Category Archives: plot
synopsis
part 1
the boy and girl party too hard at s/f*fancon1 and pass out on the roof, where they have a vision: they fly to the garden of eden, which is located under the ice of antarctica, and are sent on a quest by a fiery angel. they play a vividly real civilization-building game set in antarctica without ice. it’s the best game they’ve ever played, and they are dismayed to reach the end. they fulfill the angel’s quest, and then wake up in the stairwell of their s/f*fancon hotel, where the girl gets a text message from the angel: a new quest.
at s/f*fancon1, the boy and girl demonstrate the quantum superpowers they learned in their game/vision. they reveal their new quest: to make a quantum videogame and change the world. lots of people are interested, and they brainstorm elements of the game in ad-hoc panel discussions. the couple’s use of unusual abilities is noticed and reported by the goodguys(tm).
the boy and girl tell their programmer friend kurt about their game idea. kurt points out how easily a quantum universe could be simulated. they discuss quantum computing and quantum mind, the angel’s quest, and relevant disciplines and teachings that could be incorporated into such a game.
the boy and girl and their friend fairy design the game in detail but run into problems with the details. their friend snake animates an early version. the result is klugy.
kurt invents a quantum programming kernel, causing a power drain which nobody connects to the game. kurt hacks an interface for the quantum kernel.
kurt introduces the quantum tablet, and the team abandons their work to date in favor of its elegant gamebuilding features. their efforts result in a flash thaw and refreeze of realworld antarctic ice sheets. snake delivers a quantum tablet to the goodguys(tm), who are perplexed.
kurt introduces special quantum gamegear and the boy and girl test the game, but don’t play well together. the quantum kernel is so efficient that it makes instant bug fixes; improving the gameworld before their eyes. several universal constants change slightly in the realworld. the goodguys(tm) receive the bug database and correlate anomalies, but officials dismiss the evidence.
***
demonstrating the game at s/f*fancon2, there are lots of glitches and the presentation is poor. but the gamegear is a big hit, and quantum exercises and philosophy really take off after another show of quantum superpower. the goodguys(tm) acquire the gamegear for analysis; officials are suspicious of quantum philosophy. the media makes fun of the quantum game and criticizes videogame culture.
kurt is embarrassed by the game’s lack of sophistication and works in the kernel to update it. he falls asleep while programming, and sets himself on fire with a fallen cigarette. meanwhile, the boy and girl are testing the game, traveling thru the wormhole that connects two levels. kurt’s death throes are reflected in the game, and are shared by the boy and girl. they are saved by exkurt, a ghost, who appears, rescues them, and returns them to the realworld, where the sun is blinking. kurt’s body is found at the bottom of a sealed-off pool, with smoke in his lungs. fans assume foul play. critics charge drug use. officials are puzzled by the evidence; experts are alarmed by the sun’s behavior. the media condemns s/f*fancon for promoting dangerous activities; attributes the sun’s activity to a solar storm, and ignore it once the effect fades.
the team is devastated, and work stops on the game for several months, but they finally feel compelled to finish it. they discover kurt’s regenerated antarctica, covered by 2 miles of ice. they rebuild the game without the antarctica level, and try to incorporate quantum practices into a classical frame, but the girl has trouble dumbing down the lessons. the goodguys(tm) increase surveillance, and prepare a backup plan. teh media links the videogame industry to badguyism. fans promote quantum thought as progressive.
alpha testers distort teh gema to make violence and cheating easier; testers are damaged. bug reports are shallow and disregard the quantum lessons. testers appear in the realworld. the goodguys(tm) infiltrate and report on testing. the media ridicules quantum practices and minimizes quantumists. fans claim quantum thought as a right.
beta testers cause further alterations in the game, with more lawlessness and violence. the quantum lessons are ignored. alpha testers take advantage of beta testers. teh gema becomes a dark shootemup with stolen car races and group shootouts. players do learn to cooperate, but with a mob mentality and wartime morals. the goodguys(tm) notice quantum effects in large-scale systems, and prepare for an outburst of quantum activity. the media suggests quantum thought is a mental illness, and is indignant about the dangers of quantum practices.
at s/f*fancon3, the gaming community is enthusiastic about the game, which spawns a new quantum culture. the boy and girl are stars. the boy is approached by investors, the girl wants to remain independent. final testing of teh gema is chaotic: alpha and beta testers capture and enslave final testers as they land, throw bolts of lightning at lower levels and rob players as they come thru the wormholes. exkurt materializes in the game and scares them into behaving. his face appears in the clouds all over the realworld. the goodguys(tm) announce that the anomalies are being caused by the game. the media accuses gamers of being quantum badguys(tm) seeking chaos and lawlessness, and calls for action to stop it.
in the game, exkurt melts the ice and exposes the antarctica level, then transports the boy and girl into it. players begin to enter antarctica and immediately get into trouble. at s/f*fancon3, fans create the kernel/exkurt legend. statistical impossibilities occur in the realworld – homeless people find winning lottery tickets, aspirin is responsible for widespread spontaneous remissions. goodguys(tm) debate whether a mere videogame could be responsible, and become spooked about the possibilities. the media reports on the quantum threat to an unchanging classical universe, debates whether quantumism is a disease or a choice.
***
part 2
at s/f*fancon3, the game is magnificent because of the quantum kernel’s effects, and grows more realistic as the kernel becomes interconnected with the world. chastened by exkurt, the players practice quantum skills. a plucky band form and go thru the levels helping each other and outwitting traps. in the realworld, the game is suddenly worth more money than many countries. there are spontaneous demonstrations of quantum superpowers. the goodguys(tm) note the activity, and discover the kernel’s entanglement with realworld networks. they execute project antiQ. the media discusses the threat of quantum annihilation, focuses on damaged testers, calls for immediate action. fans try to explain quantum reality, call for a new enlightenment. critics insist that there is only one universe and that quantumists endanger it.
in the game, exkurt counsels dead players on their gameplay before respawning. players become stuck in the wormholes; the boy and girl intervene. sabotage by snake affects the game. exkurt notices certain inefficiencies in realworld networks and begins to tinker, making them less rational but more quantum-efficient. the goodguys(tm) notice the changes in overall system performance, step up monitoring and infiltration, consider quantum weapons. the media calls for emergency powers, impugns the motives and reports disinfo about quantumists. fans spring up everywhere, show off quantum superpowers, spontaneously organize.
in the game, players arrive in the barren western islands of antarctica, and freeze and starve until the boy and girl step in and show them (again) how to use quantum skills to warm the environment and make things grow. players continue to take advantage of others, and make demands of the boy and girl, who run from the attention. snake sabotages the game’s non-playing characters. fairy has her dark night. the plucky band build a settlement together.
in the realworld, there are suddenly millions of players, and the quantum exercises and philosophy become popular. the boy is ambitious, while the girl is dogmatic about teh gema’s purpose. the southern circumpolar winds shift, alarming scientists. teh goodguys(tm) criminalize quantumism. religious goodguys(tm) condemn quantumism as the apple that led to expulsion from the garden of eden. the media condemns quantumists and calls for punishment, dismisses evidence of benefit, goads quantumists and emotionalizes classicists. fans hold demonstrations, form encampments.
in the game, players become ocean raiders or live in small mountain or fishing villages. the boy becomes a pirate king. the girl forms a quantum school. snake creates a classical religion. the girl has her dark night. the plucky band are separated and experience different gameplay, but keep in touch.
in the realworld, the boy and girl are approached by the goodguys(tm). the boy decides he can use them for his own ends, and makes a deal. the girl refuses and is sidelined, doublebound. the ocean currents change. the goodguys(tm) announce emergency powers to fight quantum badguyism. the media announces a report your local quantum badguy(tm) program. fans offer to share quantum secrets, hold quantum demonstrations to spread superpowers. critics demand submission to authority.
in the game, players build a life in a medieval society of serfs and lords. the boy becomes governor of an entire region. snake’s religion teaches that using quantum skills is heresy, and makes many converts. the girl and fairy spread quantum teachings. more of snake’s sabotage impacts the game, requiring ingame vigilantes. diseases and invasions occur to move the population forward. the plucky band crosses paths but pursue separate quests.
***
at s/f*fancon4, teh gema is a cultural phenomenon. the girl stresses out and fairy takes over the teachings. the boy and girl have a big public fight over following the original quantum goals versus getting rich. the players split between adolescent classical gamers and hardline quantum zealots. the boy discovers snake’s sabotage and confronts him; they join forces, blame kurt for the sabotage and criticize the kernel. the boy and snake work for the goodguys(tm) to alter rules and missions, twist lessons, identify and neutralize certain players. the goodguys(tm) establish control with quantum suppression laws, prohibit quantum information/propaganda, disempower quantumists. the media presents false evidence, and exposes quantumism using backwards logic. fans flaunt their quantum superpowers, mirror goodguy(tm) behavior, openly train quantum activists. the plucky band finally meet in person, and perform random acts of kindness.
in the realworld, the boy decides to take control because of threats to teh gema. the girl is focused on seeing the world to a quantum critical mass. anomalies in worldwide ocean circulation destabilize the gulf stream. the goodguys(tm) permit indefinite detention for quantumist suspects. children are arrested for quantum tricks. fans demonstrate; there are arrests and beatings. the cultural identity goes underground; fans develop resistance tactics. religious goodguys(tm) identify the boy as satan. the media calls for quantum detectors in the schools, urges roundup of all gameplayers. the plucky band plays quantum tricks to mock the goodguys(tm).
in the game, players journey thru a vast wilderness on various internal and external quests. the boy originally goes on a crusade, and ends up pitting desert tribes against each other and taking over. the girl organizes the quantum heterodoxy working for the original purpose of teh gema. the girl and snake discuss the game’s purpose. fairy loses it with snake. the boy and snake have their dark nights: the boy reforms, snake hardens. the plucky band’s gameplay converges and they regroup.
in the realworld, the game is banned, the goodguys(tm) enact classical regularization laws and arrest demonstrators. fans use action at a distance to point out the vulnerability of the classical world, and begin to organize a quantum infrastructure. antarctica’s icecaps turn slushy, endangering antarctic bases. the goodguys(tm) demand more powers to neutralize the quantum threat. the media blames quantumists, stirs up intolerance and hostility. the plucky band are defiant but hide evidence of gameplay.
in the game, the environment is squalid and harsh, set in industrial cities and joyless suburbs that resemble players’ realworld neighborhoods. the boy, his faith in the quantum teachings restored, helps the downtrodden and hopeless masses. the girl confronts snake for his pollution of the quantum purpose of teh gema, but grows dispirited at her lack of general support. snake’s religion claims quantum miracles of its own, and becomes official. snake starts an inquisition. fairy raises an army against him. the plucky band harasses him.
in the realworld, the boy and girl go into hiding. the world’s sea levels rise. the goodguys(tm) round up known quantum badguy(tm) suspects, sympathizers, and possible sympathizers, appointing special prosecutors. the media demands a return to the status quo. fans stage a general strike, perform miracles in public, teach quantum gameskills, work to fill in the new quantum infrastructure. the plucky band are almost caught in a quantum action.
s/f*fancon5 is subdued; with spies and cameras everywhere, and a lot of grumbling and harassment. the boy and girl make an appearance and are mobbed. the boy issues an open challenge. the girl flees. fans secretly practice quantum exercises, engage in private gameplay, use signs and codes based on game principles. snake does something despicable, fairy overreacts and is detained. the goodguys(tm) notice that the realworld and the gameworld are becoming more entangled. there are orders to shoot quantum badguys(tm) on sight even tho quantum abilities are invisible. the media report on the latest quantum badguy(tm) sting. fans cooperate to raise public buildings off their foundations. the plucky band openly plays teh gema.
*****
part 3
in the game, snake becomes the emperor/pope and makes quantum skills an official church mystery. fairy is burned as a witch. snake blackmails the boy to subdue quantum opposition thruout antarctica. there is civil war. the girl leads the opposition, insisting on nonviolence. the plucky band fights a similar plucky band from the classical side in their realworld neighborhoods. the game begins to merge with the realworld.
in the realworld, the boy calls for the kernel’s confiscation because of its vast power, intending to steal it himself. snake dampens the girl’s dream; she starts second-guessing herself. fairy’s supporters are voluble about snake’s many transgressions. coastal evacuations begin because of rising waters. there is an outcry over the shoot-to-kill policy, the goodguys(tm) introduce dequantumizing chips to lobotomize quantumists, and begin forced sterilizations (chip-and-chops). the media grows hysterical about global warming, silences critics and threatens doom. fans erect quantum seawalls. the plucky band decorates the walls with quantum messages.
in the game, the boy and girl open the previously locked gamburtsev mountains, face off and fight each other. they realize they were both wrong, and make up. a great deal of pent-up energy is released, which opens an exit to the heaven level of teh gema. this can be seen on all levels of the game and also in the realworld. the game experience becomes an order of magnitude more real. snake spins the event; exkurt corrects him. fairy and snake fight. players exit thru the new wormhole, but many stay in the gamburtsevs, and it becomes a very popular game location with mob rules and high stakes. the plucky band establishes a hideout and stage raids on the realworld.
s/f*fancon6 happens on the heels of the quantum spectacle. fans gather with quiet expectation; ignoring the goodguys(tm) with the power of their numbers. fans begin to think in tandem. the goodguys(tm) move in and arrest them all. the boy is captured and beaten, the girl is disguised, but is swept up with the others. the goodguys(tm) consider cutting off the internet to stop the game’s quantum effects. there are tanks in the streets, armed resistance, and brutal attacks on quantum protestors. fans are taken to fema camps. the media shows no empathy, uses catastrophe rhetoric, promises extermination. fans mock their superiority by making the sun not rise. the plucky band empowers emergency heat and light where needed.
in the realworld, the boy is forced to cooperate with the goodguys(tm). the girl is forced to play teh gema with exkurt, trying to open a back door into the quantum kernel. snake taunts the boy, the girl, and fairy. the goodguys(tm) introduce the quantumvac(r), and are working on a nanoweapon to target anyone who is quantum-positive. the media announces greater rewards for informing, and is overwhelmed with calls. fans make an exasperated and overwhelming quantum response, but are interrupted. the plucky band is apprehended.
the kernel is destroyed by a decoherence device that the goodguys(tm) insist on using. the game breaks. the girl collapses and is trapped inside the game. the world defocuses for a timeless moment and resembles the game’s cloud/limbo level. the planet shudders and the sun dims, and antarctica instantly begins to refreeze. the boy’s disconnectedness buffers him from the worst effects, and he is able to escape with the comatose girl. he sleeps for a week while she lingers close to death. snake is now the only quantum expert available to the goodguys(tm) and uses it to his advantage, but they decide to use fairy against him and retrieve her from the camps. the goodguys(tm) begin chip-and-chops in schools and at traffic stops. the media panics about the effects of the kernel’s destruction. fans are damaged by the shock and lay low to recover. the plucky band uses the confusion to escape custody.
the girl freezes into a coma when the kernel blows up. exkurt revives her, fixes the damage and rebuilds her connections, making quantum improvements. exkurt has his dark night and the girl talks him out of it. then the girl has her dark morning, and exkurt tells her she’s been right all along. they get their mojo back.
***
the boy is consumed with guilt, and turns to fight, even tho he can’t win. his team inflicts damage on the classicists, who are disorganized by the kernel’s destruction. the game still exists in the internet cloud, where fingers from the quantum kernel have taken root but have no accessible nodes. snake and fairy fight from a distance. the goodguys(tm) declare martial law and shut down the internet, and the game only runs on individual computers. the goodguys(tm) use quantum weapons; death squads with quantum detectors roam the streets, prisoners are exterminated in the camps. the media demands a scorched earth policy. fans are disconnected from each other because the game is broken, and grow depressed and fearful. their quantum superpowers fail, and they become passive victims awaiting the final blow. the plucky band turns quantum weapons on the goodguys(tm), encourage quantimists not to accept defeat.
in the game, players resume playing in their dreams. the girl welcomes them as they cross over into the heaven level from the antarctica level. exkurt conducts life reviews. non-playing characters teach advanced quantum magic, world design, and universe management skills. the heaven level fills with fanciful worlds made of solidified clouds. the parallel worlds begin to coalesce. players wake up feeling stronger, with a single purpose. snake and fairy continue to fight. the plucky band calls every player with a landline to announce the remort of the game; and hack unscathed tv and radio stations to deliver their message.
s/f*fancon7 is canceled. martial law is declared. goodguys(tm) detain the organizers, and anybody googling or writing about it. there is open warfare against quantumists, marches and massacres. quantum everything is punishable by death. the classicists celebrate, drop all pretenses and show their asses. fans quietly remember s/f*fancon from their cells and their parents’ basements and their minimum wage slavery jobs. they individually make small thoughtform minions (‘i want my game back’). billions of minions entangle and simulate a world where the game is not only played, but rules. the parallel worlds join and emerge into the realworld, which sends a shock thru the world before fading out again. snake versus fairy showdown. the plucky band helps the kernel to form new connections.
in the game, people continue to begin playing teh gema in their imaginations and dreams, creating more thoughtform minions. as players return to the game, the gameworld grows sharper and more substantial, until it’s more real and more dreamlike than before – more skills are available, and they’re easier to learn. players create parallel earths that they would like to inhabit. snake and fairy annihilate each other. the plucky band restores the internet themselves, and exposes the classicists.
in the realworld, critical mass is reached, and billions of parallel worlds come into being, all of them featuring teh gema. bottom-up organizations manifest in the realworld, overlaying and augmenting reality, while the old fear-based systems break and fade. the world rebuilds on principles of empathy and compassion, and institutions protect the weak and powerless. zero-sum, fear-based actions and rationales are seen to be wrong. the media debates banishing versus prosecuting classicists. the goodguys(tm) isolate themselves into separate classical universes and continue resisting the quantum universe, splitting into smaller and smaller parallel universes with each disagreement, until each classicist is in their own individual world. fans berate the goodguys(tm), and continue dreaming a quantum reality, waking each day in a slightly different universe. snake and fairy are stuck in their own parallel universe together. the plucky band find themselves changed in many ways.
a new quantum disorder manifests all around as the dream-rebuilding continues for a full lunar cycle as people create the world they want to live in. the boy wakens the girl with a kiss, they live happily ever after, and their kids grow up to be mighty quantum superheros in a new magical age of fairy tales. snake and fairy learn how to live with each other for ever after in their own personal universe. future s/f*fancons are held in quantum space, where the hotels are never booked up. the plucky band remain friends and become family.
eventually people forget about the struggle for quantum freedom, and grow lazy about quantum living, and seek to pass off the responsibility to others. others are more than happy to package and sell convenient realities in exchange for personal power. the classical/quantum struggle goes on as humans learn how to live without fear. but it continues also because good versus evil is a dynamic, and there can never be a final victory. but there’s hope, because the quantum universe oscillates in every direction at once, and can’t be made to follow any one way.
playing antarctica ring 3 – the lowlands
chapter 21, playing antarctica ring 3 – the lowlands
places: in the game.
kernel helps fairy find advanced players. millions of players and cities of only 50k (multiple universes)
npcs. snake replaces sprites with trolls that speak in riddles (3) (male) and take prisoners
rings. laws, plague, hordes, crusades (past life; ben the horseman with the swords and me the farmgirl)
fairy sex with random, quantum show popular, catchy tunes, but gets run out of town, goes on the road to adelie, preparing the way for the girl by seeding players, identified with kernel by which avatars and tarot symbols they pick and kernel-mined info.
exkurt. girl gets advice (from exkurt?) about what???)
random escapes pirates and settles on shore, works in shop, quits to join fairy’s show, runs off to adelie as singer/songwriter, learns quantum
snake crusader priest. teaches quantum is heresy. putting control of quantum skills in the hands of the church. meets boy and girl
boy – snake offers to make him constantine: convert and win; he runs from the life of an emperator.
girl- she can’t quite let people organize for themselves, her flying condemned as heresy
=p (everyplayer) warrior knights, fiefdoms, farming and fishing, small town life, itinerants. chases and close-up mayhem in quaint old fashioned port cities and market towns. eventually they settle and become established traders. overcrowding a problem. players grumble.
supposed to be where players carve out individual roles for themselves that are based on quantum philosophy
exit: raids from wilderness? crusade! and black death. players either join up and leave, are forced out by raids, scared out by plague, or killed and know enough to avoid this route next time.
all this forced togetherness is getting tiresome. can’t just take things in this zone, they put you in the stocks and torment you. then if you keep at it they put you in jail and you just sit there losing points. it’s a trade and barter economy and you’ve got to grind some sort of resource on a daily basis. there are steep penalties for outright theft, but gouging and cheating is okay, and there’s a rich black market in slaves and weapons. the network extends thru the pirates right back to the home islands. npcs trolls take prisoners of anybody can’t answer the riddles, put them to work grinding in the mines. mountain weapons work once again in tunnels. evidence of enemy attack. side game freeing captured players (taking the rest of their points and killing them to send them back to start again). rumors of enemies grow and vigilantes organize knights off to war and rumors of invasions, but the grind is farming and working in shops and workshops. pretty fucking bucolic. and not very clean. bedbugs and rats and flies on the food in the market, and my clothes itch and i get mud on everything walking in the streets. they keep hiking the tax, too, and i’ve got these kids to feed that won’t shut up. and now the price of ale is going up again and the wife wants me to quit smoking and spend the money on something for her. robin hood’s merry men live even worse lives until they rob the taxman, but the taxes just go up for everyone else and they’re just a bunch of shipless pirates with no respect for their fellow players i’d rather go enlist and look for enemies to kill, fuck being in debt and never getting laid..
boy enters this level as head of a flotilla of privateers, and raids rich coasts of the rift and inner sea, the boy finds himself acting as governor of a thriving colony. learns about legal piracy. laws taking everything for himself. he’s the sheriff. the lowlands is nottingham. oppressing people thru harsh laws and medieval systems of control, all the ways to beat them down materially, thru taxes and confiscations. then snake offers to make him king john and he declines, figuring he can do it himself. kills girl.
girl travels to adelie in search of insight, talking to healers and teachers, points out the benefits of organizing a network of independent farming and trading centers. the girl drifts with the seafarers and shepherds, and works as peers with the wise women and judges. (???the girl is robin hood??? makes small inroads against boy’s rapaciousness). introduces songs and stories to help teach quantum thought, affecting popular culture. preaching on the streets, building a following.
death: boy and girl meet in the middle of the ring and have a big argument. he ambushes her party, she yells at him, he’s not even pretending to be interested in their quantum mission. he kills her because he feels like it, it’s convenient and she’s annoying. he thinks it’s funny. she incarnates over the icy sea and flies (seen by many, decried as heresy) until she falters and lands back in the third ring, but he’s already gone. so she is late in visiting the other rings, and as a result her people are more backwards and unaggressive, while the boy has been building an empire.
playing antarctica ring 2, the mountains
chapter 19, playing antarctica ring 2 – the mountains
places: in the game.
the mountains: kernel ???
the mountains: npcs. fairy replaces evil penguins with sufi sprites that speak poetry (female)
mountains – rings. piracy and vikings (past life, exiled healer looking out to sea (girl’s dark night/isolation))
the mountains: fairysex withexkurt, girl directs her to make wise npcs, works with exkurt to make sufi sprites
the mountains: exkurt. sex with fairy. works with fairy to make wise npcs sufi sprites. picking off players who are hunting aliens???
the mountains: random is shepherd, lives in an isolated settlement and tends flocks, but watches ships. then works to construct a warehouse on the docks and he hates such intensive labor. jumps at the chance to join a merchant ship. goes settlement to settlement selling necessities. meets girl. gets captured by pirates and becomes galley slave on boy’s ship, using what quantum energy he has to ease the task.
the mountains– snake starts a monastery and nunnery for classical quantum religion. meets boy and girl
boy – come away and be a pirate
girl – (dark night) runs away and then starts a center of learning
the mountains:=p(everyplayer)transantarctica, a mountainous with deep fjords, tiny farming and livestock outposts and small fishing settlements. area where players chase and battle aliens ???.
peninsula, heavily forested mountains ranging to lower and richer land with larger settlements, players learn to navigate a sailing ship using quantum skills, practice skills with the weather and the seas, and battle other ships for loot and stuff. offset childish weakness with psychokinetic muscles, concentrating energy to build ships and buildings and make fires. schools are devoted to in depth study of quantum skills and ethics, also practicing weather and climate skills. rather than battling aliens, they study their culture for valuable lessons. players use basic skills in innovative ways and learn advanced skills involving props (kinetic, motivating the inner broom?). supposed to be small communities isolated from others learning self sufficiency and smaller group manifestation of quantum energy
exit: by water, where many of them are preyed upon by pirates who take all their points and kill them or enslave them as rowers.
there really is some mysterious something back in the mountain reaches. tunnels, too. hidden weapons caches. weapons don’t work in the lowlands but you can trade them. high casualty rate, shadowy enemies (exkurt picking them off?) and you’re basically in it for the thrill because you lose points. npc sprites are longwinded and obtuse (abstruse) rappers??? the mountain villagers are almost like npcs, they’re that monotonous. don’t see what they get out of living way up there with no neighbors and no connection to anybody. they’re studying quantum but not to use as weapons? i’d pay attention in school if i wanted to learn anything. playing pirate is fun, and raiding, but it’s boring working on a democratic ship, and on an autocratic ship i might as well be a slave.
the mountains: the boy and girl meet in the middle to discuss their growing differences. she wants to hide and let them do it all themselves in the beginning, while he’s all for flaunting it and letting them compete. (he looks for a drug (medication), she explores meditation and exercise) by the end their positions have reversed.
the mountains: boy now he’s captain hook, on the skua. he’s had to wrest control of his ship from a tyrant to institute democratic rule, and the pirate code holds for a little while, but when he’s crossed, he becomes a tyrant. the boy decides to transform the tendency to fear-based gameplay by using it, harnessing it and transmuting it to quantum energy, so he plays pirate and teaches quantum techniques used to dominate and gain loot. he’s more interested in power, taking shortcuts (ethics), cheating (morals). choice is made between the intent of the game as a quantum learning tool and a zero-sum shootemup, and he gets hooked into the action. he isn’t feeding back ways to make the game more quantum-educational anymore, he’s distorting the game to make it more popular and studying ways to fight from the inside. boy’s gameplay turns into strategy game / brawler. raiding and fighting and killing and capturing and amassing booty. kills girl. random a slave.
the mountains: girl the girl’s dark night is in the mountains, she runs away at the end of the home islands. meets a wisewoman after her dark night. who gives her sufi peptalk. wanders around bare to the elements and miracles happen, she’s more interested in oneness. willing to risk own safety. lives with the anchorites and fisherfolk and develops teaching fairy lore with the bards and musicians. learns all she can about expressing quantum /sufi skills so others can learn them. the girl decides to embrace the role of teacher. goes down to the port city and establishes a school for poor players that goes on to be world famous, writes a manual, talks to fairy about wise npcs.
death: the boy and girl meet on the high seas and confirm separate ways. she’s horrified and intimidated and offended by boy. being concerned with your own salvation is vanity. the girl notices that players tend to go for the shooter aspects and act more like extrovert conservatives than introvert liberals, and wishes she could figure out how to enforce the pixie dust effect so that they could understand what the game was about. (he will look for a drug, she will explore meditation and exercise), she asks pointed questions about the spirit of the game. he apologizes for being greedy before attacking and sinking her ship, and sending her back to respawn in the home islands. she laboriously returns to the school on ring 2 and consults others about his behavior, realizing she doesn’t understand him, learning the first tactics of dealing with bullies.
new chapter structure
i’ve been working for a whole week on the breakdown of playing the antarctica level of the game. first i took all references to playing the game into a new document, then i broke it out according to ring, and filled it in as much as possible.
then i broke it out according to character and filled it in even more. this is where i added several characters, and made a lot of adjustments to who meets whom when, and a lot of these adjustments surprised me.
and now i’ve separated all the character arcs back into their respective rings, and now i’ve put them all back into the main chapter outline.
now what i’m going to do is the same thing for the realworld chapters. and these are in horrible shape at the moment, just as the game chapters were when i started this process.
when i’m done with that, then i’ll start to run it all together and see how it sticks. i’m still staying awake at night trying to imagine what players (readers) will think of the game i’ve constructed for them. it’s all still so hazy in my head, and there are so many ??? marks the further i get in the plot, and to me that means that there’s an awful lot of stuff that i’m not going to know until it comes pouring out of my fingers.
but that’s why i write. i surprise myself.
here’s the revised chapter structure.
act 1
chapter 1, dragoncon 1, the vision.
places: dragoncon settings, realworld.
illustrations: whole chapter
chapter 2, dragoncon 1, brainstorming the game.
places: realworld, security room, dragoncon settings.
illustrations: first map of layout, 7 layer chart, taking suggestions from the crowd, when the lights go back on
chapter 3, about quantum programming.
places: kurt’s van
illustrations: kurt’s van
chapter 4, designing the game.
places: neutral place where they can discuss game, fairy’s computer, girl’s computer, boy’s computer, kurt’s van.
illustrations: levels 2-3 carnival as pirate map, level diagram, first character sketches, first backgrounds
chapter 5, quantum kernel.
places: kurt’s van, in the game kernel, with boy girl fairy, realworld
illustrations: kurt at work late at night, the kernel
chapter 6, cre8y the game’s prototype level
places: neutral setting for all to discuss, kurt’s, boy/girl’s, fairy’s, snake’s computers, realworld
illustrations: each developer at their work w/quantum tablet
chapter 7, testing begins on level 4 clouds
places: in the game.
illustrations:
chapter 8, dragoncon 2
places: realworld, dragoncon settings, game room, security room,
illustrations: the boy and girl doing a demo with real effects appearing.
chapter 9, dragoncon 2, kurt dies, testing approach to level 4 – wormhole
places: realworld, dragoncon settings (hotel room, pool). security room, in the game.
illustrations: entire chapter
chapter 10, snake, teh game revised
places: realworld, dragoncon settings, boy’s/girl’s/fairy’s/snake’s computers
illustrations:
chapter 11, exkurt, alpha testing levels 2 and 3
places: in the game, realworld.
illustrations:
chapter 12, beta testing on levels 2 and 3
places: realworld, in the game.
illustrations:
chapter 13, dragoncon 3, final candidate testing, exkurt, boy and girl open antarctica,
places: realworld, in the game
illustrations:
chapter 14, dragoncon 3 boy and girl in antarctica
places: in the game, realworld quantum effects, security hq, government offices, media.
illustrations:
act 2
chapter 15 go live, dragoncon 3, real players on level 1 – tutorial, level 2 and 3 – carnival, more shit happens, they start to get scared, sabotage apparent
places: in the game, dragoncon settings (tv, panel) realworld quantum effects, security hq, government offices.
illustrations:
chapter 16, exkurt is in the game, real players on level 4 – clouds
places: in the game, realworld
illustrations:
chapter 17, playing antarctica ring 1- the isles
places: in the game.
illustrations:
chapter 18, then they watch you, game goes viral
places: realworld quantum effects, security hq, government offices, media, gaming community
illustrations:
chapter 19, playing antarctica ring 2 – the mountains
places: in the game.
illustrations:
chapter 20 outcry, sabotage, they approach boy and girl.
places: realworld, security hq, government offices, media, neutral place for boy/girl/them to talk.
illustrations:
chapter 21, playing antarctica ring 3 – the lowlands
places: in the game.
illustrations:
chapter 22, dragoncon 4.
places: realworld, dragoncon settings, strip club, neutral place for boy/security talk, girl’s apartment, girl’s computer, boy’s computer, gaming community.
illustrations:
chapter 23, then they ridicule you.
places: realworld, boy/girl’s computer, gaming community, boy/girl’s head.
illustrations:
chapter 24, playing antarctica ring 4 – the wilderness
places: in the game.
illustrations:
chapter 25, game banned.
places: realworld quantum effects, demonstrations, gaming community, media, security hq, government offices, girl’s / boy’s computers, girl/boy’s heads.
illustrations:
chapter 26, playing antarctica ring 5 – the hinterlands
places: in the game.
illustrations:
chapter 27, out of control.
places: realworld, realworld quantum effects, demonstrations, media, government offices, security, gaming community.
illustrations:
act 3
chapter 28, dragoncon 5, informers everywhere, gamers pass it on in secret
places: realworld, dragoncon settings, demonstrations, security room, security hq, gaming community
illustrations:
chapter 29, playing antarctica ring 6 – hell
places: in the game.
illustrations:
chapter 30, then they fight you.
places: realworld quantum effects, demonstrations, security hq, government offices, media, gaming community
illustrations:
chapter 31, playing antarctica ring 7 gamburtsevs.
places: in the game.
illustrations:
chapter 32, dragoncon 6, boy and girl captured
places: realworld, dragoncon settings, spontaneous gathering, demonstrations, security room, security hq, media, government offices, fairy vs snake
illustrations:
chapter 33, hell to pay. playing level 6 (!)
places: realworld, demonstrations, fema camps, security hq, in the game w/exkurt
illustrations:
chapter 34, kernel destroyed, girl trapped in heaven level 6 (!), defocus
places: realworld quantum effects, boy/girl rescue-apartment, in the game.
illustrations:
chapter 35 playing heaven level 6 (!)
exkurt and girl and players in the game.
illustrations:
chapter 36, despair and utter loss.
places: boy’s head, demonstrations, security hq, government offices, media, realworld quantum effects.
illustrations:
chapter 37, dragoncon 7
places: realworld, no dragoncon settings, dreaming/gaming community, security hq, government offices, media.
illustrations:
chapter 38, playing earth (god) level 7 (!n)
places: in the game.
illustrations:
chapter 39 then a miracle happens.
places: realworld quantum effects, government offices, gaming community, demonstrations, media.
illustrations:
chapter 40, then you win.
places: realworld quantum effects, government offices, media, gaming culture.
illustrations:
playing antarctica ring one – home islands
chapter 20, playing antarctica ring 1- the isles
places: in the game.
physical description – arctic environment, cold and windy with snow and long nights, nothing grows. summers are short with long days and huge quickly growing things and millions of spawning animals. the game system map shows bedrock antarctica overlaid by 7 zones in rainbow colors. the thumbnail resembles the figure of a human. two main islands, barren, one settlement on each. the background is dramatic and the effects are realistic and the avatars are way cool and mostly freshly from wardrobe.
neolithic: animism.
style: the isles are in grayscale washes with extremely thin or no lines.
things to pick up: tools from the boat, handmade implements, clothing, seeds, dried food, a handmade boat.
kernel: ?
npcs: penguins rescue the players as they drop into the ocean. they are not openly evil yet, but lose a large percentage of players (by dropping them to dive for fish), who must try again. this keeps the numbers actually there lower than they could be. surly penguin npcs insist on fish bribes before giving information. the girl zaps them in a fit of exasperation, but they respawn hostile instead of snarky. snake spreads the rumor that she made them evil. when animals are asked to sacrifice themselves for food, penguins start up a black market in skua meat.
fairy: fairy’s dark night is in the isles, runs away at the beginning when it’s too much, gets it back by having great quantum sex with exkurt appearing as a dolphin?
exkurt: exkurt improves the game, doesn’t give a shit about players. boy and girl get him to open other zones on ring one. has sex with with fairy.
player: player on the edges of the first manifestation circle, part of group that builds small settlement. joins ship.
note: the boy and girl create level 5 antarctica as they play it, but they don’t realize this until later. they split up at the end of this ring and come together briefly at the end of each ring. he kills her and enters the next ring before she does every time, so her areas are backward and his become empire. all improvements are done by the players. these improvements spread thru the level depending on the skill of the creator (the improvements/places have health energy of their own, which they impart to the player who uses or gets near them).
snake’s religion – snake argues for the loaves and fishes trick. plays up the emergency, the threat to gameplay. argues against deputizing players the way they do it; wants more control, more orthodoxy. injects classical concepts into commandments.
boy – gardener; i’d rather be a tinkerer, it’s mechanical and you can depend on harnessed power (over). (peter pan?).
girl – she doesn’t want to be responsible for all those players
players: first a trickle then a flood of players washes up on the shoreline. players wander around not doing much of anything, kind of insubstantial and bewildered. among barren rocks they are like babies. players begin panic. they are cold and hungry and there is no food or shelter. a nascent movement toward violence and coercion that horrifies both boy and girl. and still the people keep dropping out of the sky. a team goes out to rescue them in large shells. players have very few props and few options in their personal environments, the grinds are to satisfy their basic needs: raising shelter, foraging for food, making tools, sharing, cooperating with the land, sea, weather, plants, seeds, animals. animals who help them and feed them until they can form weak bodies. soon they have gardens in front of every stone hut. a village rises. group-sufficiency is stressed. everybody struggles with developing their own energy, because it only works well in groups. as soon as trees grow players start making boats to leave the island. a warship comes by and recruits players to fight alien invaders (in response to his decision). players use their skills to help navigate the ship. if players decline this invitation, a storm blows up that casts their little boat adrift and they practice their skills avoiding hazards and navigating to shore. the two choices lead to different zones of ring 2
boy and girl: the boy and girl are little prepared for the influx. they stand around at first, watching to see what the players are going to do. they wonder why it’s all bare rock. then they realize there’s nothing for players to do because the level’s not finished. they dither. the crowd grows larger. the players are feeble and whiny, hungry and cold. they fear there’s not going to be enough to go around. they realize they are essentially gamemasters, swamped with players who need their help. the boy wants to let the kernel do the loaves and fishes thing in the emergency, but the girl wants to use the opportunity to teach them to fish. snake advises expediency. they talk about getting exkurt to make it rain hamburgers but he’s not answering. girl and boy have to do sleight of hand to feed multitude, materializing fire to make stone soup, asking the grass to grow and the fish to throw themselves out of the water, and growing a shell to the size of a cauldron. boy organizes hunting parties for food and she organizes building shelters. they witness new behavior in each other that sets them aback; he defers to her because she has the moral high ground. he soon develops a tendency to hoard, so she gives hers away and takes half of his, making him provide for half the settlement, for which he thinks he should be paid. more people. exkurt opens another zone. boy and girl fly to the island, causing a stir among the players, who can’t do this. get the second island all set up, using their real quantum abilities, as the first island fills up with people. they still interact constantly in their heads, but they’re now in different parts, so they split the leadership duties. the boy complains about having to be a gardener. the girl argues for prepping. what you value is what you learn – wisdom, power.
girl: when the problem grows frighteningly large, girl leads a group session of manifestation. snake objects. they invent a tradition to teach the best way to be mindful and together (living with fairies). she trains and deputizes this group to go out and pass the ability to all other players, along with ground rules (commandments) the boy develops in a hurry, with snake’s input making them more classically orthodox. she gets distracted handling this, taking time to interact with everything. without noticing, the boy and snake relegate her to a support role and organize around her they’re centralizing control, taking a percentage. she has a fit when she finds out (christ moneychangers). at first the girl enjoys the attention and acts like she deserves it, cavalierly accepting players’ last morsels and wasting them. surly penguin npcs insist on fish bribes before giving information. the girl zaps them in a fit of exasperation (they wither like the fig tree), but they respawn hostile. snake spreads the rumor that she made them evil. players react with fear. leading to spiritual crisis.
boy: he avoids things that require empathy and embraces action, reinforcing the macho father image. it’s more important to do what he’s doing and he thinks it natural that she support him. the boy decides that his role as tester is to find the weaknesses and exploit them. so he goes around trying to cheat. he vacuums up all the points and the health force and the energy of other players. he goes around hitting objects in case they have points. he feels like god, he feels like he owns the game. and since it’s only a game, he doesn’t care about his behavior. but since it’s not a game at all, he needs to test everything, to perfect it. the boy tires of survival and group-reliance and decides to go on a shootemup. maybe he finds infiltrators or them wandering around, and decides they’ve got to stop the enemy (but at this point it would just be helpful messengers from heaven) and everything follows from his fear of the enemy and his attempts to save the game by winning.
death: the girl dies in an accident (he’s negligent) and has to respawn in the water. the cheat codes don’t work anymore, so she has to physically travel to the portal of the second ring. he has already joined a ship with the boys (ridiculing the ideals) harnessed dolphins drawing it so they don’t have to use quantum energy, which is hard. she goes looking for him and gets swept away to the next ring.
7 religions
i’ve just figured out a strange story arc involving the boy and snake. quantum consciousness becomes a religion of sorts in the game, partly by choice when the boy and girl are designing the game. they don’t see how they’re going to get around it, so they allow for religion in the game.
anyway.
in the isles ring of the antarctica game, the religion or philosophy is animism, where even the rocks and wind have souls and intelligence. the boy is talented, but no gardener.
in the mountains, the goddess rules. the boy tires of this and runs off to be a pirate with other lost boys.
in the lowlands, it’s like early christianity, only it’s quantumanity, and snake is an apostle with a growing church. the boy transitions from pirate to governor, when snake tries to make a deal with him – you join my church, and i’ll make you emperator with my fanatical minions. we’ll conquer the world.
into the wilderness, the boy runs from snake’s offer, and wanders alone, like the buddha, an ascetic recluse monk. he rediscovers quantum consciousness and remembers his mission. he gathers the wandering tribes for an assault on the citystates of the hinterlands, to spread the new way.
in the hinterlands, he spreads quantum consciousness like a prophet, performing many miracles and making many converts. snake’s church, now the state religion, finds him upsetting to the status quo, because the church controls the quantum things. as a great military leader he organizes all the citystates, which takes more control from the church, who benefited from mediating between the quarreling citystates.
in hell, snake is the pope, and uses the inquisition to persecute snake for his so-called miracles. he’s on trial for heresy, but the rulers of hell make a deal – help stamp out quantum insurgency and we’ll make you ceo.
in the gamburtsevs, he walks away from the bargain and faces the consequences of his actions.
revised first chapter outline
as promised, i revised the first chapter into comic book form, and now i’m going to print it out and show jim.
sword and feather. book 1, volume 1 (tale)
cover
front matter
page I (3 panels)
1. longshot of atlanta at night, centered on a dragoncon hotel roof with 2 small figures lounging on top…
2. medium shot of boy and girl admiring view. dragoncon. atlanta is overrun by fans…anything is possible. the late-night revelry of 10,000 partiers 45 floors below can be felt and heard on the roof, but a couple of stars are visible, the wind is cool, and the boy and girl are alone, relaxing and talking casually before the large quantities of various recreational substances they ingest kick in…
3. closeup on boy and girl as they slump into a vision together:
II (7)
4. medium shot: the couple asleep on the rooftop. a wireframe hand with fairy wings (monty python joke) comes out of a tiny cloud and sprinkles the boy and girl with fairy dust (peter pan joke).
5. medium shot: groggy but not surprised, they wake as the hand (khalil gibran joke) points them toward the second star on the right (peter pan joke). “straight on till antarctica.”
6. closeup: boy and girl look at each other, appalled by the joke references.
7. medium shot: boy and girl discover they can fly…
8. medium shot: stumble once…
9. longshot: and flutter feebly into the sky..
10. longshot: monochrome image riffing off john and michael combined with ET over the moon.
III (7)
11. medium shot: flying thru space approaching star.
12. longshot: star resolves into a ball with a fractal-looking outline on it, resembling a logo.
13. longshot: closer still, it becomes a white planet with colored stripes, the details obscured by clouds.
14. longshot: even closer, and they can see islands and a small continent. the colored stripes suggest the figure of a person.
15. medium shot: they land on a cloud.
16. longshot above the garden of eden/antarctica, the boy and girl looking in awe, a fiery angel (with a wireframe hand) descending to the cloud
17. medium shot: the angel gives them powers just like his, powers of an expanded will.
IV (6)
18. closeup: they don’t feel any different.
19: longshot: lounging in the garden of eden. the angel watches in dismay as multiple versions of the boy and girl spend all their time playing games with multiple universes they have created.
20. medium shot: the angel turns off their games and multiples,
21. tells them that they’ve got better things to do with their powers,
22. and promises they can have the key to the garden
23. if they can answer a simple question…
V (8)
24. closeup on the angel. “what is the essence of the game?”…
25. medium shot: they look at him and say, “huh?” and offer a shallow response….
26. closeup: “to win,” says the boy… to learn practical strategies
27. closeup: “to learn,” says the girl… to practice being human, to share, to communicate
28. medium shot: the angel clarifies, “what is behind that curtain?” they look at each other this time. “what?”…
29. closeup: the angel tries to be more specific. “answer yes or no.” they are baffled. “huh?”
30. extreme closeup: the angel loses his temper …
31. medium shot: and kicks them out of the garden with his fiery sword.
VI (5)
32. medium shot: at the gates of the garden of eden. the boy looks back to see the angel quenching the fiery sword in a rock,
33. closeup: the girl notices a feather dropping from the angel’s wings
34. medium shot: they steal back to get them.
35. medium shot: they leave thru the gates together, out of a lush sunny garden…
36. longshot: into a barren wasteland full of gray rocks, under an angry sky.
this next section has a different style and looks different than the previous section.
VII (9)
37. longshot: neolithic: among barren rocks
38. medium shot: they are like babies and have to coax the environment to help them.
39. closeup: they interact with winds
40. medium shot: and water
41. closeup: and seeds
42. extreme closeup: and finally with great effort
43. medium shot: establish contact with animals
44. longshot: who help them and feed them
45. closeup: until they can grow weak bodies.
VIII (7)
46. longshot: viking: in harsh mountain forests
47. longshot: and on cold deep seas
48. medium shot: they compensate for their childish weakness
49. closeup: with psychokinetic muscles,
50. medium shot: concentrating energy to build ships
51. long shot: and buildings
52. closeup: and make fires.
IX (8)
53. longshot: medieval: in pastoral villages
54. longshot: and small port towns
55. medium shot: they attain their full strength and opacity,
56. closeup: and develop the ability to manifest,
57. longshot: as other players appear
58. medium shot: to fill out the other roles.
59. medium shot: they find themselves entraining other players,
60. closeup: hampering their gameplay with interactions.
X (6)
61. longshot: golden horde: over vast areas of uninhabited piedmont
62. longshot: and estuary
63. medium shot: they avoid the growing crowds for a time,
64. longshot: developing a sense of where all the players are.
65. extreme longshot: they become aware of everything in the game world.
66. closeup: their powers enhance their appearance and confidence, exaggerating their strength.
XI (8)
67. longshot: hinterland: in rich and productive lands
68. medium shot: being steadily encroached upon
69. extreme longshot: by the big city,
70. medium shot: they organize the adoring crowds
71. medium shot: and teach them how to harness their wills as best they can.
72. closeup: but the crowds are mesmerized by them
73. longshot: and can only be controlled imperfectly.
74. closeup: their appearance hardens and lumps up, shrinking slightly as they tire from the effort.
XII (6)
75. longshot: hell city: in dark, dirty and crowded city
76. closeup: of extremes
77. mediumshot: they and all the droids they command
78. longshot: are no match for the powers that be,
79. medium shot and they resist
80. medium s hot: as best they can,
XIII (7)
81. closeup: within the system
82. closeup: and against it.
83. medium shot: they continue to spread techniques for self-mastery / quantum powers,
84. long shot: even tho tptb are winning.
85. closeup: their appearance ages and weakens
86. medium shot: as their powers are exhausted by fighting tptb
87. longshot: and watching their people suffer.
XIV (6)
88. longshot: gamburtsevs: in an electronic mountain range
89. medium shot: they stand alone to fight the boss enemy.
90. closeup: their appearance is old and weak,
91. closeup: but they are at the peak of their powers.
92. medium shot: they are surprised by the identity of their enemy
93. closeup: they face themselves as they were in the garden of eden – young, spoiled, innocent, stupid.
XV (6)
94. closeup: then they are those younger selves, facing caricatures of their old selves in ridiculous ill-fitting fantasy getup.
95. medium shot: both versions ready to fight to the death.
96. closeup on both as they
97. closeup: decide this is a silly idea,
98. medium shot: and put the weapons down,
99. medium shot: and embrace.
XVI (8)
100. closeup: the embrace makes them all explode,
101. medium shot: and they see that they are all one,
102. long shot: and there is no time or space,
103. extreme longshot: and they create the entire universe
104. extreme closeup: in their own minds.
105. medium shot: the angel appears to ask the meaning of what they’ve just been thru
106. long shot: and they answer with a koan-type answer that embraces the quantum universe.
107. extreme longshot: or not. fade to black.
back cover
teh gema antarctiQ
i’m pretty chuffed. i finally sat down and put the very first chapter into some sort of graphic-friendly form. i’ve been ignoring the first chapter for awhile, because i originally saw it all at once, and it served as the metaphor. but then today i saw it as a graphic chapter, and it all flowed out like this.
and i’ve got a provisional name, too.
Teh Gema AntarctiQ
part 1
chapter 1, the fairy tale
places: realworld, at dragoncon, on the roof, in a vision of a videogame of the garden of eden in antarctica, in the stairwell.
note: this chapter should be entirely graphic, with as little narration and dialog as possible.
location: longshot of atlanta at night, centered on a dragoncon hotel roof with 2 small figures lounging on top…the late-night revelry of 10,000 partiers 45 floors below can be felt and heard on the roof, but a couple of stars are visible, the wind is cool, and the boy and girl are alone, relaxing and talking casually before the large quantities of various recreational substances they’ve ingested kick in…they slump into a vision together:
box – dragoncon…atlanta is overrun by fans…anything is possible.
sfx – noises of partying and commotion from below shake the building.
location: flying above the game of antarctica…a wireframe hand with fairy wings comes out of a tiny cloud and sprinkles the boy and girl with pixie dust…the hand (khalil gibran) sends them flying off toward the second star on the right. (monochrome image riffing off john and michael combined with ET over the moon)
box: second star on the right…straight on till antarctica.
location: in space approaching star. the star resolves into a ball with a fractal-looking outline on it, resembling a logo. closer still, it becomes a white planet with colored stripes, the details obscured by clouds. even closer, and they can see islands and a small continent. the colored stripes suggest the figure of a person. they land on a cloud.
location: longshot above the garden of eden, a fiery angel (with a wireframe hand) joins them on the cloud and gives them powers just like his, powers of an expanded will.
location: longshot above antarctica. the angel shows them game antarctica, a videogame played by the whole world, with infinite things to do and unlimited roles to play. the angel tells them all the hacks and cheat codes.
the angel shows them 7 levels of reality (animism, goddess, xian, newtonian, relativistic, quantum, god consciousness),
the angel shows them 7 quantum skills (movement, knowledge of all things past present and future, knowledge of thoughts and intentions of others, teleportation and time travel, action at a distance, manifestation of thoughtforms, consciousness),
the angel points out 7 rings that make up antarctica, each colored differently, where they will learn different ways to create, and name, and nurture, and guide, and share, and preserve, and pass on the essence.
boxes: where necessary
location: the garden of eden. the angel watches in dismay as they spend all their time playing games with universes they have created. the angel turns off their games, tells them that they’ve got better things to do with their powers, and promises they can have the key to the garden when they can answer a simple question:
bubbles:“what is the essence of the game?” they look at him and say, “huh?” and offer a shallow response. “to win,” says the boy, and “to learn,” says the girl. the angel clarifies, “what is behind that curtain?” they look at each other this time. “what?” the angel tries to be more specific. “answer yes or no.” they are baffled. “huh?”
location: at the gates of the garden of eden. the angel loses his temper and kicks them out of the garden. the boy looks back to see the angel quenching the fiery sword in a rock, and the girl notices a feather dropping from the angel’s wings, and they steal back to get them.
location: outside the gates in antarctica. they set out to wander antarctica and do what they like with it, and halfheartedly create a few superficial things, but the angel doesn’t notice, so they lose interest and forget their quest to figure out what the game is really about. the boy goes off to find the meaning thru striving (asserting his inner authority); the girl searches for understanding but goes off on tangents (accepting outer authority).
location: extreme longshot of the game as a big map of antarctica, with miniature figures. they boy fights everyone he meets, and wins because of his magical sword. he grows rich and powerful and becomes the king of the game. in time, because he takes everything for himself, his lands become despoiled and his people sickly. the girl helps everyone she meets with her magical feather, and grows beloved and respected as mother of all. tho she has nothing and gives of herself to everything, her lands and people grow rich, but because she is obsessed with her quest, her people become bloated and idle. the boy is detested behind his back and the girl’s endless search for meaning is belittled by her people. the boy begins making demands and conquering the girl’s lands and people. the girl gives him what he seeks and continues searching for meaning, ignoring him. he gets angry.
location: a windswept grassland border area in the game. he masses his armies on her borders, imposing and bellicose. finally taking notice, she grows frightened for her safety, but goes to face him alone. they talk; they disagree. they fight. he attacks her; she waves her feather, and his weapons grow heavy, bend, and root into the ground. his soldiers disappear among the branches. the boy and girl fly away, screaming at each other. the sky grows dark.
location: on top of a stormy mountaintop in the game. the boy and girl stand alone against each other in the howling wind and rain. they are old and tired. they feel ridiculous in their fairytale getup. they see beneath the masks to the young lovers they used to be and their hearts soften. they have missed each other. he is sorry for all the fuss. she’s sorry for not taking better care of him. they embrace, and energy builds up between them until their synapses overload and they explode in bliss.
sfx: explosions of bliss and synapses.
location: in the clouds above the game. they see the duality of all things, and the oneness of all things…in the light, as the feeling fades, the fiery angel appears and asks them the answer to the question…but during his wanderings, the boy did not find the answer to the question about the game’s essence. he concentrated on what he understood to be the essence of any game – winning…the girl did not find the answer either. she looked for the game’s meaning in symbols and analysis, and thought that the essence of a game must be the gameplay.
bubbles: after the bliss, he understands the essence as experiencing, not competing “(the essence is self mastery (I…))”, and her understanding comes from communion with others “(the essence is cooperation (…can’t do it without YOU))”. they answer, “binary/qunary/yes.” the angel asks, “what does it mean?” they answer that “they are really one person.” that “everything is one, or else it’s nothing.” and “love is all you need.” “everything/nothing/me/god/yes.”
sfx: they give voice to all possible meanings at once, and the answers combine to create light, which whites everything out in bliss.
location: the bottom of a stairwell at their dragoncon hotel. when they awake, it’s the next morning and they’re lying in a stairwell looking all the way up thru the railings, feeling sick…they find a feather. the girl goes to pick it up but the boy criticizes her because it’s from a filthy pigeon and is probably diseased. she pockets it when his back is turned. they get a text message from the angel:
box: “cre8 teh gema antarctiQ. t’ch hte Sns 3*7. fthr/sord”
location: a computer-filled basement in the realworld, lit by multiple monitors, a tech reviews a clip of security footage, showing the boy and girl materializing into a stairwell. he passes it on to his superiors.
the game as a graphic novel
having just now decided to do the game as a graphic novel, while the rest of the story is in prose, i want to think about how that would work. how to show the game. the artwork and style will vary between the bare wireframe engine, the spartan alpha stage, the glitchy art-pass beta stage, and the final beautifully fleshed out game the players experience. this is no problem, because both jim and i will be doing the artwork.
what does the kernel look like? it’s a quantum object. a superposition of possibilities for a start, so it’s probably fractured, the way an astigmatic sees the moon. is it nut shaped? does it look like cell division? how could you see kurt’s presence in the kernel, does it resemble him?
when ex kurt is at home in the game, it’s in wireframe. is he in wireframe too? is he pixelated?
the development of the game is skewed from the beginning because of the kernel. usually the art pass is made before alpha testing. but in this case the art is delayed compared to the building of the game, and they have to catch up.
when the boy and girl test levels 1 and 2 they’re in block mesh without placeholders and keep changing position.
when the alpha testers go thru levels 1 and 2 the architecture is finished with placeholders, add disorientation (things like a special texture being used everywhere). props are wireframe, the arcade games are rudimentary and need lots of tinkering and retesting by players, so sometimes they play the same thing over and over with tweaks.
when the beta testers go thru levels 1 and 2 the games have their final artwork but things are still being swapped out and adjusted, sometimes mid-scene. the games have glitches. they are very rushed and lots of bugs make it thru to the gold master.
the cloud levels are expansive flat areas with fog. thumbnails of horizontal level / !n worlds can be visible in the background.
at go-live, the game is magnificent. the kernel has been making adjustments to the final art and it’s spectacularly detailed and lifelike. the walker and viewer (glove and glasses) give feedback that wasn’t designed but that comes from the kernel and the energies being produced by the entanglement of the millions of players that have join the game.
when the boy and girl join forces and leave the game thru a black hole, the game becomes an order of magnitude more real. players can smell suddenly. colors are brighter, images are sharper, sounds are more intense. players get hungry. sex is a blast.
when the kernel is destroyed, the game goes black and cold, and nothing moves. it freezes over. the girl, trapped in the game, gets so cold she lapses into a coma inside her avatar.
when the first players come back into the game thru sleep or meditation or imagination, it has a filmy, obscure quality, and sounds are muffled. everything is fuzzy and unformed. as more players return, the gameworld grows sharper and more substantial, until it’s more real than the game as hosted on computer, and more dreamlike, in that more skills are available and almost second-nature to learn.
when players build their own worlds on level !n, they are all different, in every different artistic style and scope, finished and neglected, created using varying levels of competence and variously stable substances.
***
antarctica. the boy and girl arrive in antarctica along with the testers and the live players.
ring 1. they all arrive at once, and the background is dramatic and the effects are realistic and the avatars are way cool and mostly freshly from wardrobe. they wonder why it’s all bare rock and fear there’s not going to be enough to go around, a nascent movement toward violence and coercion, and the boy and girl intervene to teach them about cooperative germination. they invent a tradition to teach the best way to be mindful and together. players have very few props and few options in their personal environments, the grinds are to satisfy their basic needs.
ring 2. taiga and tundra, meadows and birch forest. the avatars are more in the spirit of the game, homespun and skin, fashion touches of fur and bone. the boy and girl try to stay in the background, but players ask them questions all the time. they have a glow about them. the boy decides to transform the tendency to fear-based gameplay thru using it, harnessing it and transmuting it to quantum energy, so he plays pirate and teaches quantum techniques used to dominate and gain loot. the girl decides to embrace the role of teacher, and acquires experience in all the ways to use quantum skills. players use basic skills in innovative ways and learn advanced skills involving props.
ring 3. gently rolling, fertile and well watered lands, shallow and fish-filled waters, rudimentary communication between isolated communities ready to be organized and connected. the boy does this by conquering and then having to run everything, the girl does this by helping to build networks of independent centers. players explore a few daily grinds and have to use props in multiple objectives.
ring 4. vast plains with little arable land but an abundance of migratory wildlife and wandering tribes, at the end of which are impenetrable mountains and rumored fertile shores. the boy foments a war between the tribes and eliminates one foe after another until he controls them all, at the expense of a way of life. then he goes after the shoredwellers and their rich stores. the girl builds another network of tribes and links them to ring 3’s network in the beginnings of a meta-network. players explore lush but distant landscape with limited props, as well as limited and spartan personal environments.
ring 5. mountains and fiercely disputed valley kingdoms offer mineral wealth but little food, and the boy struggles to control jealous and bellicose subjects and makes raids on the outskirts of ring 6. the girl fails in her attempts to break thru the suburban stupor of the inhabitants, and has to settle for teaching the tactics of resistance to refugees from ring 6. players explore a limited variation of personal environments and ‘mass-produced’ props, as well as alternatives to the daily grind.
ring 6. a mega-city, with a vast port, endless industrial areas, massive skyscrapers, huge slums, dirty and crowded and expensive, loud and irritating, brazen and sleazy. the boy owns vast corporations and vies to become the most powerful player ever. the girl has a breakdown trying to rescue so many pitiful creatures by herself. players explore all varieties of city life from homeless sewer dweller to penthouse ceo. there is no end of zone configurations, daily grinds, textures and props in this ring.
ring 7. the incomplete wireframe architecture of the gamburtsev mountains, a natural amphitheater in which the boy and girl act out their final drama visible to all players everywhere. they explode and implode and leave a black hole in the middle of the ring, connecting it to level !, which kurt then explains is the new exit of the level.
***
what’s this got to do with a graphic novel besides describing the background and not even the basic activities?
in the first ring we watch how people come ashore, we learn how little prepared they are for an influx of people, we see the boy and girl discuss the problem, we see the people panic, we see the boy and girl step in and explain, we see the girl teach, we see the boy consider the problem of fear and violence. we see the boy and girl have an accident and watch the girl die and reincarnate back in the water before the first ring. she swims ashore and looks for him, then gets swept away in a storm.
in the second ring the boy is a swashbuckling pirate, so we see raiding and fighting and killing and capturing and amassing booty. we see the girl learning all she can about expressing quantum skills so others can learn them. she writes a manual, she consults wise npcs. we see them meet in the middle. he attacks her ship and she dies, landing in the water in the beginning of the first ring. she summons help and speeds to the second ring, where she asks pointed questions about the spirit of the game.
in the third ring, the boy is head of a flotilla of privateers, and raids rich towns, so we see chases and close-up mayhem in quaint old fashioned port cities and market towns. the girl runs around to all the hamlets and points out the benefits of organizing a network. they meet in the middle when he ambushes her party, she yells at him, and he kills her because he feels like it. she incarnates on the leaky boat and flies for awhile until she falters and lands back in the third ring, but he’s already gone.
in the fourth ring, he hunts the mighty beasts, he conquers band after band of roving tribes, he subdues the rich shores, governing the whole region from horseback. she exposes and runs off developers and poachers and runs a whole ecosystem of wildlife being despoiled by overuse and pollution.
in the fifth ring, he runs a mob operation and gradually corners all the services and organizes a criminal underworld that works in the sixth ring. the girl rides in a beat up car, works as a waitress, bangs her head against the wall trying to talk sense to the zonbies in this ring, struggles to pass on her message to the few who will listen. she thinks maybe the boy’s methods might be better and questions love as a motivator.
in the sixth ring, we watch the boy run an empire in an expensive suit, witnessing ruthless displays of power and uncaring of the consequences or harm to others. we watch the girl struggle and fail to make headway against the numbing conditions and incessant messages that run counter to the spirit of the game. we see the boy and girl have a big fight, and watch the boy kill her in real anger. the girl incarnates high above the first ring and flies straight back to confront the boy; they decide to spare the sixth ring, and create a way into the seventh ring.
in the seventh ring, it’s just the boy and girl in the wireframe architecture of the gamburtsev mountains. the boy and girl are huge compared to the mountains. they argue, then they fight, using their quantum powers. they can be seen by everyone in the game – the ring hovers in the air above all the players, and can be seen in the clouds in the real world. they see each other as they have become in the game – overblown, overwrought, too serious, real assholes in the name of their principles and zealots in their defense of what they want quantum to mean. they realize the fighting is silly and put it aside for more tender feelings. they embrace and experience a cosmic and sexual union that lasts for eternity and during which they become an explosion of light that contracts into a black hole. kurt feels obliged to appear as the biblical god to reassure the players and reveal the level’s new exit.
then on level !, after the kernel blows up, we see the girl trapped and freezing. then we see kurt helping, loosening the damage, rebuilding connections, giving the girl a way to continue her quest. we see the girl greeting players as they awaken to a new manifestation of gameplay, showing them new skills, forging new links inside them. we see players creating experimental objects.
on level !n, we see players creating worlds out of cloud and willpower, using their skills to manifest a unique reality. we see myriad worlds coming into being, and a million games being played on them. we see these worlds interacting with the real world, and manifesting in the real world.
we see a changing real world, with fear-based systems breaking and fading, pixellating and rusting away in real life.
***
okay, it’s the end of the day, and i’m going to trail off here.
game expierence
as creators of the game, the boy and girl play it as soon as the game engine is working. it’s a quantum kernel game engine, so from the beginning it’s more real than anything currently possible. since it’s so early, they’re playing mainly in their imaginations, and based on their mystical experience on the roof at dragoncon. they already see it as a physical thing, and the basic game engine is something that triggers off their vision all over again, so they don’t care how it looks. and the quantum kernel enables updating at a distance, so when they notice something wrong, it fixes it for them as soon as they add the bug to the database. compared to the other testers, who run around and try everything over and over again, the boy and girl mostly stand around and gaze at things, communicating with the kernel. they are entangled with the kernel. they felt it when kurt finally got the last qubit in place. so when the kernel is destroyed…the girl collapses into a coma. how does the boy’s stronger ego and sociopathology save him from the same fate? because he’s more detached? because he isolated himself by his betrayal and his guilt, and even tho he was opened all the way up when they finished antarctica, his current state is painfully self conscious and ego-driven, and he is acting as god in his own universe. thus when the quantum kernel is destroyed, his private universe buffers him. it pops around him, but does not disconnect him from the whole, the way the girl has been. so the shock is less. he just has a very bad migraine, so he takes the girl to a bolthole and he sleeps for a week using every drug at his disposal.
(ch 7) the boy and girl’s game experience is different than the players. when they start out it’s all wireframe, and most of the lessons and games are placeholders. the alpha role is to trod the paths, open the doors, make sure the walls meet and you can’t see thru the barrier vegetation. but theirs is more basic, where are the edges of the world, where are the doors and do the routes connect the way they should, and where are the hidden intersections with the other levels.
(ch 9) alpha testers see the game with its placeholder backgrounds and loads of bugs. npcs are disembodied voices.
(ch 12) beta testers see rapidly updating backgrounds and textures, and there are fewer bugs (and more malware). npcs are twinkly blurs.
(ch 14) players see a world that is very realistic, with no bugs only viruses, and the npcs are fairytale creatures.
(ch 33) the boy and girl’s exit from antarctica makes the game sharper
(ch 38) the remorting of the game makes it come alive.
the story in 7 dragoncons
this is the plot of a quantum fiction novel partly set in the dragoncon community. if you’re here searching for dragoncon stuff, maybe you’ll stay and comment on my work.
i separated the story into a series of 7s, and one of them is the cycle of years attending dragoncon in atlanta, the finest gathering of minds in the universe and the golden kernel of the new quantum age.
chapter 2, dragoncon 1
the first dragoncon. they’ve been going for years. neither of them could go for the last couple of years, as the job, etc has gotten more onerous. but now the boy is unemployed and living in his parents’ basement, and the girl just decided she didn’t want to be retail manager and stopped giving 110%. so they’re at dragoncon, and it’s been awhile, and they’re excited to see so many different things, like how big steampunk has gotten, and so many familiar things, like the artshow stars. their friends kurt and fairy are there, they know snake vaguely. the girl attends the costuming and artshow tracks, the boy does armory and gaming, they get a tshirt each and lust after the big ticket items. the weekend will break their budget for the rest of the year, so the t-shirts will be saved for xmas. [they try them on once, take pictures. then later she gives them away, and gives the pictures for xmas, thinking since they were on their bodies once, that is good enough in quantum thinking because you can always go back to that time. he is pissed because he wanted the tshirt now and until it was stained and torn. and she’d promised a quilt of old tshirts one of these days. but she’s a serious quantum-moment head four months after their vision, and doesn’t want to know about heirlooms anymore.]
chapter 8, dragoncon 2
things are going along great, the game’s almost finished, just needs beta testing. interest has grown remarkably, and they have a table in dc-mmo. at dragoncon they’re swamped with requests from would-be beta testers, among which are spies. the alpha testers let everybody know, and hordes line up to be beta testers. the buzz about the game is enormous, and gamers pressure them to go live. the boy talks to corporate sponsors, the girl gives workshops on the new quantum age, quantum panels appear in several tracks – costuming, silk road (dance), armory (martial art), artshow and market (dc3), science, paranormal, skeptic, eff, game programming, sff lit (dc3 ). kurt does a lot of drugs to clear his head of nonquantum space, and is found at the bottom of the covered hotel pool.
chapter 15, dragoncon 3
so many tracks, so much interest. famous physics speakers, consciousness speakers, new music, new slang, new clothing styles (nano), healing, all coming together in quantum-culture [quantum aesthetics, quantum art, quantum literature, quantum politics, quantum anthropology.] there is a qAnt track now. merchandising begins. the boy and girl get offers; he wants to be rich, she is against it. there is real pressure to go corporate, with tax and accounting and postproduction and licensing, localization, advertising. snake and fairy are for it, he wants to get rich, she wants to make everybody happy.
chapter 23, dragoncon 4
the boy is important and arrogant. he’s moved out of his parents’ house (and out of the girl’s apartment) into a trendy loft and hangs with strippers and singers and drug dealers and hiphop artists and gaming industry legends. he pretends to be running the game, but only sticks around to lead the battles, and leaves all the maintenance work to the girl, who is struggling to keep everything together in her personal life, and is beginning to have health problems. she spends too much time as admin, trying to keep up the testing, trying to fix things that are going wrong because of snake’s sabotage and the boy’s negligence, trying to organize people in the game, as well as being a cheerleader for the mystical and spiritual side of the game. the game is fast becoming an online live strategy game, with alien-hunts in the mountains of ring 2, and the boy’s infernal piracy along the western coasts.
they start to dictate policy, the boy changes things in the game, altering rules and missions, twisting the lessons, identifying and capturing certain types of players.
the boy and girl have a big public fight over the original intentions for the game, all the way back to the text message. she argues for spreading quantum consciousness inside and outside the game, he argues for getting rich so they can do it in the sequels. there is a split in the game.
chapter 30, dragoncon 5
dragoncon is subdued this year because the game has been banned. there are spies everywhere, cameras everywhere; there’s a new security rule that says no face masks, and a lot of grumbling and outright refusal (these are stopped and harassed). track participants are suspicious and quick to throw people out of panels. groups get together secretly to practice quantum exercises and to play the game. people wear symbols and develop signs and codes based on game principles. the boy and girl make an appearance together. they are mobbed, they call for action, the atmosphere becomes defiant, players march on legislative buildings, people openly play the game despite beating and detention. the boy compares himself to robin hood and issues an open challenge. the girl is terrified and goes into hiding.
chapter 34, dragoncon 6
dragoncon comes on the heels of the boy and girl’s spectacular level ending in antarctica, and people flock to dragoncon instinctively, compulsively, gathering with quiet expectation; the power of the gathered multitude dampening the repressions that so ruined the mood at last year’s con. the crowd grows elated as they begin for the first time to think in quantum tandem.
the moment passes and they begin to break up and go home, and the police and army move in to arrest them all. the boy is openly captured and beaten, the girl is unnoticed, in disguise, but is swept up with the others.
chapter 40, dragoncon 7
this year there is no dragoncon. the organizers have been detained, and anybody googling or writing about it on any electronic media is also detained. the game has been destroyed, quantum everything has been made punishable by death, fundamentalist classicists are viciously celebrating.
this year there are a lot of people quietly remembering dragoncon from their cells and their parents’ basements and their minimum wage slavery. because of their quantum game training, they all make small entangled thoughtform minions (that are the essence of ‘i want my game back’) and send them scurrying about their business. billions of minions congregate together and visualize the game. it is a weak thoughtform, born of thoughtforms. but it crackles through to the real world and sends a shock thru the game community before fading out again. and then people begin to actively play the game in their imaginations and in their sleep, hooking in thru their own thoughtform minions. quickly level ! begins to fill up. they still each meet the girl, who has made an infinite run of signed authentic prints of herself.
future dragoncons are held in quantum space, where the hotels don’t fill up.
revised act 2
this is where it begins to get complicated, with many people playing many levels of the game, and the game’s physics interfering with the outside world, which doesn’t like it.
act 2
chapter 15, dragoncon 3
the fans, go-live buzz, level 2 effects in the real world. changes to the game. additions to the team. the boy a rising star, the girl overwhelmed.
chapter 16, the kernel programmer is in the game
kurt lives on in the kernel, and appears in the game when he notices situations that go counter to the principles of the game. he is the mysterious enforcer who appears when they die and counsels them on their gameplay, and players know and fear him or love him, depending.
the press picks up on funny quantum things happening in the real world. the right picks up on it. there is an outcry. they start suppressing quantum things. criticism increasingly shrill, fear of game as it grows in popularity.
chapter 17, playing antarctica ring 1
the boy tires of survival and works to get off the island. the girl interacts with everything. they gradually move from testing to playing the game. at the end of this level they find themselves split up.
chapter 18, game goes viral
level 3 effects in the real world. the fans. changes to the game. additions to the team. spies.
players develop new cultural identity – fashion, slang, music, art, signs, rituals. more quantum events. the game goes viral, millions of online players.
they start suppressing quantum things.
chapter 19, first they ignore you
as the game grows, so do the boy’s ambitions. he is both pope and king of this new quantum universe. girl gets dogmatic and intolerant.
level 3 effects in the real world.
chapter 20, playing antarctica ring 2
the boy and girl work hard at their studies, he’s more interested in power, she’s more interested in oneness. he takes to a life of piracy. the girl studies with the anchorites and fisherfolk and learns about fairy lore from the bards. the boy and girl meet on the high seas and confirm separate ways.
chapter 21, outcry, they approach boy and girl
hysterical outcry, calls for banning the game.
cultural identity suppressed. new laws. demonstrations. beatings/arrests. culture goes underground, resistance tactics develop, more quantum events in the real world. quantum physics is demonized. laws are passed, or brushed off and creatively applied.
chapter 22, playing antarctica ring 3
the boy spends time invading the rich coasts of the rift and inner sea, but becomes involved in governing a settlement, and learns about legal piracy. the girl drifts with the seafarers and shepherds, and learns from the wise women and judges. they meet in the middle of the rift and have a big argument.
chapter 23, dragoncon 4
boy and girl approached by authorities – save game from being banned and surrender kernel. boy agrees, girl disagrees. the boy decides they can be used for his own ends, and cuts them in. big fight. split in the game.
chapter 24, then they ridicule you
demonstrations, police brutality. more people gather. the boy branded a devil. the girl is focused on seeing the game to critical mass and doesn’t care, but the boy decides that he needs to take control of everything because of the threat from them.
chapter 25, playing antarctica ring 4
the boy learns land piracy, cattle raids, train robbery, organizing a loose network of outlaws. the girl works with a rural agricultural population, organizing the healers and wise women, co-ops and markets. snake creates a religion putting control of quantum skills in the hands of the church. fairy and kurt do something, because ring four touches ring 7 and is a focal point. girl and boy’s positions harden.
chapter 26, game banned
game banned, many players arrested. mass arrests in china. informers everywhere. boy and snake work for authorities. suppression of quantum activities. gamers meet in secret, girl goes underground.
chapter 27, informers everywhere, gamers pass it on in secret
the real world and the game world become more entangled. because of the quantum kernel, the game alters itself as more and more people play it and the observer effect gets out of hand and the players continue to write the game.
girl goes underground. gamers meet secretly.
chapter 28, playing antarctica ring 5
the boy organizes the mountain strongholds into warrior state, making raids on hell’s hinterland. the girl organizes schools and alternative healthcare and an underground railroad from hell. the boy and girl continue to hold animosity toward each other, and positions grow bombastic.
chapter 29, out of control
the outcry grows shriller and more frantic. the repressions grow more brutal. the crowds grow and grow. quantum effects become more frequent. more laws, more crowds, more riots, more disappearances.
people use gameskills to challenge authority. they fall back in confusion.
outline: chapter 3
chapter 3, quantum programming
they show the fairy tale to kurt, programmer who is working on a quantum computer in his bedroom. the programmer gets very excited and points out how easily their world could be brought to life.
an entangled kernel would use a minimum of space on any device, and would run on a browser, a cellphone, all standard platforms. a coherent entangled universe would exist both in the individual device and in the overall cloud of the internet. quantum encryption and quantum entanglement would allow for secure, cheat-free playing and transfer of information, potentially bypassing the internet, because the kernels transfer information at a distance –every copy of the game being entangled with every other. quantum syntax as part of a programming language, with equations. examples of geek writing.
quantum effects can easily be simulated on a regular computer, and a quantum computer would be something else again. algorithms can be written that take into account minute differences in keystroke pressure and the energy level of the player, even detecting patterns of thinking. the player exerts quantum effort that can be correlated with actions in the game – learning to fly in the game goes along with the cultivation of a certain gut feeling in the player’s body.
the internal AI determines the player’s real type, as opposed to their chosen type, and gives the player a point score for self-knowledge.
the passage of time differs from level to level and from world to world on the horizontal level of parallel universes, as does most everything else. the time the player spends away from the game will pass inside the game at a quantum-determined rate that depends partly on weather conditions and the positions of the planets, and partly on the wishes and karma of the player, as well as other factors. (an unintended side-effect of the quantum kernel is that avatars age as they play, and that the game changes itself.)
physics.
level 1 is classical physics, where you learn how to physically control gravity and speed etc.
level 2 is relativity, where you learn the exceptions to and limitations of classical physics.
level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.
the horizontal level is where you learn entanglement, astral movement, etc.
antarctica is where you learn how to change the world
level ! is where you learn how to manifest and create
level !n is where you learn how to be god
what are the general physics lessons from the three disciplines?
classical – amusement park rides and arcade games
relativity – winning for the house (the rudiments of capitalism)
quantum – mind over matter, connection = power
chapter 3, quantum programming
they show the fairy tale to kurt, programmer who is working on a quantum computer in his bedroom. the programmer gets very excited and points out how easily their world could be brought to life.
an entangled kernel would use a minimum of space on any device, and would run on a browser, a cellphone, all standard platforms. a coherent entangled universe would exist both in the individual device and in the overall cloud of the internet. quantum encryption and quantum entanglement would allow for secure, cheat-free playing and transfer of information, potentially bypassing the internet, because the kernels transfer information at a distance –every copy of the game being entangled with every other. quantum syntax as part of a programming language, with equations. examples of geek writing.
quantum effects can easily be simulated on a regular computer, and a quantum computer would be something else again. algorithms can be written that take into account minute differences in keystroke pressure and the energy level of the player, even detecting patterns of thinking. the player exerts quantum effort that can be correlated with actions in the game – learning to fly in the game goes along with the cultivation of a certain gut feeling in the player’s body.
the internal AI determines the player’s real type, as opposed to their chosen type, and gives the player a point score for self-knowledge.
the passage of time differs from level to level and from world to world on the horizontal level of parallel universes, as does most everything else. the time the player spends away from the game will pass inside the game at a quantum-determined rate that depends partly on weather conditions and the positions of the planets, and partly on the wishes and karma of the player, as well as other factors. (an unintended side-effect of the quantum kernel is that avatars age as they play, and that the game changes itself.)
physics.
level 1 is classical physics, where you learn how to physically control gravity and speed etc.
level 2 is relativity, where you learn the exceptions to and limitations of classical physics.
level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.
the horizontal level is where you learn entanglement, astral movement, etc.
antarctica is where you learn how to change the world
level ! is where you learn how to manifest and create
level !n is where you learn how to be god
what are the general physics lessons from the three disciplines?
classical – amusement park rides and arcade games
relativity – winning for the house (the rudiments of capitalism)
quantum – mind over matter, connection = power
plot line summary
here’s what i’ve been working on all day.
plot line summary
dragoncon 1. a boy and girl do drugs and have a mystical experience where they are shown a quantum videogame that will change the world.
the next morning, they tell all their friends and brainstorm the videogame.
they find a quantum programmer, and discuss quantum programming and hint at the possibilities.
they design the game around quantum principles, discussing the complexity and problems.
the programmer builds the kernel while the boy and girl finalize the design, discussing game making.
the boy and girl test levels 1 and 2 while the kernel programmer works on level 3. a technical chapter, discussing the bits and pieces of the levels rather than the aesthetics.
alpha testers start on levels 1 and 2. we see the lessons being illustrated. shit happens in the outside world.
dragoncon 2. lots of interest. the boy and girl test level 3. the kernel programmer dies. the replacement programmer appears.
alpha testers on level 3, the boy and girl test the horizontal level – they’re creating it. replacement programmer learns the ropes; sabotage.
beta testers on levels 1 and 2. we see the social interactions. infiltrators and spies. more shit happens. an outcry.
dragoncon 3. the game goes live.
new players. when the first players play levels 1 and 2, we see the experience. the kernel programmer is in the game, which now builds itself.
the boy and girl play ring 1. so do all the testers and the live players, all at once. quantum baby steps.
the game goes viral. widespread shit. outcry
the boy and girl play ring 2. learning quantum skills
they approach the boy and girl for the kernel.
the boy and girl play ring 3. learning cooperation
the boy goes to work for them.
dragoncon 4. the game is banned.
protests, the leaders are arrested, new laws, hysterical overreaction.
ring 4. committing yourself. boy and replacement programmer join forces, sabotage game.
dragoncon 5. open defiance
ring 5. struggle for the paradigm
dragoncon 6. brutal suppression
level !. having to be god
ring 6. overwhelming odds
dragoncon 7. kernel destroyed, girl captured
despair and loss
level !n. learning to be god
ring 7. final battle
a miracle happens
dragoncon epilog
outline: chapter 2
brainstorming the game
they quickly write down what they remember of what the fiery angel showed them, and the details of what happened to them on their quest. and the point of it all, and the riddle. they draw a map. they show the text message to their friends, they explain their experience, and they all get together to brainstorm a quantum videogame.
an open source game, so anyone can add modules and make modifications. a combined game that caters to everybody – a free to play, online, massively multiple, emergent, shooter, strategy, adventure, driving, non-violent, exploratory, role-playing party and puzzle game. the idea is for as many people to play the game as possible to achieve quantum critical mass.
money to run the game comes from quantum skimming of transaction fees and stock market activity worldwide, so who cares about income except to keep up appearances.
skills are learned by the player, rather than belonging to the avatar, and possessions don’t transfer between most levels, so there isn’t much to trade or sell.
a voluntary set of guidelines instead of rules governing players’ behavior. a game that rewards cooperation and inclusiveness, and where your own karma dishes out the punishment for your sins.
karma is a hidden tally of each character’s actions and the other players’ reactions. karma can be good or bad (plus or minus) points. possessions are positive in the level, but count as a negative when you change levels.
players have unlimited lives, and the more advanced ones can choose when and where and even who to be reborn as.
karma/health is directly connected to empathy, things done for others, and connection to other players. the karmic score is decreased by unkindness, abuse, cruelty, cheating, theft, violence, waste, selfishness. karma is returned directly and down the line by npcs, who treat the player in a like manner, and adjust the mission difficulty to reflect the karmic score. karma can be increased by learning your lesson, moderating your behavior, doing favors unasked, helping other players. under these conditions, karma bonuses can alter the fortunes of the player, sometimes thru agents from levels ! and !n.
places also have karma/health points which affect players both directly and subtly.
players’ avatars change to reflect their karma/health status, as well as their social/political/economic status. quantum skills are invisible. karma shows in the characters’ avatars.
connectedness is a measure of good karma. evil people/actions are isolated to the point where they have to be god. connected people get to share the powers and duties and burden of being a god. a lonely god is a crazy god.
players’ knowledge of quantum physics is developed by graduated exercises, starting with a review of classical and relativistic physics. the exercises are designed to produce quantum effects in the game that must be learned and practiced by the player, and your knowledge is tested before you go to the next level. these exercises teach all the principles they were shown in their vision.
the dragoncon cycle
i’m now figuring out the dragoncon cycle of the years here. as i’m quickly finding, it has to be a seven year cycle. there are seven levels, and seven rings, and seven islands on level 1 and seven lessons / quantum skills. and there are loads of reasons for having seven as such a magic number. in fact, its binary equivalent is 111, which is three levels fulfilled – so that the next thing after that is a brand new level a whole magnitude greater.
the first dragoncon is where they have their quantum game experience.
in the spring/summer before the second dragoncon, they built and test the kernel and start building the levels. the first beta testers start. realworld quantum events begin happening. they notice.
at the second dragoncon, the kernel programmer is found dead. the replacement programmer joins. the buzz about the game is enormous, and gamers pressure them to go live. they realize the kernel is helping them create the game, and speed things up.
as pressure from them increases, they decide to go live in the months before the third dragoncon.
by the third dragoncon, there is a track devoted to the game, which is a runaway hit all over the world, spawning its own culture overnight. the authorities ban the game and begin suppression of quantum activities.
i haven’t thought ahead of that. how many years can the suppression go on? just look at how long it went on / is going on / will go on in egypt and tunisia, syria, and russia, ireland, and here.
what would the fourth dragoncon look like? the game would be banned, there would be informers everywhere, and secret gamers would meet to pass on the game.
by the fifth dragoncon they would be playing the game openly at dragoncon, defiantly, with brutal repression of players.
by the sixth one, all hope would be lost, and there would be practically be nobody playing at all. the kernal would have been destroyed, and everybody would be locked up.
but during the sixth dragoncon, a miracle would happen, critical mass would be reached, and the power of the mighty would crumble to the dust as the power of consciousness stepped in to create a new and better world.
the end.
outline: chapter 1
the fairy tale
the boy and girl arrive together in the garden of eden. a fiery angel greets them and shows them around. he shows them antarctica. he shows them both sides of the amusement park. he shows them the clouds where things are created. he shows them the horizontal level and the struggle for antarctica. he shows them seven levels and seven rings. he teaches them seven quantum skills.
then, once they master all these things, the angel looks on in dismay as they spend all their time creating and playing in worlds on the horizontal level. he turns off their games, tells them he’s kicking them out, they’ve got better things to do with their powers, and that he’ll give them the deed to the garden if they find the answer to a simple question – what is the essence of the game – and kicks them out. the boy looks back and sees the angel putting the fiery sword into a rock, and goes back to steal it. the girl sees a feather drop from the angel’s wings, and goes back to get it.
they boy goes on to fight everyone he meets, and wins because of his sword. he grows rich and powerful and becomes a strict patriarch. the girl goes on to help everyone she meets with her similarly blessed feather, and grows beloved and respected as mother of all.
in time, his lands are despoiled and his people sickly, and he casts his eyes on her fertile lands and healthy people, and begins to take them, while his people, oppressed and suffering, begin deserting and joining her cause.
he amasses his armies on her borders. she goes to face him alone. he begins the attack, she waves her feather, and his weapons grow heavy, bend, and turn into trees. his soldiers disappear into the forest.
the boy and girl stand alone against each other. they are old. they have missed each other. he is sorry for all the fuss. she’s sorry for staying away. they embrace, and energy builds up between them until their synapses overload and they explode in bliss. they see the duality of all things, and the oneness of all things. in the light, as the feeling dulls down, the fiery angel appears and asks them the answer to the riddle. the answer is binary. and what is the meaning of this? that everything is one, or nothing. and all you need is love?
when they come back, they’re in a stairwell. they find a feather. the girl goes to pick it up and the boy yells at her because it’s a filthy pigeon feather and is probably diseased. she picks it up in secret. later they get a text message from the angel. cre8 th game, t’ch th Snce, th 3×7. fthr/sord.
jim heard this version of the fairy tale, and immediately thought of jacob and esau.
thru trickery jacob gets the blessing, then is afraid that esau will kill him, so flees. he finds a wife and has to work 7 years. then is tricked and has to work another 7 years. he is very good at managing, and becomes very wealthy and decides to return home. meanwhile esau has taken care of all the things jacob would have done and would rather have spent the time hunting. so jacob prepares to meet esau who has amassed a huge army against him, thinking himself threatened. jacob is scared. he sends a good part of his flock ahead of him as presents, and scatters his family so they won’t all be captured. that night he meets an angel in his dream and they fight. even tho he can’t win, jacob refuses to give up, and in the morning, the angel makes a deal to bless jacob so he can leave. the angel changes jacob’s name to israel. then jacob meets esau, whose heart was softened by the gifts, and they made up, jacob bowing to esau’s leadership.
as to the jacob and esau idea for the basic fairy tale i’ll be retelling my way, it’s sure enough how i saw my two protagonists. even tho they’re enemies, they’re still one person, and the only way to live is to cut the bullshit and get along. that’s the moral of the fairy tale. but it’s not the game, and it’s not some angel showing them around the … oops.
okay. when they get to the garden, the angel shows them around. he shows them antarctica. he shows them both sides of the amusement park. he shows them the clouds were things are created. he shows them the six levels and the six rings (should it be seven? it’s always seven in fairy tales. is 6 more quantum than 7 maybe?) (6 is 110, 7 is 111 so 7 is preferable. there are 7 island groups on level 1…). he teaches them quantum skills. then, once they master all these things, he tells them they will become as gods with the completion of a simple task, and kicks them out.
how does that sound for a fairy tale?
the boy and girl arrive together in the garden of eden, and do a bunch of stuff together, but are soon split up and driven out, each with different tasks. the angel with the fiery sword gives the girl a feather, and gives the boy a sword, and they’re sent to find the answer to a question (the answer is we’re all one or love conquers all).
they boy goes on to fight everyone he meets, and wins because of his sword. he grows rich and powerful and becomes a strict patriarch. the girl goes on to help everyone she meets with her similarly blessed feather, and grows beloved and respected as mother of all. in time, his lands are despoiled and his people sickly, and he casts his eyes on her fertile lands and healthy people, and begins to take them, while his people, oppressed and suffering, begin deserting and joining her cause.
he amasses his armies on her borders. she goes to face him alone. he begins the attack, she waves her feather, and his weapons grow heavy, bend, and turn into trees. his soldiers disappear into the forest.
the boy and girl stand alone against each other. they are old. they have missed each other. he is sorry for all the fuss. she’s sorry for staying away. they embrace, and energy builds up between them until their synapses overload and they explode in bliss. in the light, as the feeling dulls down, the fiery angel appears and asks them the answer to the riddle.
the reader chooses the ending. could it be anything other than the boy and girl are one person, and all you need is love? i can’t imagine another ending, one where strength and macho bullshit win the day, tho i’m sure there is one.
jim heard this version of the fairy tale, and immediately thought of jacob and esau.
thru trickery jacob gets the blessing, then is afraid that esau will kill him, so flees. he finds a wife and has to work 7 years. then is tricked and has to work another 7 years. he is very good at managing, and becomes very wealthy and decides to return home. meanwhile esau has taken care of all the things jacob would have done and would rather have spent the time hunting. so jacob prepares to meet esau who has amassed a huge army against him, thinking himself threatened. jacob is scared. he sends a good part of his flock ahead of him as presents, and scatters his family so they won’t all be captured. that night he meets an angel in his dream and they fight. even tho he can’t win, jacob refuses to give up, and in the morning, the angel makes a deal to bless jacob so he can leave. the angel changes jacob’s name to israel. then jacob meets esau, whose heart was softened by the gifts, and they made up, jacob bowing to esau’s leadership.
as to the jacob and esau idea for the basic fairy tale i’ll be retelling my way, it’s sure enough how i saw my two protagonists. even tho they’re enemies, they’re still one person, and the only way to live is to cut the bullshit and get along. that’s the moral of the fairy tale. but it’s not the game, and it’s not some angel showing them around the … oops.
okay. when they get to the garden, the angel shows them around. he shows them antarctica. he shows them both sides of the amusement park. he shows them the clouds were things are created. he shows them the six levels and the six rings (should it be seven? it’s always seven in fairy tales. is 6 more quantum than 7 maybe?) (6 is 110, 7 is 111 so 7 is preferable. there are 7 island groups on level 1…). he teaches them quantum skills. then, once they master all these things, he tells them they will become as gods with the completion of a simple task, and kicks them out.
testing level 1
this is what i’ve just written about the boy and girl testing level 1.
the boy and girl test level 1. they choose avatars and fine tune them, then forgo the introduction and the tutorials and go straight to the level. they fall thru the air from thousands of feet above the clouds. they test their physical controls, learning how to slow their fall and starting to learn to fly. they emerge from the clouds over the playing area, a group of islands in the middle of a round lake, surrounded by endless parking lots and pine forests all around. it’s a theme park, and it’s split into two parts, west and east, and at the moment east is mostly cloudy. but they can see small houses and trailers scattered about, and low buildings, and laundry fluttering in the wind. they descend toward the western part of an obvious theme park. there are booths and rides, a food court, lots of winding paths. it’s empty but for a few npcs; they are the first to walk on the level.
they steadily comment on their experience, pointing out things to fix and improve. they change the area into more of an antarctic landscape, with hugely exaggerated mountains on the midway and an almost icecap smoothness in carneytown, where in places you can see the original gridlines.
improvements happen almost as they speak because they are communicating with the quantum kernel. it’s very convenient to be creating the level by playing it, and it changes the way they continue programming it (this has repercussions for snake’s job).
they split up and play all the games and go on all the rides multiple times, tweaking and getting the effects down. they interact with the npcs and buy things and accumulate points and finally are invited past the ‘you must be this tall’ sign into level 2.
author’s note: chapter outline
okay. the first chapter outline is finished, in just a day. this is only the first of many revisions.
i’ve got 21 chapters. the first thing i did was to write out in sentences what would happen as far as i knew. chapter one the quantum experience, chapter two the next day, chapter three designing the game, chapter four finding a quantum programmer etc.
then i went back thru all my plot notes and i started attaching things a thread at a time to this structure. i did this for the levels of the game, and for the outside world’s response, and for the boy and girl’s relationship, and for all the times i was able to set things into numbered lists, like the rings of the underworld and the ignore, ridicule, fight, win saying of gandhi’s. i combined them all.
and now i have a thirty page outline sitting there waiting to be gone thru, cut and pasted, rearranged, expanded, written out.
and once i have a good detailed outline, like those you find on three hundred year old novels, then i’ll be ready to start writing.
and in the meantime, i lack names for these characters. anybody care to suggest any?
okay, the one name i have is for the replacement programmer. he’s known as snake.
micro-macro entanglement
Quantum cats are hard to see
International team of researchers explain the difficulty of detecting quantum effects
Public release date: 16-Dec-2011
Are there parallel universes? And how will we know? This is one of many fascinations people hold about quantum physics. Researchers from the universities of Calgary and Waterloo in Canada and the University of Geneva in Switzerland have published a paper this week in Physical Review Letters explaining why we don’t usually see the physical effects of quantum mechanics.
“Quantum physics works fantastically well on small scales but when it comes to larger scales, it is nearly impossible to count photons very well. We have demonstrated that this makes it hard to see these effects in our daily life,” says Dr. Christoph Simon, who teaches in the Department of Physics and Astronomy at the University of Calgary and is one of the lead authors of the paper entitled: Coarse-graining makes it hard to see micro-macro entanglement.
It’s well known that quantum systems are fragile. When a photon interacts with its environment, even just a tiny bit, the superposition is destroyed. Superposition is a fundamental principle of quantum physics that says that systems can exist in all their possible states simultaneously. But when measured, only the result of one of the states is given.
This effect is known as decoherence, and it has been studied intensively over the last few decades. The idea of decoherence as a thought experiment was raised by Erwin Schrödinger, one of the founding fathers of quantum physics, in his famous cat paradox: a cat in a box can be both dead and alive at the same time.
But, according to the authors of this study, it turns out that decoherence is not the only reason why quantum effects are hard to see. Seeing quantum effects requires extremely precise measurements. Simon and his team studied a concrete example for such a “cat” by using a particular quantum state involving a large number of photons.
“We show that in order to see the quantum nature of this state, one has to be able to count the number of photons in it perfectly,” says Simon. “This becomes more and more difficult as the total number of photons is increased. Distinguishing one photon from two photons is within reach of current technology, but distinguishing a million photons from a million plus one is not.”
act 3
back in the real world, the game hits and people love it. tho it has no corporate backing, it goes viral. music and fashions change and a distinctive culture grows up right away. as the game grows, so do the boy’s ambitions. he is both pope and king of this new quantum universe. funny quantum things start happening in the real world. the press picks up on it. the right picks up on it. there is an outcry. quantum physics is demonized. laws are passed, or brushed off and creatively applied. demonstrations happen. there is police brutality. more people gather. the boy feels dissed when the dominant culture brands him a devil. the girl is focused on seeing the game to a position of self-sufficiency (critical mass) and doesn’t care, but the boy is looking to the future, and decides that he needs to take control of everything because of the threat from the dominant culture.
inside the game, lots of players are learning social movement and resistance skills, and more players are working their way to level ! and going off to create their own worlds and recruit their own players. the outcry grows shriller and more frantic. the repressions grow more brutal. the crowds grow and grow. quantum effects become more frequent. more laws, more crowds, more riots, more disappearances.
the boy is approached by the other side and decides they can be used for his own ends, and cuts them in. people use the skills they have been learning playing the game to change the standing of the people. the dominant culture falls back in confusion, but come back with more force and repression, isolating the rebels and cutting off vital supply chains.
they start to dictate policy, the boy changes things in the game, altering rules and missions, twisting the lessons, identifying and capturing certain types of players. he discovers the sabotage the replacement programmer inserted into the game and confronts him. they join forces, blame the engine programmer for the sabotage and call into question the intent and purpose of the quantum kernel.
the girl stands up to him and throws him out, but she is too weak and disorganized, and he returns with backup, leading the call for the kernel’s confiscation because of its vast power, only to try and steal it himself, and in a struggle over a decoherence bomb, sets it off and destroys the original kernel.
the dominant culture is poised to deal the final blow to the resistance, cutting off all outlets, all communications, all supplies, all power, so there is no more game except on individual computers running on batteries or solar, because the internet itself has been shut down.
then a miracle happens. the quantum effects keep happening in the real world. the game’s internal communications structures are still intact, and people are still using the quantum skills they’ve developed, and still coming out in force. but the perception of the masses has changed, and the powers of the dominant culture suddenly shatter because they’re emperor’s new clothes. so the remains of the dominant culture squeeze itself into their gated communities and fight among themselves for limited resources while the new dominant culture enshrines the new institutions it has developed in response to the repression of the old order., and people quietly create the world they want to live in house by house.
and the story closes by letting the reader choose the ending.
the game: level !n
level !n
players leave level ! when a master gives them their final quest, a three-parter.
players use their quantum skills to create a world with npcs and quests on the horizontal level.
players go thru all the levels helping create other level ! players, intervening in gameplay disguised as npcs.
players go into the real, nongame world and spread quantum thinking, acting as a virus.
the game: level !
level !
not everyone makes it to this level. and of those who do, the creation of a custom heaven is the end of the game. however, masters show themselves to anyone with sufficient mastery of quantum skills, no matter which side they played on in the horizontal level.
this isn’t the fog level introduction to the horizontal level. that was the pale shadow of this one. this level looks like heaven. it begins like fog, but players quickly sculpt it to whatever environment they choose, using their formidable quantum skills. everything is done with quantum skills at this level.
this is the metalevel. the masters live here. they are npcs of ultimate power and wisdom, and welcome players with promises of real and urgent work to be done.
first there is a review of each player’s progress thru the game. the early lessons from levels 1 and 2 are discussed. then the player observes from the clouds the antarctica they have been playing thru, identify themselves in their most crucial moments, watch their development and see how it fits with the growth of other players. masters and players discuss the lessons learned, and make recommendations and choices of lessons still to learn.
this is a training school for adepts. players are here to learn the mastery of quantum rules – advanced quantum magic. communication and storytelling and tv presence. rhetoric and cointelpro and psych speak.. rehistory. the masters teach them how to increase and broaden their game skills into the nongame world as fully realized quantum agents.
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.