Page 3 of 47

(revised 20120321 by Clinton Callahan)


World of Initiation (WIN)

(revised 20120321 by Clinton)

www.worldofinitiation.com

Note 1: This is a verrrrrrrry rough draft - more holes than swiss cheese. But it does have some info upon which we can base further conversations and develop ideas.

Note 2: The Core Team so far includes:

Jörg Berens

Nicola Nagel

Timo Wuerz

Cornelius Butz

Marion Callahan

Clinton Callahan

Ewa Pilarski

Note 3: The contents of this file become visible and clickable if you turn on your document structure screen. (Ansicht – Dokumentstruktur)

INTRODUCTION

Your new game sounds extremely thrilling and sensationally ingenious. It should be immediately clear to anyone that Initiation is a completely new category of game and has nothing to do with escaping, but instead with changing your real life... Domenica Ott

World of Initiation (WIN) is a Massively Multiplayer Online Personal Development Game (MMOPDG) requiring the use of your passport name and actual age with confirmation.

WIN is not a role-playing gameworld (MMORPG). If you are looking to play a fantasy role, find another game. WIN works with you and your true identity.

In the first five minutes of playing you sense that the game has a different purpose. The characters are smart. The monsters are those living in your skull, heart, and guts, part of your own underworld ecology. You are soon asked dangerous questions, questions with answers that can only come from beyond your thought-prison’s barriers. This means you are going to learn something. Real Life is going to change for you. Do you want to keep playing?

WIN builds the capacity in you to live in and co-create an entirely different cultural context. As each new distinction lands in your four bodies, you will feel things – afraid, happy, challenged, angry. These are signs that the old understandings are resolving themselves into new and perhaps previously unimaginable clarity.

To proceed in the game you will be finding your way into expanded worldviews. The game will be doing everything it can to help you upgrade your thoughtware. The only problem is, no one can do it for you. What makes this game interesting is that no one can stop you from doing it, and as you upgrade your thoughtware the whole world around you changes.

You will be going through personal initiations which include experiences, training, thoughtware upgrades, deep shift processes, and personal development processes. You will learn things that are not taught in mainstream modern culture. You will gain new skills, engage in real world activities, and participate in authentic evolutionary processes that bring your daily life into greater and greater alignment with your original purpose.

As Juan Santos says, “You cannot change what you cannot face.” World of Initiation brings you face to face with your faults and weaknesses as well as your strengths, inherent talents and archetypal potentials. World of Initiation brings adventure and High Level Fun to the path of personal development.

You will be challenged to partner with teachers, mentors, allies, guides and friends as kinetic beings as well as photon beings. You may encounter aspects of yourself you never suspected exist.

You will learn to provide the same services you receive to other people.

Providing evolutionary experience for someone else is what Jane McGonigal defines as an epic win (insert definition). The price you pay to gain these skills and unleash these potentials is integrity with your own identity.

Using a false identity or false purpose will block you from further use of the game.

Beyond a certain Matrix (which is the coin of the realm in this gameworld) using bio-feedback gear hooked into your computer is required.

WIN uses new terminology, distinctions and thoughtmaps to create the context of archearchy. In case of confusion you can always open the Glossary function of your Clicker…

WHY THIS WORKS

In childhood you built up a mental / psychological construct in order to understand how the world works and to effectively interact with others to get what you needed in order to somehow survive. At around fifteen years of age when you have seemingly got the construct stabilized you become ripe for hatching. The hatching and maturing processes occur through life-long initiations. Each initiation heads you further in the direction of taking radical responsibility thereby ending the need for the construct, just like a baby chick no longer needs its shell. Before this, the construct was responsible for protecting you. Through initiations you take that responsibility yourself. This is big stuff because the construct has been defining how the world works for you. Now you get to do that. You are ready to hatch when the sensation comes that what has been defending you has now become your prison.

Experimentation will show you that initiation processes can be trusted to dissolve parts of the construct at the exact rate that you build the matrix to stand without the construct. Seemingly by a mere breeze, or from the pull of gravity when you stop holding a piece of the construct in place, it simply falls away. You can learn to let the chunks of the construct fall away gracefully. What does this mean? How does it go?


ARRANGEMENTS

Experience Providers:

WIN certifies and registers evolutionary experience providers for WIN players.

Providers must meet certain standards.

Providers pay 10% to WIN for the referrals.


WIN GAMEWORLD CONTEXT

Purpose of World of Initiation:

The purposes of successful MMORPGs (Massively Multiplayer Online Role Playing Game) are adrenaline action fun and getting to be seen as cool, with fancy clothes, fancy weapons and powers, high Level numbers, etc., plus having a secret identity (having a fantasy world, as in the film Brazil) where you feel powerful and can experience “epic wins” in the gameworld while not actually bearing the risks of being truly dangerous in the kinetic world. A successful MMORPG player eventually experiences themselves as a super-powered hopeful world changer…. (from TED talk by Jane McGonigal http://www.ted.com/talks/lang/eng/jane_mcgonigal_gaming_can_make_a_better_world.html )

World of Initiation (WIN) is a new genre of online game and therefore has a different purpose. WIN is a MMOPDG (Massively Multiplayer Online Personal Development Game).

For example, WIN serves the purpose of building Matrix to hold more consciousness. With more Matrix a player’s thoughtware automatically upgrades causing perceptions and daily life actions in the kinetic world to come into closer alignment with the player’s archetypal lineage and their original life purpose. With more Matrix, a greater intensity and higher quality of fun can be created, experienced, and shared. WIN empowers players to experience High Level Fun “epic wins” in their daily lives.

After players have gained proficiency in such fabulous games as World of Warfare they may develop hunger for accomplishing a more substantial purpose such as is offered in World of Initiation. Therefore, games such as World of Warfare are step-one games or introductory games naturally leading players into step two-games such as World of Initiation.

Players making this shift will be exchanging a kill-or-be-killed kind of adrenaline rush alertness from the monster-and-enemy-hacking games to the more subtle but profound natural fears, sadnesses, angers and joys involved in the evolutionary liquid states of authentic personal development.

World of Initiation has three purposes:

1. Building Matrix to hold more consciousness.

2. Upgrading thoughtware.

3. Establishing Critical Connections for exchanging services between communities of practice to generate a field of influence that catalyzes the emergence of sustainable human culture on Earth.

World of Initiation contributes to preparing people to contribute to creating a global meshwork of sustainable culture ecovillages.

The context of the World of Initiation gameworld builds Matrix and skills in the following domains:

Purpose:

Detecting the purpose of an action.

Detecting the purpose of a space.

Shifting the purpose of a space.

Time:

Making time.

Moving faster than the speed of time.

Minimizing now.

Space:

Declaring space with clicker.

Holding space.

Managing your own energetic space.

Purpose of space (Map of Intersection of Worlds).

Navigating space.

Energy:

Using your energetic eyes to perceive energy flow and transactions.

Managing your own energy through managing your own attention.

Cleansing foreign energies out of your spaces.

Keeping your energies out of other people's spaces.

Sexual energy exchanges and contaminations.

Economy:

Shifting from the survival mode of accumulating money, possessions and the illusion of security, to the aliveness mode of creative collaboration, navigating group intelligence, and becoming capable of providing more profound service.

Status:

Noticing status transactions.

Consciousness:

Building Matrix.

More Matrix holds more consciousness.

Responsibility is consciousness in action.

Culture:

Who chooses which culture you live in?

Map of Evolution of Culture: Matriarchy, Patriarchy, Archearchy.

Modern culture is capitalistic patriarchal empire, has exceeded irreversible tipping points, is already collapsing, is no longer valid because it cannot provide a bright future for humanity.

Planet:

We do not live on the planet Earth. We are the planet Earth.

The Earth does not orbit around human needs and fantasies.

Second Copernican Revolution.

A person cannot own land or rights to resources.

The planet owns us.

The planet has a carrying capacity that was exceeded in 1985.

Modern culture is insane (suicidal).

Plastic:

Ocean Fish:

Depleted Uranium Weapons:

Gremlin:

Is not bad.

King or Queen of your underworld.

Three Worlds:

Is not bad.

Four Bodies:

Each body has:

Its own food

Its own pain

Its own ecstasy

Its own liquid states

Its own needs

Feelings:

Are not bad or good, negative or positive. They are neutral energy and information needed for delivering your destiny.

Three Games:

I win – you lose

I win – you win

Winning happening

Parasites:

Are not bad or good. They simply suck away your time, attention and energy to feed their own purposes.

Lawn.

Dogs and other pets.

Television.

Mainstream newspaper, magazines and media.

Investments

Security

Addictions

Authorities (health, education, welfare, financial, political, religious, etc.)

Voices in your head

opinions

advertisements

Demons:

Alcohol

Addictions

Computer Sex

Drugs

Interactions or Transactions:

Low Drama

High Drama

Relationship is an ongoing act of nonlinear creation.

Nonlinearity

Creating

Conscious Theater


WIN GAMEWORLD CONTENTS

World of Initiation drops you into a city where nothing out of the ordinary seems to be happening. You start off with what you have so far learned from your birth culture. The city shows signs of crumbling, increasing gas prices, power blackouts, pollution, litter, smog, corrupt leadership, failing infrastructure, quarreling drug gangs, social unrest and dissatisfaction abound. Taxes are high, jobs are dissatisfying, and the wealthy elite cruise through town in limos to exclusive restaurants, bars and nightclubs which you are not even permitted to enter.

The city is surrounded on the one side by a steep range of snow capped mountains on the one side, and ocean on the other. Looking out over the mist shrouded ocean horizon a mountain island is barely visible. This is Mount Analog. Several other continents also exist out there somewhere.

Getting out of the city involves journeying by foot through the dangerous mountains or by boat. To get through the mountains you will need to put in rungs below you in the ladder of technology to cure yourself of technopenuriaphobia. The rungs are put in gradually through survival courses, and outdoor camping and hiking experiences.

Everybody living in the city seems to be angry, scared, desperate, mistrusting, hopeless, greedy, just trying to survive, and trying to scam you for something. You have almost no money in your bank account. Your apartment is drab. Each player has their own apartment

but inside they all look the same.

Posted Notices:

There are notices posted around town for various meetings, activities, adventures, classes, workshops, etc. For example:

Presentation by Margaret Wheatley explaining the imperative from her new book: Walk Out, Walk On. People leave the video with the idea that it is possible to walk out of the city, walk out of the modern culture system, and even more importantly, that beyond the edges of modern culture there is something to walk out into, meaning bridges leading to a growing global meshwork of ecovillages and intentional communities.

News Center:

There are underground outposts of actual alternative news postings (e.g. from CLG news, Resilient Communities, Transition News, Footprints, AVAAZ, etc.)

SPARKs:

SPARKs (Specific Application of Radical Knowledge) are memetic upgrades with experiments for experiential integration. SPARKs expand the Box and build matrix for the consciousness needed to function in a culture of radical responsibility, such as Archearchy. Throughout WIN, SPARKs can be found through following clues and hidden messages, or they can be bought at a Possibility Shop for an exchange of creative collaboration, or they can be paid for with 1 Diadem.

Ecovillages:

In the ecovillages the shopping zone is for softskills, thoughtware upgrades, and initiations.

NCRTC:

Our work at NCRTC is about establishing outposts of functioning archearchy, that is, the culture that comes after matriarchy and patriarchy.

Archearchy is creative collaboration between the archetypal feminine and the archetypal masculine.

The bridges over which people can get to Archearchal cultures are initiations, out of childhood, out of modern culture, into new thoughtware, into connection with nonlinear realities and with inner potentials.

Traditional forms of initiation do not serve this purpose because they weld a person’s assemblage points to the local culture, so a new man can only do what men in that culture traditionally do, a woman does what women do, and the culture that has previously worked for thousands of years is duplicated for the longevity of the village.

But both indigenous cultures that seemed to work before and modern cultures are not sustainable. Things are changing too fast.

Now we need global citizens who respectfully and lovingly recognize that whatever culture they choose to live in is pure bullshit. This clarity gives them the power to protect themselves them from the bullshit that comes at them from other cultures (e.g. missionaries with TVs, sunglasses and jeans).

So since 1975 our small groups have been working invisibly developing the thoughtware and processes of Possibility Management, which during step-by-step initiations welds a person’s assemblage points into their own personal center (instead of into the local culture) to establish the basis of a new culture of radical personal responsibility called archearchy.

How are we actually empowering next culture shamans to be bridges for people?

How are we training people to facilitate shifts to archearchy?

What have we found out along these lines?

What are we actually doing in terms of building arks that are sustainable during decline of oil and global warming?

Do we have any suggestions for cultural creatives?

How are we creating a school to serve the future of humanity?


MATRIX THEORY

World of Initiation explains and promotes procedures for players to build matrix.