Instructions: DEEPER

  • The core wave for Game II is a bit narrower than that for Game I. We have also reduced the number of categories from 27 to 9. We would like the categories to serve more as aspects of the core wave to be investigated rather that just classifications for your moves. We have also added the request that your contributions be related to a specific geographic location. We are hoping that this will play a part in how we map the Game as it progresses.

  • Connections are the heart of the Game. Give special care and thought to your connections and your accompanying text.

  • Submissions can be made at any length. Any contribution may be moved to the Inner Game. However, Full Submissions are more likely to end up being moved to the Inner Game.

  • Submissions moved to the Inner Game should not necessarily be considered finished. Inner Game content can be continuously revised to make it resonate better with the core wave and the Game as a whole. Inner Game content may also be removed from the Inner Game. As themes and patterns begin to develop in a Game (as in a piece of music) itmay become necessary to remove ideas (or notes) that no longer flow with the whole.

  • A Game Master selects the criteria, categories, guiding principles, and foundations for a Game.

  • Players are encouraged to post any objection to the behavior of a Game Master.

  • All submissions must be of material that is esteemed as highest quality by the submitting Player.

  • All Players who have submissions in the Game may make changes to or ask for the removal those submissions until that Game is over.

  • Once a game ends, no content can be changed. If, as a player, you want to change something you have created after a game has ended, you may indicate those changes in the comments section for finished games. You may also re-submit any and all content into any future game.

    Guiding Principles

    The Game Master reviews all submissions for resonance with the core wave and the following criteria before moving any submission to the Inner Game.

    • Accessibility
          Information must be relevant and understandable to the general public. Taking arcane, specialized, technical, academic, or elitist approaches to communication and putting them into understandable and entertaining terms is what we call "translation."

    • Balance
          Reactionary ideas and positions are almost always unbalanced. The universe is full of apparent opposites like reason and faith. Elements of a duality are best thought of as parts of a unity. We would do well to balance our inner and outer experience. (Media often creates the illusion that the answers to all of one's needs are to be found outside of yourself. As a media production company we feel an obligation and responsibility to ensure our messages direct our audience back from a highly mediated world toward a balance with one's own primary experience.)

    • Choice
         The information we provide is always presented as one option--as one possible way to go. We don't have all the answers, we have our experience. By providing the best from our experience we may help others to make the best choices for themselves and for society. People make their best choices based on the alternatives they know about.

    • Context
          Context is the sea from which connections are made. Context is of equal importance to content because it is the process that makes sense out of content. The quantity of content must serve the quality of content and its organization.

    • Honesty
          Be honest. Honesty and integrity seem to be lost commodities these days. Being honest shows your respect for your fellow human and allows you to feel good about yourself.

    • Love
          Striving to change the world through opposition creates more opposition. Love truly changes the world.

    • Optimism
          There is a great deal of power that is associated with projecting success. If you really believe you will succeed, you will.

    • Process
          Viewing "things" as objects isolated from process can be disempowering. When fear is a "thing" that has you in its grasp it can be overwhelming. But when fear is experienced as "the process of fear" it becomes possible to interrupt or change that process. (Because media and culture often hide process, we have made a commitment to present and reveal the process behind our Game.)

    • Personalization
          Acknowledging your subjective, personal experience first is critical to the pursuit of objectivity. Core Wave's Glass Bead Game is about people, the personal, and about increasing personalization.

    Game II Foundations

    A Game is also built upon additional themes called Foundations. Foundations deal with concepts like numbers, colors, and music. The Game Master selects a Game's Foundations. The Foundations for Game II:

    Numbers

    • NINE: The first and primary number for Game II is nine. There are nine Categories and nine Guiding Principles. Nine is one of the most universally powerful and magical numbers. Nine is the GM's favorite number.

      The 3X3 magic square appears in the cultures of Islam, Jains of India, Tibetan Buddhism, Celts, African, Shamanic, Norse, and Jewish mysticism. Odin was the ruler of nine worlds and hung for nine days on the Yggdrasil tree. The Greeks honored nine muses. The Egyptians honored a company of nine gods. Nine was the central number of Celtic tradition. Native American, Aztec, and Mayan myth recognized nine cosmic levels (four above, earth in the center, and four below). The Chinese saw the 3X3 magic square as a harmonious blend of the nine archetypal principles of number and a paradigm of cosmic structure and process, mirroring the supreme order of the universe.

    • FOUR: There are four Production categories. Four is used on the Randomizer to represent the four directions, the four elements (fire, air, water, earth), and the four basic aspects of humans (emotion, spirit, intellect, and body).

    • TWO: There is an Inner and an Outer Game. Two is the symbolic number of creation and there are two core waves.

    • THREE: There are three levels to most content. There are nine categories. Nine is the second power of three. Three is considered in many traditions to be a sacred number and it is the symbolic number of restoring unity to duality.

    • THIRTEEN: Nine and four added together make thirteen which, when multiplied by nine make 117. The Symbol is made up of thirteen elements.

    • 117: The Symbol is constructed from the number 117. It's the CoreWave number.

      The Core Wave Web site contains patterns using these numbers in its animation, graphics, randomization and other technical aspects. --m.h.

    Colors

    The primary color for Game II is yellow, the color of the sun, which is the symbol for Game II.
    Secondary colors are green and brown.

    Music

    The fundamental musical pattern for Game II is best exemlified by Peter Gabriels's masterpiece "Passion," the soundtrack for "The Last Temptation of Christ." It draws upon ancient drumbeats, instruments, and melodies from a variety of cultures and brings them to our modern ears.

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