Archive for November 22nd, 2010

Quantum Life: Birth and Pre-Birth

(Note, this is part 6 of a series called “Quantum Life,” in which I post the contents of a strange ‘guide book’ I found for a game called “Quantum Life.”  It is in English, which it calls a “Quantum Life language,” unable to capture all the complexities of the world as it really is.  I’m not sure where this book came from.):

Birth and Pre-Birth

The most traumatic aspect of playing Quantum Life is entering (being born) or leaving (dying) a round of the game (a life).   The reason is because between rounds players realize they are playing, even if full knowledge of their “real” selves is not retrieved (unless they choose to leave the game completely).

Before each life, a player goes over some key aspects of the planned life ahead, usually with a game counselor who can help recommend certain life choices.   While the purpose of any life is to improve game skills and move forward, over time groups of players form partnerships, whereby they help each other during play.   In pre-birth they will plan how their lives might intersect in a given round of play.   They may choose to be parent and child, meet and become friends, or become spouses.

It should be noted that all they can plan in advance is probabilities.  Once in the game players can make choices that disrupt those plans.  A woman might have an abortion, not realizing the child she was to have was to be a prominent aspect of that life.   A man might be tempted by leave a woman who was meant to be his spouse.   Players have back up plans.  If it is recognized that the planned pregnancy may lead to early termination, they may plan to try again with a pregnancy later in life.  If (usually guided by a game counselor) a couple recognizes one of them has a relatively high probability of rejecting the plan once in the game, they may plot later encounters, sometimes much later in life.

Game counselors are very good at measuring probability and looking at past lives to determine likely choices and build in back ups and fail safes to make it likely that most life plans will be realized in some way.    What appears during the game as coincidence, a chance encounter, or a lucky break may be the result of intense and complex planning between rounds.

Players also choose the time and place of their next life.   While time appears linear in the game, the fact that it is simply a complex program means people do not have to progress chronologically.   A life lived in 20th Century Asia may be followed by one in the early days of human existence.   Sometimes people choose that to take a break — early human life is exuberant and extremely sensual.   Others having lived a life of tragedy due to a lack of personal discipline may choose to go to an era of very strict social norms and rules in order to try to reintegrate discipline into the personality.  Others may try to hone traits.  A person lacking empathy for the poor may choose to have a life of abject poverty.    Groups of friends playing rounds together may also choose very difficult lives in order to play a role in helping a friend progress.

More advanced players often undertake very difficult lives both to meet the challenge of succeeding (overcoming fear and being content) in horrible conditions, or to act to motivate others.   A player may be born as a child with a terminal disease in order to help the parents learn life lessons, for example.   In the game it’s impossible to know the exact background of a person simply due to their conditions.   Not only might the same conditions be chosen for very different motives, but the choices made during the game might alter the kind of life expected.   All birth points have a myriad of possible directions for that life, with each decision point widening the possibilities of life-experience.  Even well planned lives can end up going in a much different direction, sometimes helping the player develop, sometimes setting the player back.

Once the purposes and plans for a life have been made, the process of “forgetting” begins.  The player enters an hypnotic state wherein the connection with the greater Whole is hidden.    How this is done is impossible to explain using a Quantum Life language like English, and can only be done with the willingness of the player.   Once the connection is hidden, the player enters the game as a small, helpless baby, requiring attention and love from other players to survive.   This puts the player into a mode of pure instinct and information gathering, helping enhance the hidden nature of the connection with the greater Whole, and making the new game environment intriguing and overwhelming.

Yet in those early days the nature of thought/mind development allows communication between players setting up that person’s plan and experience.  This communication continues at sub-conscious levels throughout life, though rarely does any player notice or suspect they are in such contact with other players.     Also, some novice players enter the game with the goal of only spending days, months or a few years in a given life, not feeling ready for the whole experience.   Indeed, the first time out as a human is almost always for less than a couple weeks, most players don’t venture into aware childhood until at least their fifth or sixth “life.”

As vocal and cognitive skills in the Quantum Life world develop, the connection to others becomes further buried in consciousness.   Often this comes out as imaginary friends or images for the children (which some cultures take very seriously, often recognizing that it is a kind of communication), but usually the weight of the Quantum Life reality presses hard on the player, who becomes so immersed in and curious about the new environment that by age three the game world is simply reality. At that point a player has fully entered the game, and play becomes more complex.

The process of  “being born” is feared by many new players, though within the game players ironically tend to fear death!  It is traumatic, but the overwhelming sensations overtaking a new born make it generally painless.    It is not remembered during a life, and afterwards players recall it as a fog combined with a mix of sensations and emotions they could not identify or fully control.   Players early on form bonds with parents, and the sense of love and caring (or despair and rejection) dominant early life experiences, and have an impact on later life experience.   Perhaps the most important lesson for players to learn is that part of the game is to help new players enter life, and that requires connection and bonding.   Otherwise, it’s harder for players to stay focused.

By age 2 or 3, most players are fully in the game and ready to start engaging certain skills and capabilities to make the most out of the game.

(I’ll stop copying the manual for today — I’ll try to find time to post more of it in the near future, between my normal blog posts).

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