There is urgency in coming to see the world as a web of interrelated processes of which we are integral parts, so that all of our choices and actions have consequences for the world around us.
- r0. each player adds a qualifier to the propositions in the environment (either to one proposition or to connect two propositions) the qualifier should make it more appealing to entertain the propositions in the wider realm.
- rn. each player can add one card to the environment. it can be either O or Q and must ’pair’ with another card in the environment (i.e. O played next to a Q, or a Q played next to an O)
- at some point (further?) a V card can be played (see below)
- if players agree to ’actualise the proposition’ the round is concluded. if not, play another round.
A description of terms which may be particular to Whiteheads cosmology and terms which are used in a specific way in the game. (see also [[https://subetha.fo.am/p/superject][subetha]] notes)
- There are 3 (or 4) types of cards; *Occasions*, Qualifiers, *Lures* (and *vitality*)
- *Occasions* (and "Actual occasions" or “Occasion of experience”)
- (Qualifiers) \rarr Eternalities, Potentialities, Emotions. (name is not yet finalised….)
- *Lures* which create a *lure for feeling* (transmute) emotions, purposes, valuations, adversions, and aversions.
- *Life* or *vitality* (proposed as a separate type of card or as part of occasions/lures/qualifiers. still undecided)
- A *Proposition* is created by combining *Occasions* and *Qualifiers* and provides an essential *incitement to novelty* in the game
Spaces (as gradients, able to change shape and permeate parts of each other as propositions are entertained and satisfied)
- *Locus* (was Environment) in which the cards are played.
- *Penumbra* surrounding the Locus and containing potentials
- *The Wider realm* (?) beyond the cards yet containing the game. sometimes referred to as the *actual world* which the players inhabit
(Concrescent) *Phases* of the game
- A cycle of the game can be composed of one or more rounds in which players take turns to change the *Locus* of the game.
- *Conformal* cycles include the starting cycle which establishes the current situation, and cycle after a proposition has been satisfied in the wider realm
- *Non-conformal* cycles where alternative propositions are entertained along with the creation of novelty.
and also…
The *Life-cycle of occasions*, their genealogy, time stream for the online version (over the whole game or multiple games, tracked and played as animation at the end)
To *actualise a proposition* (an *event*) and *satisfaction* as completion…
*Prehension* and *Negative prehension* (etc)
A *superject* \rarr become a satisfied occasion that becomes data for another world to concrese (concresence as a process, of infinite prehensions.conclusion)