the game: antarctica

after a lot of work, i’ve managed to squeeze everything i want to say about the horizontal level into the following description.

players land on one of the islands of west antarctica – marie byrd, ellsworth, or alexander. these start as barren, rocky islands, and players quickly learn survival skills. as players learn to work with earth energies, the islands become habitable, with surprising lush areas. players work with the sun, wind, and rain as well as earth spirits, and develop rudimentary skills in managing weather and growth.

players are free to band with old friends from other levels, and to form any kind of alliance they choose in antarctica. there are no rules.

when the player has reached a certain level of development, it becomes possible to cross the sea to explore the rest of antarctica. various methods may present themselves, including a friendly trading vessel, a band of roving pirates, a volunteer expedition to hunt aliens, a natural disaster, an abandoned boat, etc, according to each player’s profile and proclivities.

players journey by sea to peninsula, whitmore, transantarctica, or victoria. willpower is used to control the vessel’s journey, and skills with weather and water are enhanced by practice.

here players learn how to use their skills to actively develop their chosen area. players that become pirates develop companies of pirates and conduct business with ports and negotiate with kingdoms and become powerful and strong. players that become shamans start clinics and schools and become healers and leaders and their network becomes large and supple.

the earth responds, growing more supportive of the inhabitants and their agendas. peninsula becomes spiritual and open, transantarctica becomes militarized and fortressed. whitmore, in the middle, becomes the great compromise between love and hate – religion, the seat of quantum religion, the utterance of the principles of the eightfold path.

there are the powers of mind of the shamans, and the rulers by force and commerce – the material – of the pirates. they do cooperate, because this is a seat of great learning, where even pirates learn about quantum things.

some shamans use their powers to gain control and power. this is easy in whitmore. some pirates look to share the wealth – be robin hoods. but in general, the two societies treat each other with guarded respect, as pirates grow mighty and shamans grow powerful. they don’t have to face off because each is equally strong in quantum skills. laws are based on verbal contracts and justice is tribal. in conflicts between pirate and shaman, something quantum is done to decide it – or both players get kicked out to their own worlds, something.

when players are finished creating the pirate-shaman civilization, they journey into the interior, either to oates and adelie, or to ronne and coats. here they learn organizational skills, either socialist or capitalist in orientation. they develop networks and negotiate positions and lead missions.

when the players are finished learning these lessons, they journey thry wilkes to elizabeth and mary, or thru dronning maude to martha and schwabia and enderby. wilkes is peaceful and independent; elizabeth and mary are in the hinterland of hell city and have been controlled by hell city for a long time and are struggling to maintain their way of life. dronning maude is desert and steppe with nomadic tribes which players can join, the mountains of martha and schwabia and enderby are full of fortress strongholds and fierce warrior kingdoms where players fight to unite the clans under the most powerful warlord. here both sides learn strategy and negotiation, mind-reading and manipulation, consensus and treachery. all things are allowed, justified only by the player’s morality.

when sufficient progress has been made, the players journey to hell city. from the fortress strongholds, players can ride into the city with their riches and their people and carve out a piece of the corporate pie for themselves, becoming captains of industry and financial market whizzes. from the impoverished countryside, players can move to the city to find work, becoming droids and servants and activists for social change. even those players with cushy jobs and great income are droids, however; tied to the system by debt, they find themselves working harder and enjoying it less. everybody wants more. the conflict boils down to tactics, to the use of quantum skills for a small number against a vastly larger number.

the game is slanted toward those who use their quantum skills for all. and this is a function of quantum rules, rather than simply by design. the more entangled an action is, the more real it is.

so in this ultimate antarctic conflict, the outcome depends on the square of conscious intentions involved. the results of this contest result in the creation of another world, linked back to the fog hub of the horizontal level.

players land on one of the islands of west antarctica – marie byrd, ellsworth, or alexander.  these start as barren, rocky islands, and players quickly learn survival skills.  as players learn to work with earth energies, the islands become habitable, with surprising lush areas.  players work with the sun, wind, and rain as well as earth spirits, and develop rudimentary skills in managing weather and growth.
players are free to band with old friends from other levels, and to form any kind of alliance they choose in antarctica.  there are no rules.
when the player has reached a certain level of development, it becomes possible to cross the sea to explore the rest of antarctica.  various methods may present themselves, including a friendly trading vessel, a band of roving pirates, a volunteer expedition to hunt aliens, a natural disaster, an abandoned boat, etc, according to each player’s profile and proclivities.
players journey by sea to peninsula, whitmore, transantarctica, or victoria.  willpower is used to control the vessel’s journey, and skills with weather and water are enhanced by practice.
here players learn how to use their skills to actively develop their chosen area.  players that become pirates develop companies of pirates and conduct business with ports and negotiate with kingdoms and become powerful and strong.  players that become shamans start clinics and schools and become healers and leaders and their network becomes large and supple.
the earth responds, growing more supportive of the inhabitants and their agendas.  peninsula becomes spiritual and open, transantarctica becomes militarized and fortressed.  whitmore, in the middle, becomes the great compromise between love and hate – religion, the seat of quantum religion, the utterance of the principles of the eightfold path.
there are the powers of mind of the shamans, and the rulers by force and commerce – the material – of the pirates.  they do cooperate, because this is a seat of great learning, where even pirates learn about quantum things.
some shamans use their powers to gain control and power.  this is easy in whitmore.  some pirates look to share the wealth – be robin hoods.  but in general, the two societies treat each other with guarded respect, as pirates grow mighty and shamans grow powerful.  they don’t have to face off because each is equally strong in quantum skills.  laws are based on verbal contracts and justice is tribal.  in conflicts between pirate and shaman, something quantum is done to decide it – or both players get kicked out to their own worlds, something.
when players are finished creating the pirate-shaman civilization, they journey into the interior, either to oates and adelie, or to ronne and coats.  here they learn organizational skills, either socialist or capitalist in orientation.  they develop networks and negotiate positions and lead missions.
when the players are finished learning these lessons, they journey thry wilkes to elizabeth and mary, or thru dronning maude to martha and schwabia and enderby.  wilkes is peaceful and independent; elizabeth and mary are in the hinterland of hell city and have been controlled by hell city for a long time and are struggling to maintain their way of life.  dronning maude is desert and steppe with nomadic tribes which players can join, the mountains of martha and schwabia and enderby are full of fortress strongholds and fierce warrior kingdoms where players fight to unite the clans under the most powerful warlord.  here both sides learn strategy and negotiation, mind-reading and manipulation, consensus and treachery.  all things are allowed, justified only by the player’s morality.
when sufficient progress has been made, the players journey to hell city.  from the fortress strongholds, players can ride into the city with their riches and their people and carve out a piece of the corporate pie for themselves, becoming captains of industry and financial market whizzes.   from the impoverished countryside, players can move to the city to find work, becoming droids and servants and activists for social change.  even those players with cushy jobs and great income are droids, however; tied to the system by debt, they find themselves working harder and enjoying it less.  everybody wants more.  the conflict boils down to tactics, to the use of quantum skills for a small number against a vastly larger number.
the game is slanted toward those who use their quantum skills for all.  and this is a function of quantum rules, rather than simply by design.  the more entangled an action is, the more real it is.
so in this ultimate antarctic conflict, the outcome depends on the square of conscious intentions involved.  the results of this contest result in the creation of another world, linked back to the fog hub of the horizontal level.

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About jeanne

artist, grandma, alien

Posted on December 13, 2011, in antarctica, game, plot. Bookmark the permalink. Leave a comment.

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