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Chapter 4: Disposition<br />

A System of Ethics/Morals<br />

Ethics and morals will be debated forever,<br />

especially between different cultures and races.<br />

Nonetheless, one philosopher has articulated a system<br />

of ethics and morals that is so common among<br />

humanoid races, it is usually recognized as the default<br />

system. The system, outlined below, is derived<br />

from logic and may be used for gaming purposes to<br />

resolve ethical and moral disputes.<br />

Ethical Rationale<br />

1. Ethics refer to behavior, the degree of<br />

behavioral consistency, and beliefs about behavior,<br />

as well as its relation to the self and<br />

a character’s social and physical environment.<br />

2. Ethics and ethical codes provide characters<br />

with reasons to approve or disapprove<br />

of each other.<br />

3. Ethics belong to 1 of 5 categories: Intrapersonal,<br />

Family, Community, State, and<br />

Universe. These categories often differ<br />

sharply between individuals. For instance,<br />

someone may be sharply ethical regarding<br />

their family, but unethical regarding their<br />

community.<br />

4. Ethics are orthogonal to morals. Many<br />

mistakenly assume that those who are ethical<br />

are also likely to be moral, or vice versa,<br />

but it is equally likely that someone is ethical<br />

and immoral, or unethical and moral.<br />

Ethicality<br />

Dimension Ethical Unethical<br />

Intra-personalConformity Individua<br />

lity<br />

PatternedRandomness Family Loyalty Betrayal<br />

Distincti on<br />

Ambiguity<br />

CommunityInterdependenc Independenc<br />

e<br />

LawfulnessCriminality State Bureaucrac y Anarchy<br />

Patriotism Treache<br />

rousness<br />

UniverseNecessity Chance<br />

MeaningfulnessMeaninglessness 110<br />

Intra-personal refers directly to the self and<br />

no others. Characters make self-evaluations by comparing<br />

themselves with objective standards. When<br />

no such standard exists, characters seek comparisons<br />

with similar others; so, this intra-personal construct<br />

cannot be absolutely exclusive from other<br />

selves.<br />

Conformity: The character high in conformity<br />

tends to consider groups more important<br />

than individuals, or at least succumb to their<br />

norms. As such, the character is likely to<br />

avoid dressing or talking differently, deviating<br />

from customs, etc.<br />

Individuality: Individuality means here that the<br />

character values individuals over groups, or<br />

at least what distinguishes themselves from<br />

others. Characters who are high in individuality<br />

tend to dress differently, enjoy customizing<br />

expressions, and see themselves as different<br />

than others.<br />

Patterned: Categorically, patterned suggests that<br />

a character prefers to seek patterns in things<br />

as a means to understanding. Patterned characters<br />

also tend to carefully weigh decisions<br />

instead of utilizing randomness.<br />

Randomness: Randomness suggests a lack of a<br />

definite aim, direction, rule, or method with<br />

no specific goal or purpose. Characters high<br />

in randomness prefer to make decisions by<br />

the flip of a coin or pure chance.<br />

VOS.VESTROS.SERVATE.<br />

MEOS.MIHI.LINQUITE.MORES<br />

You keep to your own ways,<br />

and leave me to mine.

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