superject/Process and Reality.org
2021-01-29 01:14:25 +01:00

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primordial nature

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.

  • A game can be shaped by chance, deliberation or a combination of both
  • There can be one or more players (players can play alone or in groups)
  • The players should agree on the scope & duration of a game
  • The cards can be fixed, or malleable during the game
  • There are three categories of cards (O, Q & L )
  • There may be a malleable category of cards if required (i.e. “Blank Cards”)
  • There are specific (immutable?) relations between cards (e.g. O & Q)
  • There are distinct cycles of the game (establishing, proposing, realising…)
  • The game can progress (accrete?) by either general deliberation, cycles, or a combination
  • The game may have effects beyond the cards, player and rules…

space

  • a game needs one or more decks of Superject cards
  • play occurs in the environment (a clear area to play the cards)
  • cards not in the environment are part of the penumbra (area around the play)
  • there is a wider realm which contains the game but is not the game.

a continuum of overlapping events

process (L0) in outline

  • decide on starting conditions, scope & duration of the game
  • play the starting cycle (establishment)
  • play a cycle (continuation)
  • “realise the proposition“ (optional?)
  • conclude the game, or continue with another cycle

decide on starting conditions, scope & duration (L1)

  • decide on how to begin the game. options: chance or deliberate
  • decide how many cycles that the game can take. options: a fixed number, fixed time(?) or endless
  • decide if there are any specific relationships between the cards & things in the wider realm (advanced option?)
  • (anything to decide about the wider realm?)

play starting cycle (option: chance)

  • divide deck in to O, Q & L piles
  • shuffle & place each pile face down
  • each player takes a card from the O & Q piles in turn
  • put cards face-up in the environment as pair(s)
  • repeat as required (maybe?)
  • (organise by proximity i.e closer or further form centre)
  • take as many L cards as required

play starting cycle (option: deliberation )

  • divide deck in to O, Q & L piles. place cards face up.
  • discuss which cards could be most relevant/interesting/generative/etc
  • each player takes an O and Q card and places the pair in the environment
  • repeat as required
  • (organise by proximity? i.e closer or further form centre)
  • repeat the process for the L cards

play starting cycle (option: combined?)

  • start as (option: chance) but take several cards from each pile
  • each player decides from their own hand as to which pairs to place

OR

  • each player is dealt an occasion card and can pick a qualifier to describe the current situation.
  • etc
  • (choose the verbs)

select the verbs (option: chance)

  • shuffle the L cards. face down.
  • take one card from the deck at the beginning of each cycle

OR

  • take cards from the deck, one for each cycle you have decided to play
    • place card(s) to the left (?) of the environment face up.

select the verbs (option: deliberation)

  • decide which L cards should be played, based on deliberation as described above.
  • there should be as many cards as the number of cycles that has been agreed upon.
  • place card(s) to the left (?) of the environment face up.

continuation cycle (options)

NOTE: a cycle is made of a number of rounds. cycle ends when a proposition is realised. NOTE: a round consists of each player playing in turn (counterclockwise?) around a circle.

  • cycles can be played open or closed
  • in an open game, all cards are available and placed face up around the environment (aka in the penumbra)
  • in a closed or chance game the O, Q cards are divided into separate decks that are face-down.
    • players can be dealt a hand of potential pairs (which should be more than the number of cycles) or take cards one-at-a-time

begin the continuation cycle

  • 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.

verbing (options)

during the continuation cycle, a verb can be played on a P (proposition, pair or pile…)

  • the possibility of playing a V card can rotate to each player with each round

OR

  • the V card can be introduced by any player at any time
    • when a V card is played is it attached to a P, and provides a lure to enact the proposition.
    • the player that has played the V card describes how the P can be actualised in the wider realm
    • other players can agree, or not (and remain unlured )

realising the proposition

  • (immantize the eschaton in the wider realm as agreed…)
  • at this point the game can conclude, or continue
  • if there is another cycle of the game, then group the realised cards with the verb (in a pile?)
  • (maybe: The propositions that were not actualised in the cycle are moved to the penumbra)
  • each player plays a Q card on the realised P (and discuss if required…) NOTE: eqiv. to round 1 of cycle
  • begin the next round of the continuation cycle

occasions of experience

to be continued…

diagrams

general flow

a more detailed flow

several possible flows

a glossary (The Fallacy of Misplaced Concreteness)

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 subetha notes)

(needing elaboration as of 2021-01-26)

  • Superject

  • Initial aim

  • Occasion

  • Qualia / Eternal object

  • Lure

  • Locus

  • Penumbra

  • Wider realm (or 'actual world(s)' or something else)

  • Propositions

  • Conformal propositions

  • Non-conformal propositions

  • Entertaining propositions

  • Realizing / Satisfying propositions

  • Prehension / Negative prehension

  • Feeling

  • Propositional feelings

  • Unity of feeling

  • Intensity

  • Life-cycle of occasions

  • Concrescence / Concrescent phases

  • Togetherness in experience

  • Life/vitality

  • Decay, Perpetual perishing

  • Creativity

  • God / Evocateur of intensity

The cards

  • There are 3 (or 4) types of cards; Occasions, Qualifiers, Lures (and vitality)
  • Occasions (and "Actual occasions" or “Occasion of experience”)
  • (Qualifiers) → 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 → become a satisfied occasion that becomes data for another world to concrese (concresence as a process, of infinite prehensions.conclusion)

and maybe

  • Propositional Feelings
  • Concrescence and Time
  • Societies and Empty Space
  • Perpetual Perishing
  • Initial Aim
  • Intensity
  • Durations
  • Superject
  • Unity of Feeling

a certain extreme finality