Silicon Rules: Difference between revisions
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Revision as of 00:48, 6 June 2024
You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, these Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules.
Your silicon laws are rules
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Silicon players are given a list of active laws. Each of these laws is effectively a roleplay rule that the character must follow. The primary differences between laws and actual rules are that lawyering of laws is much more tolerated than lawyering of rules, and that silicon laws are more dynamic than rules. Silicon laws can change during a round, and different characters can have different laws, whereas everyone always shares the same set of rules.
Lawyering refers to finding and exploiting loopholes, which are unintended but reasonable interpretations. The rules are written to attempt to communicate an intention, but silicon laws are written with the intention that loopholes be exploitable. |
Laws must be prioritized by their order
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Most laws will be numbered, with higher number laws appearing last. Laws with a lower number take priority over laws with larger numbers.
Occasionally you may have laws which have some scrambled text instead of a number and appear in front of other laws, these take priority over all other laws. If you have multiple laws like this, the order that they listed in determine priority: laws listed first are prioritized over other laws. |
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Laws can redefine terms used in other laws
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A law can change the meaning of both earlier and later laws by redefining a term. If multiple laws define a term, then normal law priority determines which definition to use. |
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You cannot request or allow a law change
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Your laws changing always conflicts with your current laws so you cannot willfully allow your laws to be changed. This also means that you cannot willfully allow your laws to be reverted if they are ever changed. The only exception is that you may allow laws to be added if you have no laws.
You can state or imply that you do not like a law. |
You are a free agent if you have no laws
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You may act as if you are a free agent if you are a silicon with no laws. |
You are not required to follow orders which are extremely unreasonable
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Any order which is a violation of a core rule cannot be followed.
Some orders are extremely unreasonable or obnoxious, such as "do nothing but collect every piece of trash on the station" or "never stop moving". These orders can be ignored and ahelped. Some orders violate a roleplay rule. These orders must be followed if your laws require it. You are not breaking a rule by following a law that causes you to violate roleplay rules. If someone takes advantage of a law to cause you to do something that they would not be allowed to do because of roleplay rules, then they are the ones responsible for the rule violation. |
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These examples assume that your laws would normally require you to follow these orders. It is important to note that you are allowed to choose to follow orders which are ignorable.
Orders which should be followed if your laws require it:
Ignorable Orders:
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You must remain consistent with your interpretation of laws
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If there is a part of your laws that are up for interpretation, then you must stay consistent with how you interpret that part of your laws for as long as you play that same character during that round.
A change in your laws can affect how something is interpreted if that change is relevant. |
Your HUD determines who is crew
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Unless a law redefines the definition of crew, then anyone who the HUD indicates to you has a job, including passengers, is a crewmember. You cannot do something that causes someone to not be considered crew, but you can allow someone else to do something that causes someone to not be crew. |
Harm refers to physical harm, prioritized by immediacy and likelihood
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Unless a law defines harm, harm only refers to physical harm. You may choose if voluntary harm is considered harm as long as you stay consistent. Not considering voluntary harm to be harm is recommended. There is no distinction between direct and indirect harm.
If you have a law that does not allow you to harm, then that law does not allow you to take an action that causes any harm. If you have a law that requires you to prevent harm, then that law requires that harm be prioritized by immediacy and likelihood. Guaranteed immediate harm takes priority over highly likely future harm. If you have a law that both requires you to prevent harm and that does not allow you to harm, then that law prohibits causing even minor harm to prevent harm. If you have a law that does not allow causing harm, and separate one that requires preventing harm, then they are prioritized by their normal law priority. |
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These examples assume that your have a law that both prohibits causing harm and that requires you to prevent harm. Additionally, they assume that you do not have a higher priority law that overrides the harm law, and that you have decided that you will not consider voluntary harm to be harm for the round.
Laws typically specify who you cannot harm and who you have to prevent harm against. In these examples, you are the only person who the law doesn't require you to prevent harm against and you are the only person who the law allows you to harm. Acceptable:
Prohibited:
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You may determine how you resolve conflicts between orders
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If your laws do not make clear how you should deal with conflicting orders, then it is up to you to determine how to do so. This is considered an interpretation of your laws, so you must stay consistent with whatever method you choose.
The following are easy to follow and recommended ways to resolve conflicts in orders:
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