Archive for category Quantum Life
(Note: this is part 12 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 the book 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 – these next sections on suffering are fascinating).
Physical Suffering PI: Pain directly inflicted by players on other players
In the early trials of Quantum Life Sunitolp and the designers were shocked by the level of cruelty and the lack of empathy of the first players. People were doing horrific things to each other and causing considerable suffering. The trial was terminated and the future of Quantum Life was in doubt.
The working theory had been that separateness from the natural unity of existence would leave individuals lonely and vulnerable, leading players to experience emotions in the Quantum Life realm much more intensely than in the real world. It was expected people would have fear, sorrow, joy, and anger – emotions we know exists within unity of all, but which are balanced and evened out by the fact we are all connected.
What they did not expect is that these emotions could lead individuals to engage in actions that were so barbaric. Many wanted to call off the game right there – clearly separation from the unity of all is a pain so horrid that it leads to atrocious acts. Why go there?
Upon returning to the real world players described the intense pain they felt both suffering and, after the game, on realizing how they inflicted suffering. That pain was quickly relieved by immersion into the unity of all existence, but it was clear that Quantum Life had provided a troubling experience.
Just when it appeared Quantum Life would not get beyond the trial stage, Sunitolp made one last pitch. He was countering the argument that said that Quantum Life was dangerous in that it causes suffering and leads normal people to engage in atrocities that may harm them, even when they’re back in the comforting realm of the real, unified world. Experiencing separation is unnatural, sadistic and masochistic.
Sensing the collective will shifting against him, Sonitolp made an impassioned plea. “Were we not once separate, like the players in Quantum Life? While we experience unity, are we not still individuals, me with an idea, trying to convince you to allow me to move forward? We need to look inside to who we really are. Yes, our unity creates a world of contentment and joy – and that proves that our nature is more pure than evil. Yet our nature also allows fear, which leads to anger, suffering and hate.
“Allow me to make some revisions to the program, and assess it then. But don’t we owe it to ourselves to learn the deepest aspects of our nature – to learn perhaps what we were in the long lost pre-history of our world? This is a voyage of discovery, of exploration to the very nature of what kind of beings we are, both individually and collectively. It cannot help but make us grow!” Sunitolp swayed the collective.
Four major additions were made to how the program writes itself based on choices players make:
Empathy: The early trial of the game went so far in trying to create the illusion of complete separation/individualism that players saw other players as objects rather than subjects. Players were used to being part of a unified whole, and didn’t differentiate between the objects of their new world (trees, rain, dirt, etc.) and the other players. Pure separation, or even the illusion thereof, led to disintegration of a player’s sense of moral restraint. Therefore a part of the real world was made more evident, so players could feel that others are like themselves.
Synchronicity: In the early trial people suffered by chance – if one player decided to stab another, the stabbing victim was random. What Sunitolp and his engineers had to do was devise a way in which people could let their connection with the real world (sometimes called the spiritual realm, or “God”) guide their actions. The fullness of synchronicity is dealt with later in this manual, but in the case of suffering it helps assure that players who suffer/inflict pain are those who can learn something from the experience.
Karma: As noted in the section on evil, Karma is a way in which players experience consequences for their actions. Great rewards go to those who can endure suffering with grace and without themselves fall into the trap of wanting others to suffer. While suffering itself is not to be sought, karma assures that the sufferer will have experiences that mitigate the pain and provide opportunities for joy. Karma also works to create lessons for those who inflict suffering. Since all is one, punishment or revenge would be irrational – the sufferer and perpetrator are aspects of the same whole. However, learning of how to overcome being one who inflicts suffering benefits the whole.
Enveloping: When physical pain and suffering get extremely intense, the program allows more access to the real world, so that the sufferer is enveloped by a sense of the greater unity. This does not make pain and suffering go away, but keeps it bearable, as if time speeds up. The enveloping often is experienced as rage or anger, as those aspects of what we are can help overcome extreme distress. In fact, one theory is that the existence of hate and anger in our nature is because it helps overcome pain of suffering.
During the game, suffering, like evil, seems contrary to any belief in a natural unity. People are angered by injustice, which reflects imbalance. In the real world unity creates a natural balance we take for granted; lacking that the Quantum Life world is imbalanced in a multitude of ways.
Dramatic physical suffering directly inflicted by others isn’t the only form of suffering. It can also be a consequence of culture, or a chain of actions that indirectly lead to suffering, even though there is no clear perpetrator.
—– (end of today’s transcribing)
Earlier posts in the Quantum Life series:
Quantum Life – August 3, 2010
How to Play Quantum Life – August 4, 2010
Why Play Quantum Life – August 5, 2010
The Soul in Quantum Life – August 20, 2010
Getting Started with Quantum Life – October 1, 2010
Quantum Life: Birth and Pre-Birth – November 22, 2010
Quantum Life: Childhood – July 20, 2012
Quantum Life: Obstacles – July 29, 2012
Quantum Life: Empaths and Extensions – August 8, 2012
Evil in Quantum Life – October 8, 2012
Mates in Quantum Life – May 9, 2013
(Note: this is part 11 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 the book 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).
Picking up where I left off, the next section in this ‘guidebook’ is “Mates”:
Quantum life creates the illusion of individual identity, hiding knowledge of the inherent unity of all existence. It is out of this alone-ness that players experience emotions, situations, and challenges that do not exist in the unified real world. However, as players overcome fear and start recognizing the inherent unity of all existence, they also have access to more knowledge about the real world.
A mate is different than the kind of agreement quantum life players make between rounds to meet as friends or choose parents. Mates are innately drawn to each other regardless of the context of the game. They are in tune with each other outside the game, and those harmonies penetrate into the Quantum Life reality. Most players are closed off from such connections, but advanced players can experience an enhanced level of joy in finding a true mate.
Recognizing Mates: For players caught up in the game – level one players focused on the material – mates are rarely recognized as such. Fear blinds the inner knowledge that they are connected, and at best their lives connect serendipitously at various points. At level two mates often meet to help each other see the importance of connection and spirit above material concerns. They can develop into true friends and grow closer during a given round of play, helping each other advance. Advanced players can have stunningly powerful relationships and generally have an easier time recognizing mates.
Empaths can literally feel the energy of a mate. The connection they share from past games and even in the real world is strong; they feel hit by a force beyond anything they’ve ever experienced, drawn magnetically to their mate. Most others intuitively feel a powerful attraction. Mates usually come together in three forms:
True Friends/Siblings: Mates often come together as friends who have a special bond and who can share with each other everything, helping them through Quantum Life’s challenges. True friends can be closer than most spouses, even if each has a loving relationship. There is something mystical about their friendship that both recognize. At times two siblings are also mates, and share an intensity in the family experience.
Chance encounters: Sometimes mates are not together for a long portion of their lives. Their particular game paths may have them going different directions in a given round of play. But they can manage to appear at a time when needed – to save a life, to help each other make a good decision, or to alter the course of an individual destiny in a given round of play. The encounter may be brief, but powerful.
Soul mates: Sometimes the mate is a spouse or life-partner, and the two build a life together and experience the joy of unity at a profound level. This is rare, but represents the closest experience in the Quantum Life world to the joy experienced through the unity of the real world. Soul mates tend to balance and compliment each other, teaching and learning together. However, to truly experience the bliss of unity, they have to avoid the temptation to build walls and be seduced by the culture around them. This means they may met later in life after working through a variety of challenges.
If they choose to be open and honest, sharing completely without fear, they’ll find themselves in a love profoundly deep and mystical. They will sense of taste a the true reality where all is united, and bring a bit of that into the Quantum Life world. It will reflect itself in their lives at every level – physically, intellectually, emotionally and with their families. Soul mates find their lives riddled with synchronicities they draw to themselves. Sex becomes more than a material, physical act, but a physical expression of a love transcending the Quantum Life world.
Choosing the path of total honesty and acceptance is harder than finding each other. Each has to risk bearing their soul and rejecting the protective walls and barriers that most individuals playing Quantum Life feel necessary to build. The risk is worth it; soul mates experience a level of pure joy that very few approach while in the game. It is a taste of the real world. If this path is chosen, both implicitly recognize that their true home is not the Quantum Life world.
What draws mates of any sort to each other is a deep connection at a core level; they are close to each other in the real world, just as they are in the Quantum Life world.
Honesty and Acceptance: Mates only develop a powerful bond and experience true joy if they are able to be completely open with each other. They must be honest about their own thoughts, experiences and emotions, and must accept unconditionally the validity of the others’ experiences, thoughts and emotions. They share secrets rather than keep them. They do not hide part of themselves out of fear of what the other might think. They do not judge the other, but understand.
That signifies the true meaning of Love. Love is a misunderstood term in Quantum Life, often connected with emotions of fear – jealousy, envy, pride or false desire. Mates love because they accept each other as they are, and do not hide who they are. Without such honesty true love is impossible. Mates – true friends or soul mates – can help each other awaken a powerful love inside the Quantum Life world that can ripple through the entire game, impacting every life they touch. It is the personal expression within the game of the love that defines existence in the real world.
OK, enough transcribing for today. Here are links to past entries in the quantum life series:
Quantum Life – August 3, 2010
How to Play Quantum Life – August 4, 2010
Why Play Quantum Life – August 5, 2010
The Soul in Quantum Life – August 20, 2010
Getting Started with Quantum Life – October 1, 2010
Quantum Life: Birth and Pre-Birth – November 22, 2010
Quantum Life: Childhood – July 20, 2012
Quantum Life: Obstacles – July 29, 2012
Quantum Life: Empaths and Extensions – August 8, 2012
Evil in Quantum Life – October 8, 2012
(Note, this is part 10 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 the book calls a “Quantum Life language,” unable to capture all thecomplexities of the world as it really is. I’m not sure where this book came from). Picking up where I left off, the next section in this ‘guidebook’ is “Evil”
Perhaps the most difficult to understand aspect of the Quantum Life world is the existence of evil. Evil is defined as volitional cruelty to others, either for personal gain or out of a desire to see others suffer. Since there is a fundamental unity to all existence any act against another is an act against oneself. The consequences of such action are immediate and clear, and thus absurd in the real world. Evil does not exist.
Yet in the Quantum Life world there is separation between action and consequence. As explained earlier, part of creating the experience of separateness and individuality requires breaking conscious knowledge of the inherent unity of all existence. This requires disguising cause and effect; one sees cause and effect in material terms in the Quantum Life world without understanding the deeper impact of action. Evil can appear rational and effective.
Yet to reap the benefits of Quantum Life – choice, the experience of individualism, sensation, and volitional partnership with others, evil is a necessary attribute of the game.
The Law of Karma
Ultimately even in Quantum Life one has to experience the consequence of any choice made. However, to maintain the illusion of separation, the consequences are often felt much later, often in a different round of play (or lifetime). “Later” here refers to the flow of the game. Since players can choose to return to the game at an earlier time the consequence may appear earlier than the action in a Quantum Life frame of reference.
For instance, in the game many people come to believe that material possessions yield happiness. To get those, they may take something from someone else (stealing). Ultimately something will be taken from them, and the person who was stolen from will gain. The balance or justice of karma remains hidden because the mechanism appears arbitrary. Due to the illusion of separation it may appear that A has taken something from B, but later has something taken due to something else, perhaps a natural disaster. The events appear unrelated.
For that reason, karma is not self-evident and people can choose a path of cruelty and evil.
Why Choose Evil?
Players do not come into the game predisposed towards evil. Due to the unity of all, players are inherently drawn too each other as social creatures. That is what allows for the joy and learning that players experience in the game. Fear leads players off track.
Earlier in the guide fear was defined: “Fear is unique to Quantum Life. It is a state of utter uncertainty about existence, ones’ own value, what will happen next, and what could happen. In Quantum Life it is easy to imagine numerous experiences that would be painful, and fear acting lest they become ones’ reality. Lacking the core inner knowledge we all have about the nature of reality, Quantum Life strips the soul bare, leaving it uncertain and afraid. Only through experience does one learn at every level to overcome fear.”
A possible consequence of fear is evil. People attempt to overcome a perceived emptiness by achieving material excess, controlling others, or even doing purposeful harm to others. Fear can manifest itself as evil on the individual level or through group actions. In the game, evil appears to be a force in and of itself, powerful and perhaps stronger than “good.” Good is defined as acting in accord with our inherent unity, even if that unity is hidden by the structure of the Quantum Life game.
In the game, karma acts to work through the consequences of all action, good or evil, in a way that allows people to learn to recognize the inherent unity despite the game’s illusion of separateness. As such, it’s a complex web of interactions designed to create opportunities to learn and understand, rather than a retributive force requiring one to pay for ones’ acts. The highest form of learning involves grace and forgiveness.
Forgiveness occurs when an individual accepts that another did harm, but does not require retribution within the game. Grace is when one chooses to make retribution to another for an act committed by someone else. Learning the power of grace and forgiveness comes from overcoming fear. Grace and forgiveness also soften the karmic “debt.” Given the inherent unity of all, showing grace and forgiveness to others also extends it to the self. Although not self-evident within the game, players learn over time that grace and forgiveness are the most powerful and beneficial actions possible within the game.
(OK, enough transcribing from this strange ‘guidebook’ or ‘manual’ I found for today.)
(Note, this is part 9 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 the book calls a “Quantum Life language,” unable to capture all thecomplexities of the world as it really is. I’m not sure where this book came from). Picking up where I left off, the next section in this ‘guidebook’ is “Empaths and Extensions.”
EMPATHS and EXTENSIONS
One of the more difficult aspects of playing Quantum Life is the nature of existence in Quantum Life as a single, discrete entity with connections to others blocked (at least to the conscious mind).
In true reality there are no such distinct barriers, real world entities reach out, touch, feel, and integrate a wide variety of experiences into the “self.” That lack of a discrete self and meshing of identities, experiences and emotion is what gives real existence its fundamental joy and contentment. It is why we lack the drama, horror and ecstasy of the Quantum Life experience.
The game would be unbearable if the self was truly discrete and disconnected. Despite the blocking of both memory and psychic connections, the game requires ways of allowing players to still maintain aspects of their true selves outside the discrete Quantum Life identity they don for the game. Most do this through extensions, but some play the game as empaths.
Some players choose a life where the connections are more “open” than usual. These people are called empaths. In a sense they experience game reality a bit more like true reality, though in a manner that can be overwhelming. Anyone choosing such a life should be an experienced, advanced player. In the Quantum Life world it isn’t expected that people connect with others, and as such empaths may appear to be weak, overly emotional, hyper-sensitive or lost in their imagination. They are prone to escapism both because such connections can overload the Quantum Life self, and because empathic connections decrease the need for Quantum Life style “social” connections.
Such players must learn to trust their enhanced connections which inevitably work against the materialist conventional wisdom shared by most players. When they trust their experiences as legitimate and true, they find a disconnect between themselves and the reality of less connected players. They see the world and its inner truths more clearly, almost as if they are awake and others are in a kind of hypnotic state.
People choose such a life for a variety of reasons. Very advanced players want to take the lessons learned from the separation and uncertainty of playing Quantum Life back into true reality. Such lifetimes are efforts to learn how to hold on to a concept of self while re-connecting with greater reality.
Others choose such a life in order to either help other players or play a larger cultural role in bringing about and understanding major social changes. Such an existence can be quiet, with an individual using empathy to guide other players through difficult life lessons as a kind of teacher who not only understands but in a real way lives the experience with those being helped. Others might become known as great teachers. Most religions are built on the experiences and teachings of empaths, though often these are mangled and altered in the course of time. Empaths have at times been called teachers, speakers, healers, gurus, or holy men/women.
Most players don’t have the capacity to choose such a life and thus need to redirect their inherent need not to be completely alone/cut off. In Quantum Life they do so by having a variety of other experiences that symbolically reflect their life choices. Every individual player has aspects of themselves living as animals, plants, soil, rocks and other “material” aspects of the game environment. Almost every player has trillions of simple extensions, including entities such as bacteria, viruses, etc. The cells that make up their game body are such extensions. The entire game environment is comprised of extensions.
Extensions are literally what keeps players sane — able to play the game without losing the capacity for rational thought. It creates a comfortable web of knowledge and a sense of connection to the wider world which exhibits itself as such things as an instinct to survive, a belief in the importance of the world in which they find themselves, and as a force for psychological stability. Nature reflects the thoughts and actions of players at a fundamental level — players are linked with their environment completely.
Such extensions are also the way that entities outside the game can communicate and interact with players in the game. They exist only as small particles or very simple creatures (though often trillions of them at once) to integrate some of their real world insight into the fabric of the Quantum Life game, thus available to players. The players don’t know they are receiving these messages, which show themselves through symbols or synchronicity — what players often dismiss as luck and coincidence.
All players have at their finger tips a vast reservoir of insight and strength available to them. They need to look inside and trust connections they feel, but can’t understand. They can find power working with nature, recognizing it as a reflection of/extension of themselves. Without extensions, players would be overwhelmed by the game. Without extensions intruding from those still outside the game, players would lose themselves in the game more often and veer ever farther from their purpose.
(OK, that’s enough transcribing of this strange book for today)
(Note, this is part 8 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 the book calls a “Quantum Life language,” unable to capture all thecomplexities of the world as it really is. I’m not sure where this book came from). If this reads very strange to those following my blog, click the link above and look at the basic premise of this series and earlier entries. Picking up where I left off, the next section is “Purpose and Meaning”:
PURPOSE AND MEANING
After childhood the player enters what is known in quantum life reality as adulthood. However, that is simply a term that reflects the physical development of the player in the quantum life world. In reality childhood is designed to prepare the player for challenges to be faced throughout the rest of any round of play (life). The most important component is purpose. Every quantum life player has a purpose. Many fulfill their purpose in childhood and their round ends. Most experienced players, however, have a variety of challenges beyond childhood.
Purpose is a hard term to define using a quantum life language like English. In essence it is the core reason for this round of play — a goal, a particular challenge or lesson the player wants to internalize so that it is carried over to future rounds of play. It gets associated with meaning in that a player is more attuned to their purpose when they experience life as meaningful. The two are linked in a very powerful way. Ideally the quest for meaning in life (or the sense of engaging in something meaningful) should keep people focused on their purpose.
That formula — using the measure of meaningfulness in life to tell if one is fulfilling ones’ purpose — sounds easy, and care is taken between rounds of play to try to make meaning as clear as possible. However, within the game itself there are a myriad of factors that either hide meaning for create a false sense of meaning, often completely misleading the player.
Two main obstacles emerge that can prevent a player from recognizing his or her true purpose. Inexperienced players often succumb to these obstacles despite care being taken between rounds to prepare them. The obstacles are culture and fear.
Culture refers to the set of meanings dominant in a round of play. (Note: here meaning simply refers to a shared understanding about a concept or idea – in quantum life languages words confusingly have multiple meanings!) Each player is “born into” a cultural world with customs, traditions and shared understandings that they are socialized to accept. These “cultures” vary vastly over time and place, and reflect the choices made by players. As such, culture is a product of the game which often has little connection with true reality.
One challenge for players is to become critical of how culture might prevent them from achieving their life purpose. Cultures can define groups of players as inferior, certain practices as morally right or wrong, and certain goals as acceptable and unacceptable. In some cases a player’s purpose requires opposition to the existing culture. That is a challenge often embraced by advanced players.
It’s hard to overstate the ease in which players can lose sight of their purpose and fall into the trap of being hypnotized by the culture world in which they find themselves. They may realize that “something is wrong” inside, or that their life is unfulfilling and lacks meaning, but their response can be to more tightly embrace the culture, hoping that conformity to the norms of the game will bring satisfaction. While numerous lessons and experiences can still be gleaned from such rounds of play, the true purpose of that round becomes hidden and the round is ultimately unsuccessful.
Another obstacle, one that often is connected to culture, is fear. As noted earliler in this guidebook, the core cause of fear is uncertainty. Players enter this world from a world where the connection of all with all is understood and embraced. Pure certainty of meaning is a key aspect of existence in the real world (again, these concepts are hard to convey in a quantum life language). In the game there is a sense of being alone and uncertain.
As an obstacle to be overcome, fear is first dealt with by living as an instinctive creature (an animal) or a human player in physical danger. Fear becomes a response to threats to survival in the world, and as such players learn to see it as a positive force, giving them strength and awareness when necessary. However, it takes practice to take that lesson and use it when fear is a response to uncertainty in the game, especially when a player doubts his or her own worth and meaning.
Rather than using fear as a source of strength players might submit more fully to the culture in which they find themselves. Cultural beliefs often seem to comfort uncertainty by positing a person as superior to other players (e.g., a superior gender, race, ethnic group or class). This can create an illusion of security but the disconnect between the player and his or her purpose generates deep discontent and dissatisfaction.
The result is a destructive downward spiral as players try ever harder to prove their own worth and value in the game-world, and increasingly find it unfulfilling as it is ever farther from their true purpose. Such actions can reinforce cultural norms that create obstacles for other players. This makes for some of the most difficult life lessons and experiences – a player may believe he or she is totally prepared for a meaningful round of play and then emerge having “wasted” a life on material pursuits or efforts to gain power over others.
These obstacles, however, are essential to the game. Overcoming fear and culture requires self-mastery. A player must be confident enough to reject conformity as a moral good, with no need to prove self-worth through comparison to or dominance over others. That is why the game is so popular — players learn to develop the certainty inherent in real world existence even without the ubiquitous real world connections. It is, however, a much more difficult task than most people realize.
(All for today – I’ll continue to transcribe this guidebook in future blog posts!)
(Note, this is part 7 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 the book calls a “Quantum Life language,” unable to capture all thecomplexities of the world as it really is. I’m not sure where this book came from). If this reads very strange to those following my blog, click the link above and look at the basic premise of this series and earlier entries. Picking up where I left off, the next section is “Childhood”:
In a nutshell, the goal of childhood in the game Quantum Life is to create an identity in this round of play (lifetime) that reflects the player’s personality and experience, and engages the chosen environment (era, culture, etc.) effectively. A successful childhood yields a player who, while not understanding he or she is in a game, recognizes that through choice he or she is fundamentally in control of the life experience. Moreover a successful childhood yields a player who intuitively understands and can use the myriad of connections and shared experiences to learn and grow.
Childhood is the most pure experience of the game, with stronger connections to past experiences than any other time. This makes it an exuberant part of life, or one in which great resiliency and surprising strength can be shown. Nonetheless many players spend multiple “lives” simply trying to get through childhood successfully before attempting adulthood. Others choose obstacles in particular lives (illness, injury, a different perspective on reality often seen as mental illness within the game) to work on particular challenges. Relatively new players to the game often choose to leave at or near the end of childhood. By age 17 almost all “psychic” connections are fully subconscious and operate invisibly.
As with any “life,” different experiences are chosen for diverse reasons. Almost always the parent-child dynamic is important. At the age of 3 or 4 the child first leaves the protection of extremely close contact with and understanding of true reality. Sometimes this corresponds to a point of trauma. Many people want to experience a particular kind of lesson in life, and trauma at that point can be life shaping – it sets up a more rigid set of probabilities, conditions a player is less likely to veer away from. Those who experience trauma of some sort at an early age will find that experience (losing a parent or sibling, having a life changing injury, etc.) a part of their entire life and identity. Traumas throughout childhood play a similar role; their influence is strongest at age 3 or 4 when the child emerges from its deeper connection with true reality.
Even without major trauma, a key role of childhood is identity construction. Since each game or “life” requires the player to don a new personality, childhood is when the ground work for doing this happens:
1. Relation to others. Early on children are completely dependent on others for material survival. Between birth and age 5 the relationship to the parents determines the ease players will have in trusting and opening themselves to others. Players have considerable control over this, as these ages are the easiest to plan with the game counselor. For various reasons some players might want to overcome the challenge of having a lack of trust for others, or perhaps help their parents learn lessons about the consequences of their actions.
For example, two players between games may decide that one has a real problem with patience and empathy. Another player may choose to enter the game as a child with a major handicap in order to try to force the problem player to work on those traits.
2. Confidence. Confidence in life is an important goal of the game, but it has to be learned. Early in childhood this involves asserting ones’ will, defying authority, and even “temper tantrums.” This can be countered by ideas of shame and outside control by parents or an existing culture. Depending on goals and challenges to be faced, players may want to have low confidence as an obstacle to be overcome. Other times poor choices by parents limit the confidence and increase the shame in a player. Many players play multiple rounds (lives) primarily to practice developing or fostering confidence in the roles of parent or child.
3. Action. After age 11 players also learn how to take action in the world and achieve results. Toys and games are particularly important, as are relationships with others. Players model out actions and possibilities, preparing themselves for the choices adulthood will require. This is integrated with the goal of confidence building: low confidence action can inspire guilt, high confidence connects action with initiative.
4. Understanding. Throughout childhood players are acquiring knowledge about their new environment at a tremendous pace and learning how the world — the quantum life game reality — works. Learning in the game is a communal endeavor, not something the player achieves completely on his or her own. This understanding of the world takes place on many levels — causal understanding of how things happen in a “material” world, as well as determining what kinds of things have value for the players.
5. Taking Control. As players near adulthood the primary goal is to take control of ones’ life and take responsibility for the choices made and their consequences. Players should be comfortable with the identity they have constructed for themselves at this point. For many players, especially new ones, this is a daunting task which must be attempted multiple times before success. Even seasoned players may fail, making adulthood very difficult.
The two goals of childhood seem straight forward: a) accept and be happy with the identity they have constructed, and b) to take control and accept responsibility for ones’ life choices and path. Yet numerous obstacles stand in the way, despite the closer connections with reality. This is a necessary consequence of “forgetting” past rounds of the game. Moreover, for all the difficulties and opportunities that “adult” players endure, childhood remains the most important and difficult (if also joyful) stages of the game.
Finally, the tasks listed above accumulate over rounds of play. A player who has mastered the notion of control and identity acceptance will have an easier time doing so in future rounds. These differences appear in the quantum life game as differences in personality or temperament. Extremely advanced players often choose to experience childhood in difficult ways in order to help less advanced players who may be their parents or otherwise connected with their life.
(OK, enough transcribing for today! I’ll post more from this intriguing ‘handbook’ latter on!)
(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).