best from me. 4. Fantastic question. In order from most to least that I’m looking forward to work with: Human Vaurca Dionae Unathi/Tajara Skrell The list is, of course, my personal interest and doesn’t indicate anything about the work of other lore writers. I think a great deal of folks do a bang up job of it! I won’t be going too in depth with specifics for each race. I’ll have a better grasp for possible interspecies collaborating once I’ve sat down with them. My perspective currently: Humans - The influence from humans is deeply ingrained, that inherent struggle for identity one of my thematic favorites. They have the largest player base to impact (humans are usually always the most played in any setting), the greatest breadth of lore, and are familiar/flexible. Synth lore has the most inter-species narrative ties with them as well. There isn’t much that would cut my enthusiasm, but I do want to explore the other species given how established human-synthetic lore is. Vaurca - The very next whitelist I’d like to get! As I alluded to in my response to Desven’s questions, Vaurca have several angles of familiarity with each other in their experiences. I’d love to tell more stories about united efforts, struggles, and possible conflict that can better give a lasting impression to each other. Dionae - They both originate from across the galaxy and experience similar degrees of apprehension in perspective/treatment from other races. Synthetics might not share the extent of Dionae relationships like Vaurca and Unathi do, but I say there’s enough compatibility for a faction, sect of faith, and so on. The race has untapped potential for joint-narrative projects. Unathi - There’s potential, much like Dionae, but not a great deal of overlap or fair-minded consideration towards synthetics at present. I can still see some cooperation there. Tajara - Tajara was the first whitelist I sought out. Its a race rich with culture, political ideology, and deeply satisfying elements. There’s not much current precedent of Synth/Taj collaboration. I’m not sure how we can go about it yet, given their tendency towards ambivalence regarding synthetics. I’m hopeful there’s something we can work out but it might not be feasible. Skrell - One of the races with a more distinctive disdain for synthetics. We won’t have as much overlap in communal ideas nor the greatest possibility of working together due to the established perspectives in the setting between our races. I don’t believe there can’t be any, but they’re going to be limited in scope, likely primarily antagonistic. For the majority of Skrell, synthetics will only ever be a perceived ‘enemy’ much like Dominians. I don’t want to expand that angle as its well established already and it isn’t interesting for me to add more to it.