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forteanajones
08-16-2003, 02:45 PM
I just came across a reference to an old friend of mine whom I have not seen in a while, from a book called Cyberia. Thought the concepts of designer reality, ontological relativism and edge games might fit right in here.

Cyberia book: http://www.rushkoff.com/cyberia/
this excerpt: http://www.rushkoff.com/cyberia/part4text.html

Playing Roles

Ron Post, aka Nick Walker, is a gamemaster and aikido instructor from suburban New Jersey. In his world, fantasy and reality are in constant flux. Having fully accepted ontological relativism as a principle of existence, Ron and his posse of "gamers" live the way they play, and play as a way of life. It's not that life is just a game, but that gaming is as good a model as any for developing the skills necessary to journey successfully through the experience of reality. It is a constant reminder that the rules are not fixed and that those who recognize this fact have the best time. Ron, his "adopted" brother Russel (they named themselves after the comic-book characters Ron and Russel Post), and about a dozen other twenty-something-year-olds gather each week at Ron's house to play fantasy role-playing games. Like the psychedelic trips of the most dedicated shamanic warriors, these games are not mere entertainment. They are advanced training exercises for cyberian warriors.

Fantasy role playing games, unlike traditional board games, are unstructured and nonlinear. There is no clear path to follow. Instead, the game works like an acting exercise, where the players improvise the story as they go along. There is no way to "win" because the only object is to create, with the other players, the best story possible. Still, players must keep their characters alive, and having fun often means getting into trouble and then trying to get out again.

Ron's game is based in GURPS, the Generic Universal Role Playing System, by Steve Jackson; it is a basic set of numerical and dice-roll rules governing the play of fantasy games. In addition, Jackson has provided "modules," which are specific guidelines for gaming in different worlds. These modules specify realistic rules for play in worlds dominated by magic, combat, high-tech, even cyberpunk--a module that depicts the future of computer hacking so convincingly that the U.S. Secret Service seized it from Jackson's office believing it was a dangerous, subversive document.

I meet Ron and Russel at Ron's house, which is next to the train overpass in South New Brunswick. It's the kind of day where everyone blames the sweltering heat on the greenhouse effect--too many weather records are being broken for too many days straight. The gamers sit on the front steps of Ron's house with their shirts off, except for the two girls. The group defies the stereotypically nerdy image of role players--this is an attractive bunch; they don't need gaming just to have a group of friends. Ron smiles and shakes my hand. His build is slight but well defined, which I imagine is due to hours of aikido practice. His hard-edged, pointy face and almost sinister voice counterbalance his quirky friendliness. He laughs at the cookies and wine I've brought as an offering of sorts, recognizing the gesture as one of unnecessary respect. He hands off the gifts to one of the other gamers, and as several begin to devour the food (these are not wealthy kids), Ron takes me upstairs to his room.

On his drafting table are the map and documents for Amarantis, the game Ron spent about a year designing for his group to play. It's a world with a story as complex as any novel or trilogy--but one that will be experienced by only about a dozen kids. Amarantis is a continent that floats interdimensionally--that is, the land mass at its eastern coast changes over time. It could be one civilization one year and a completely different one the next. The western coast of the continent is called the "edge." It's a sharp drop into no one knows what--not even Ron, the creator of this world. He'll decide what's there if anyone ventures out over it. The "tech level" of this world is relatively low--crossbows are about as advanced as the weaponry gets, but there is magic. The power and accuracy of magic on Amarantis fluctuate with what Ron calls the "weather," which refers not to atmospheric conditions but to the magical climate. The world is of particular interest to the IDC (the InterDimensional Council, which regulates such things), whose members recognize it as a nexus point for interdimensional mischief. Amarantis also has metaphorical influence over the rest of the fictional universe and even on other fantasy game worlds. What happens here--in a fractal way--is rippled out through the rest of that universe's time and space. If the IDC can maintain decorum here, they can maintain it throughout the cosmos.

Ron wants me to play along today, so we must invent a character. I am to enter Amarantis as an IDC cadet, who has escaped the academy via its interdimensional transport system. But first we must create my character's profile. My strengths and weaknesses are determined by a point system out of the GURPS manual. Each character has the same number of total points, but they are distributed differently. The more points a character has dedicated to agility, for example, the more tasks he can perform which require this asset.

During play, rolls of the dice are matched against skills levels to determine whether a character wins a fight, picks a lock, or learns to fly. If a character has spent too many points on wit and not enough on brute strength, he better not get cornered by a monster. GURPS has come up with numerical values for almost every skill imaginable, from quarterstaff combat to spaceship repair. Players may also acquire disabilities--like a missing arm or an uncontrollable lust for sex--which gives them points to use elsewhere. As in Neuromancer, characters must behave according to their profiles. Ron rewards players who, while maintaining their weaknesses, still manage to play skillfully.

For all the mathematics of character creation, the playing of the game itself is quite relaxed and chaotic. When Ron and I emerge from his bedroom we find today's players sitting in the living room, shirts still off, ready for action. Ron sets up a table for himself in the corner with his map, a notebook of information, and a box of index cards for every character in Amarantis.

What's going on here, essentially, is the creation of a fantasy story, where game rules and character points dictate the progression of the plot. A player thinks up an idea and is allowed to run with it as far as he can go until a conflict arises. Each character has an agenda of a sort, but these agendas do not get satisfied to the point where the game can end. For example, an agenda might be to extend the power of a large corporation, to destabilize the government of a city, or, as in my character's case, to spread goodwill throughout the universe.

Ron declares my arrival: "Suddenly, in a blaze of light, a large metal obelisk crashes through the floor of the stage. Smoke and sparks fly everywhere. The obelisk opens to reveal ..." And there I am. After I excuse away my arrival as a space-surfing accident--which no one believes--Russel, who plays a corporate businessman, invites everyone over to the Bacchic temple, a religious organization and megacorporation, to join the revelry already in progress. When we go there, Russel proceeds to seduce the young dancer (whose show I interrupted) with the promise of career advancement. As he takes her to his bedroom, I wander around the castlelike church. I hope to steal Russel's prize possession: a flying dragon.

Rolls of the dice decide my fate. The other players, especially Russel, watch on in horror, powerless: his character is in bed with the dancer and can't hear or see me even though the real Russel can. Other players worry for me--they know things about Russel's immense powers that I don't. But my character has a weakness for taking risks, and, disappointed by the lack of enthusiasm for my message of peace and harmony, I feel my only choice is to head straight for the edge and thus either certain doom or certain awakening. I find the dragon in an open courtyard. If I can get it to fly I'll have an easy getaway, but the creature is unbridled. I use my skill of resourcefulness--"scrounging," as it's called in the game--to find a rope to fashion into a bridle. I roll the three dice--two 2's and a 1. The other players moan. I'm a lucky roller, and the dice indicate that I easily find the rope. But the hard part is flying the creature. My dexterity is the skill that Ron pits against the dice. He calls this task a "D minus 8"--very hard. I need to roll a 10 or lower to succeed. I roll a 9. Amazing. Players cheer as gamemaster Ron describes the wiburn taking off into the night. I use the stars to navigate west, toward the edge. Russel stares at me from across the room and chills go up my spine. He reaches for the GURPS Magic Module to find a spell to get his dragon back ... and to destroy me. He plans on using corporate/church money to hire a powerful professional wizard.

"Is the Wizard's Hall open this late?" he asks Ron.

I look at Ron, who smiles knowingly at me. He had advised me to take "magic-protection" as a strength, and I reluctantly had done so. Thanks to Ron's insistence in adding this feature to my character, none of Russel's spells will work on me. I'm on my way to the edge.

FRP's (fantasy role-playing games) are surprisingly engrossing. They share the hypertext, any-door-can-open feeling of the computer net. And, like on a computer bulletin board, FRP's do not require that participants play in the same room or even the same city. Play is not based in linear time and space. A character's decision might be mailed in, phoned in, enacted live, or decided ahead of time. Also, there is no "object" to the game. There is no finish line, no grand finale, no winner or loser. The only object would be, through the illusion of conflict, for players to create the most fascinating story they can, and keep it going for as long as possible. As with cyberian music and fiction, role-playing games are based on the texture and quality of the playing experience. They are the ultimate designer realities, and, like VR, the shamanic visionquest, or a hacking run, the adventurer moves from point to point in a path as nonlinear as consciousness itself. The priorities of FRPs reflect the liberation of gamers from the mechanistic boundaries imposed on them by a society obsessed with taking sides, winning, finishing, and evaluating.

Edge Games

These kids are not society's unwitting dropouts. Indeed, they are extremely bright people. Ron and Russel met at a school for gifted yet underachieving high-schoolers in the Princeton area. They were smarter than their teachers, and knew it, which made them pretty uncontrollable and unprogrammable. Their brilliance was both their weakness and their strength. Because the subjects in school bored them, they turned to fantasy games that gave their minds the intellectual experience for which they thirsted. Of course, their elders never understood.

"Parental reaction is negative towards anything that teaches kids to think in original or creative ways," Russel reflects. "Playing the games is an exercise in looking at different realities--not being stuck in a single reality. It gives you courage to see how you're following many rules blindly in real reality."

Russel explains his childhood to me as we share a shoplifted cigarette beneath the train overpass. He has learned that the rules of this world are not fixed, and both he and Ron live according to the principles of uncertainty and change. Like the heroes in a cyberpunk novel, they are social hackers who live between the lines of the system and challenge anything that seems fixed. When Russel is hungry and has no money, he steals food from the supermarket ... but he doesn't believe he'll get caught. Geniuses take precautions that regular shoplifters don't, I'm told, and survival to them becomes yet another "edge game."

What is the edge? "The edge is the imaginary or imposed limit beyond which you're not supposed to go, says Russel. Where you'll get yourself really hurt. Pushing or testing the boundaries. Usually we find out the boundaries aren't really there. It's matter of putting yourself through the test of your own fear."

Ron and Russel's comfortable suburban upbringing offered them few opportunities to test their tolerance for fear. The boys were forced to create their own edge in the form of behavioral games, so that they could experience darker, scarier realities. These edge games ranged from stealing things from school and playing elaborate hoaxes on teachers to assuming new identities and living in these invented roles for weeks at a time. Once, after taking LSD, Ron, Russel, and their friend Alan went to the mall to play an edge game they called "space pirates." Ron and Russel played interdimensional travelers, and Alan, who was temporarily estranged from them for social reasons, played a CIA-like spy trying to catch them. By the end of the acid trip and the game, Alan was crying hysterically in his mother's kitchen, and the Post brothers had to decide "whether we were going to help Alan get himself back together from this and rebuild things, or let him crumble into the kitchen floor and become permanently alienated."

Unlike the western border of the continent of Amarantis, to Russel and Ron the edge is no fantasy. Even Sarah Drew's abortion on acid could be called an edge game. The consequences of playing too close can be extremely real and painful. Ron spends as much time as possible on the edge, but he takes the risks seriously. "If you fuck up on the edge, you die. Edge games involve real risk. Physical or even legal risk. Try this: Take a subway or a city street, walk around, and make eye contact with everyone you meet, and stare them down. See how far you can take it. You'll come up to someone who won't look away."

Part of the training is to incorporate these lessons into daily life. All of life is seen as a fantasy role-playing game in which the stakes are physically real but the lessons go beyond physical reality. Unlike the characters of a cyberpunk book, human beings are not limited to their original programming. Instead, born gamers, humans have the ability to adopt new skills, attitudes, and agendas. They just need to be aware of the rules of designer reality in order to do so. Fantasy role-playing and playing edge games in real life are ways of developing a flexible character profile that can adapt to many kinds of situations. As Ron explains: "The object in role-playing games is playing with characters whose traits you might want to bring into your own life. You can pick up their most useful traits, and discard their unuseful ones from yourself." One consciously chooses his own character traits in order to become a designer being.

Ron slowly slips into the Zen-master tone he probably uses with his students at the dojo. As the gamemaster, too, he serves as a psychologist and spiritual teacher, rewarding and punishing players' behaviors, creating situations that challenge their particular weaknesses, and counseling them on life strategies. Like a guided visualization or the ultimate group therapy, a gaming session is psychodramatic. Moreover, adopting this as a life strategy leads gamers to very cyberian conclusions about human existence.

"I regard any behavior we indulge in as a game," Ron says, waxing Jungian. "The soul is beyond not only three-dimensional space but beyond the illusion of linear time. Any method we use to move through three- or four-dimensional space is a game. It doesn't matter how seriously we take it, or how serious its consequences are."

Ron's wife of just two weeks looks over at him, a little concerned. He qualifies his flippant take on designer reality: "To play with something is not necessarily to trivialize it. Anything you do in your life is a role-playing game. The soul does not know language--any personality or language we use for thinking is essentially taking on a role."

To Ron, basically everything on the explicate order is a game--arbitrarily arranged and decided. Ron and Russel have adopted the cyberian literary paradigm into real life. Fantasy role-playing served as a bridge between the stories of cyberpunk and the reality of lives in Cyberia. They reject duality wholesale, seeing reality instead as a free-flowing set of interpretations.

Again, though, like surfers, they do not see themselves as working against anything. They do not want to destroy the system of games and role-playing that defines the human experience. They want only to become more fully conscious of the system itself.

Ron admits that they may have an occasional brush with the law, but, "we're not rebels. There's nothing to rebel against. The world is a playground. You just make up what to play today."

These people don't just trip, translate, and download. They live with a cyberian awareness full-time. Unlike earlier thinkers, who enjoyed philosophizing that life is a series of equations (mathematician Alfred North Whitehead's observation that "understanding is the a-perception of patterns as such"), or Terence McKenna, who can experience "visual language" while on DMT, Ron guides his moment-to-moment existence by these principles.

"I'm aware that time is an illusion and that everything happens at once." Ron puts his arm around his young wife, who tries not to take her husband too seriously. "I've got to perceive by making things into a pattern or a language. But I can choose which pattern I'm going to observe."

Role-playing and edge games are yet another way to download the datastream accessed through shamanic journeys and DMT trips. But instead of moving into a completely unfiltered perception of this space and then integrating it piecemeal into normal consciousness, the gamer acknowledges the impossibility of experiencing reality without an interpretive grid, and chooses instead to gain full control over creation of those templates. Once all templates or characters become interchangeable, the gamer can "infer" reality, because he has the ability to see it from any point of view he chooses.

"The whole idea of gaming is to play different patterns and see which ones you like. I like playing the game where I live in a benevolent universe, where everything that happens to me is a lesson to help enlighten me further. I find that a productive game. But there are other games. Paranoia is a really good edge game. Or one can play predator: I live in a benevolent universe and I'm the other team."

That's probably why society has begun to react against designer beings: They don't play by the rules. Cyberian art, literature, game-playing, and even club life are tolerated when they can be interpreted as passing entertainment or fringe behavior. Once the ethos of these fictional worlds trickles down into popular culture and human behavior, the threat of the cyberian imagination becomes real. And society, so far, is unwilling to cope with a reality that can be designed.

[ August 16, 2003, 03:18 PM: Message edited by: forteanajones ]