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1 change: 1 addition & 0 deletions src/SUMMARY.md
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Expand Up @@ -21,6 +21,7 @@ Development
- [Design Pillars](development/design-pillars.md)
- [Design Documents](development/designs/design-doc-main.md)
- [Greencomms Removal](development/designs/design-doc-remove-common.md)
- [SOP and Space Law](development/design-doc-sop-sl.md)

Guides
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Standard Operating Procedure and Space Law
==================

This document is meant to serve as a guideline for how Space Law and Standard Operating Procedure (SoP) ought to be implemented within Moff. It is not meant to cover all the specifics of each, but rather to serve as a guide for creating new additions/edits that line up with the design vision of Moffstation.

## Purpose of SOP

On other servers, SoP is often something that can be *enforced* upon members of the crew, meaning that if they do not do their job correctly or according to certain guidelines, they can be subject to IC punishments. Through the various means of enforcement — whether it be demotion, sec involvement, or otherwise — SoP often becomes "soft rules" for players; people will expect others to follow it, even if it isn't strictly against the rules. This usage of SoP stifles options for roleplay; even if it's technically more immersive, it is not a tradeoff we want to make here.

SoP in Moffstation should help reduce friction and provide guidelines around certain procedures the crew can take. Additionally, they should be reinforced and supported by mechanics where possible.

### The following are good examples of when SOP should be used.

- Procedure for appointing an active Captain
- Procedure for setting the station's alert level
- When and how to promote or demote someone, both in command and normal positions
- When the station's nuclear fission explosive should be armed
- When and how criminal trials should be conducted

All of these are examples of things the crew may sometimes wish to perform, but are restricted from by a lack of standards and expectations around how and when these things should be occurring. SoP serves as a guide so that everyone can be on the same page, and for designing features to make these actions easier to perform.

### The following are examples of when SOP should NOT be used

- Instructions on the proper handling of artifacts

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I don't disagree with this example, but I wonder why it's different from

When and how to promote or demote someone, both in command and normal positions

One is scientist gameplay and the other is HoP gameplay, so why is one covered but the other isn't?

  • Because the first set of things are command-related topics and the second set aren't?
  • Because the first set of topics involve more large-scale effects on the round / all the players?

This document should be able to answer these questions.

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One is scientist gameplay and the other is HoP gameplay, so why is one covered but the other isn't?

I don't consider demotion to be explicity HoP gameplay, though it is commonly something offloaded to the HoP as they have all the tools necessary to do it on the spot. Demotion is an action that can be taken by specific people (in this case command) under specific circumstances. SoP in this case would be clarifying how and when it is appropriate to take said action.

I will address this in the document shortly

- Security Rules of Engagement
- Instructions on how to play reporter properly
- Responsibilities of the Engineering Department

All of these don't provide new avenues or ways of handling a situation, but rather codify the existing expectations of certain roles, and create conflict around deviation from them.

### The Tradeoff
Like many things, there is a tradeoff to implementing SOP in this fashion.

SOP in other forks tends to fall into two categories:
- SOP is meant to create inter-crew conflict, and is some form of extension of security/law enforcement gameplay.
- SOP is meant to be an IC way of codifying the responsibilities and gameplay of certain jobs, as a way of increasing immersion.

Neither of these aligns with our pillars of design at the time of writing, as we place an emphasis on variance and emergent gameplay. In both cases, the issue is that even though they are sold as "not rules," they effectively become such.

In the first case, if you are not allowed to resist the law within the conflict that arises, you are by the rules forced to accept the consequences of breaking it; if you are forced to accept the consequences, then there is only negative incentive to follow SOP, which is not interesting conflict.

In the second case, this hampers niche, experimental, and funny ways that a department can conduct its duties. If we wish to support a wider range of playstyles in each department in the future, laying out SOP in that fashion would be detrimental.

## Purpose of Security and Space Law
The purpose of Security is to enforce Space Law on the station. Space Law is a set of laws created by Nanotrasen to promote efficiency and productivity, minimize damage to NT property (including personnel), and prevent outside organizations from interfering with or spying on operations.

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Space Law is a set of laws created by Nanotrasen

I may be ignorant, but isn't space law broader than NT?
And if it were just NT, shouldn't NT borgs be made to follow it (either in Corporate or NT default lawsets at the least)?

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I am not aware of such lore, but I can change it to be broader


The purpose of space law is to provide security with guidelines and restrictions, and a way of combatting people who step out of line, including antags, unruly crew members, and people from outside organizations. It is the basis for much of their gameplay loop.

Space Law should be as concise and precise as possible; it deals with many rules-heavy interactions and carries the weight of most of them, so it should be easy to understand for both security and others.

Normal crew should generally not be subject to being thrown in jail, unless they are truly stepping out of line. That is to say, there shouldn't be "tripwire" laws meant to get people just playing the game thrown in the brig.

People should generally not be subjected to sitting around in a cell forever; it is not fun. Extremely long or permanent sentences, as well as execution, should be reserved for those who present a genuine risk to the station, or for serious criminals. Additionally, we should come up with ways for prisoners who have been sentenced to permanent confinement to exit the round outside of just cryoing, unless they wish to stay (they shouldnt be subjected to being bored in genpop for an hour unless they actually want to.).

With this basis in mind, and accounting for Space Law as an IC concept, we can then determine approximately what Space Law should look like.
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