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Q/T: Game Play: Cards, Spinners, Roles, etc

See also: -[Resource Lists and Stuff]- (tools, books, etc) -[Q/T: ESC (Earth/Sea/Sky - Terra Thinking)]-

Game Play: Cards, Spinners, Roles, etc

On this page: {Intro} {Pods/Groups} {Teams/Roles} {Spinners} {Cards} {Actions} {Collage!} {} {} {} {} {} {Bibliography} {Links}

Intro

Each person *is* who they are. Part of this (as pertaing to the game) is that they are a member of a group - we will use the term "pod" (as in dolphin-speek). For example, among other things i'm a member of the pod commonly knowns as geeks/nerds as well as the pod known as "those crazy artists" - we all wear many hats. In addition in interacting with others (esp in terms of trying to solve problems), we form teams and within each team we assume various roles. A common example is the baseball team. While i make a fair to middling hitter (role within the team) there is almost no sense in even considering me a pitcher; and these days: much of a runner. In general "the play" is to solve or create something or do something. In the group dymanic, we get the over-lap of many minds operating (hope-fully) in co-hesion and thus enhancing and optimising the things achieved. Inherent in any process is that of learning by doing; viz (see) from Confucious: If i hear of something, then i know (about it). If i see something, then i remember. If i do, then i understand. Also, one of the many other hats that we all must wear is learner/teacher - in a sense, we wear ALL of the hats of ALL roles; viz from Einstein: Everyman is my equal in that i may learn from him. Are there any rules? Are there any absolutes? Mostly to have fun. As modern Q/T (Quantum Thinking) researchers are beginning to find out part of our nature as humans is to CREATE. And for many of them they see the act of creating (not just biologically or in terms of a job) but in the pure process of creating things of (often) an in-tangible nature, we are driven - as much as to breath. Also, an important thing is the idea of TOOL MAKING. Once a tool has been created, it can then be used by many people and thus make their job/life/etc easier. Tools are AMPLIFIERS; viz from Archimedes Give me a place to stand, and i will move the world. (speaking of the lever and fulcrum) The ultimate AMPLIFIER is imagination, the computer comes close since it can connect the mind to so many possible ideas. Ideas are the fuel of the imagination. Don't forget the "map" "zix" z^i^x z (raised to the) i power (raised to the) x power z = creativity i = imagination x = the unknown - the future discovered? the past uncovered? the .... ? {----------------------------------------------------------} {----- -----} {----- P O D S / G R O U P S -----} {----- -----} {----------------------------------------------------------}

Pods

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Teams/Roles

A good starting set of teams (seems to me) to be.... (also see notes, just below!) In this section: {
Intro} {Team: CONSTRUCTORS / DESTRUCTORS} {Team: } {Team: LEARNERS / TEACHERS } {Team: } {Team: } {Team: } {Team: } {Team: } {Team: PAKS} {Team: TRANSLATORS} Also note: Spinners, Cards, etc are described below in detail (next major sections) NOTA BENE (note well) - Librarians/Documenters - each team should have at least one, TEAM PAKS is resp for ALL librarians and the LIBRARIAL PROCESS.

Team: CONSTRUCTORS/DESTRUCTORS

"I began to play a few musical airs which I myself had invented... "All of my troubles stemmed from there." -- Erik Satie, Recoins de ma vie. (??wd:Recollections?? of my life) Translated by Steward Spencer. An important aspect of the constructors is the permanence of the construction; ie, how easy is it to recycle it and/or it it to extend/preserve it? From Chriso|Jean-Claude's art works (eg, "The Gates", "Several Florida Islands Wrapped", etc) we find the concept of purposefully created im-permanence. And (possibly much to his chagrin?) Smithson's art work: "Spiral Jetty" still exists. Contrast this with the concept of the sand paintings of (eg) the Narajo shaman who paints into the very surface of the earth a "balancing/healing" painting that is then allowed to be carried by the winds, rains, etc into the rest of the world - thus, invovling the painter (CONTSTRUCTOR) and the earth elements (DESTRUCTOR - via RE-STURCTURE-ER). And of course (in the same vein) the comment by the artist George Luks "I can paint with a piece of string and cooking lard" (not an exact quote; src: Barbar Rose) - gives museum curators night-mares in preserving the art works. Thus, the constructors/desstructors (constructors for short ;), not only design and figure out if it is feasible to make something, but also are aware of its "final" disposition. In many cases constructions are to a point: Eg, make a bridge across a lake to an island so that the Roman Imeperator can march out on it to the island, look around, and then walk back to the mainland, and then the bridge is completely dis-assembled: The point being: You savages - you have NO idea who I am and what I represent. In other cases, it is simple enough to construct a "fake" that is "taken as read". Thus, in game play, if the constructors can show "POC" - Proof of Concept - that somethng could be made and these would be its properties. Then, in game play all that needs to be done is to write the word "OUTLINE" on a piece of paper (tips towel to Keeno) and the piece of paper is (very Bertolt Brechtian here, as Dr. Riccio pointed out): The piece of paper with the word "OUTLINE" written on it - IS the outline. And in good faith (in the Sartre'ian sense) all should treat it as such. Again this goes back to the Navajo concept of creating art: In many cases it is sufficient to show how a pattern on an vase or urn might be carried to conclusion and then left UN-FINISHED. Naturally, this is a pariticularly difficult thing to over-come in the Western Reductionist Tradition.

Constructor/Destructor: The Whatness

In the same manner that a brain-storming session doesn't necessarily tie down *every* detail, the construction can either be to the completion (actual building) of the object(s) or to the point where the main-scaffolding is up. For example, in the third sequeln in Star Wars ("The Empire Strikes Back" film (1982)), the "Death Star" is un-finished and fragmentary in its construction, and yet it still poses a threat, as such "The Rebel Alliance" decides to attack and destroy it, rather than waiting for it to be finished. Thus, in many cases the dot-to-dot from the basic idea to something that will work adequately (not necessarily perfectly or flawlessly) will be the goal in construction. By the same token, the DESTRUCION of an item (in and of itself a part of CONSTRUCTION as Picasso reminds us: Every act of creation is also an act of destruction; eg, once Leonardo makes THE "Mona Lisa", then all other Mona Lisas become secondary to it. A point mead by Marcel Duchamp's "LOOHQ" (The Mona Lisa with the Moustace). Thus, it may be enough to simple disconnect ONE wire to dis-arm a bomb (films (various)). Again, since construction/destruction projects often include many people working on them, it is important for the design process that under-pins the thing to be clear to all involved - including the user(s).

Hierarchical vs Fractal

In many cases a "top-down" (combined often with a "bottom up") approach is needed to create the various components of the the thing. On the other hand, a fractal approach might be taken where-in, small bits and pieces of the thing are "drawn" into place, and then they are expanded outward to meet/over-lap with the other parts. Once at least one path is possible from any part to any other part - the item is considered "minimally constructed". It is interesting to note that EVERY constructed thing is at first (at least to some extent) *minimally constructed*. The changes/improvements (eg, making a self-starter for an automobile) come after the initial POC (Proof of Concept) is demonstrated by the making of a "minimal" auto. In many cases a combination of Hierarchical vs Fractal will be use.

Evolutionary Approaches

In the same way that all self-propetating systems tend to evolve (either by random chance or by directed design) and change - it is NOT necessary to re-invent the wheel. A wheel (your basic "caveman" design), is re-made in plastic and metal. It is meticulously made as round as possible. A number of small holes are made around its periphery (but NOT all the way thru), is is mounted on a ball-bearing spindle in the middle. And voila! The Roulette wheel! It is important to rmemeber that as a thing evolves to various end uses, design dicissions are made along the way that are determined by the GOAL of the design/construction. If we go back on (eg) the history of the wheel (as directed for transport) we discard along the way requirements; eg: Wheel for transport ---> Roulette Wheel 1) It doesn't need to be bump/flat proof; we're aren't driving our roulette wheel on the AutoBahn or on a country road. 2) It doesn't need to be so stout; it only has to support a tiny metal/ivory/etc ball. 3) But: The whole in the middle needs to totally balanced; ie, unlike a modern car tyre we can't add "weights" to make as stable as possible at high speed. We *could* do that, but our protestations about "the appropriateness of engineering conerns at high rotational speeds and their impact on non-linear effects in the moment of rotational inertia" - would probabaly fall on deaf ears of the the gaming commisioners ;) etc.

The howness

These concerns go back to basic engineering principles (derived via common practice and real-world experience from physical properties of the (possible) materials invovled) - all lead to the exact HOW-ness of our construction/destruction. Materials or non-materials (a mathematical proof is constructed radically different from a wheel) Maintainability (one-time use may turn out to be a maintenance night-mare) Toolability (what tools do we have? which will need to be refined? which technologies invented/modied/extended? etc) Side effects (in printing a copy of Ray Bradbury's "Fahrenheit 451" - the temperature at which book paper burns - a copy was printed on Asbsetos Paper so that that it (at least that copy) couldn't be burned; but what about asbestos' effect on the lungs?)

Team:


Team:


Team: LEARNERS/TEACHERS

Team: PAKS

(note the concept of the super-super-human "pak" is due to sf writer/futurist Larry Niven) Note PAKS are usually operating outside of ALL rules (even their own), as they can enter or exit all other teams. "With tremendous power, comes tremendous responsibility." -- "SpiderMan" (film (2002). Written by: Stan Lee and Steve Ditko) "Abuse leads to the destruction of all"; refer to the Tau t'Ching, etc.

PAKS: Team Creation/Destruction/Mutation

Team PAKS is the only team that can create a NEW team (it can destroy any team as well, but this must be by concensus of all - work it out: Remember, evolution goes sideways, but nothingness is N non for ever!) In general a team can destroy itself by voting to do so, if is so decided the team can then split up. In most cases Team PAKS is responsible for preventing this. Some suggested new teams are: GOAL, MONO, POC

New Team: GOAL

Team GOAL is a team that has a specific task and does it. In most cases the team disolves after it reaches its goal. Team PAKS monitors and controls this. A GOAL team might be set the task: "Create a textured landscape that represents the world of Peter Pan". Or, "clean the gymansium". Note: Everyone should help clean the gymnasium!

New Team: MONO

Team MONO is a team that consists of team members of ONLY one type. They are usually directed to become experts in something (SUPER LEARNER/TEACHER). In many cases (since they are a spontaneously created team), the ideas, products, things taht they create will *not* probably be of high value. One way to think of Team MONO is a super-brainstorming, super-constructing, etc team. A MONO team might consist of ONLY artists (eg, clay sculptors), or of ONLY scientists (eg, biologists specialising on the evolution of Salt Water Barnicles), etc.

New Team: POC

(Proof of Concept) Team POC is a team that sees if "can it actually be done" - that is: Is it reacable within the lifetime of the universe? humans? neutrons? Team POC roles include: "costers" - can it be done feasibly? "modelers" - mock-ups, what-if presentations,

Team:


Team: TRANSLATORS


Team:


Team:

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Spinners, Dice, Cards, etc

What we bring to the table as sentient beings, is the ability to reason thru a number of options, create new ideas, etc. But. The random element can always enhance any game "strategy".....

Spinners

(see also: {
Arbitrary Spinners} - below) Here are a list of spinners that seem like a good mix (5 possible things per) Spinner: Aesthetics Art Danse Music/Auds/ Theatre/Vids Writing - including all languages, reading, spoken, poetry, story, etc.. Spinner: Biz Advertising, packaging air, etc Design Manufacturing Marketing Sales/Support Spinner: Spinner: Humans Archaeology Antrhopology Now/Then/Style/The Moderne' Psychology Sociology Spinner: Infinity Catastrophe Theory Chaos Fractals NM: Newtonian Mechanics, Classical, etc QM: Quantum Mechanics, Q/Reality, Q/Thinking Spinner: Spinner: Maths Algebra Analysis - including calculus Arithmetic Sets Geometry Spinner: Spinner: Science Biology Chemistry Engineering Geology Physics Spinner: Space Micro Macro Mega Living/Ecology/Universe - Terra: Earth/Sea/Sky ; see -[ESC]- Universe(S) Spinner: Time History HerStory TheirStory Philo Religion Spinner: Spinner: Spinner: Spinner: Spinner:

Arbitrary Spinners

Naturally spinners can (probably *must*) be created as the game/project goes forward (backward? sideways? wonka-ways?) Spinner: Naturalists Rachel Carson Emily Dickinson Langston Hughes John Muir Walt Whitman Spinner: Sci Skeptics Isaac Asimov Richard Dawkins Robert Ingersol James Randi Carl Sagan Spinner: SciFi Writers Philip K. Dick Gordon R. Dickson Ursula K. Le Guin Larry Niven & Jerry Pournell James White Spinner: {----------------------------------------------------------} {----- -----} {----- C A R D S -----} {----- -----} {----------------------------------------------------------}

Cards

Note: Magic cards (because they are so powerful) are usually in the hands of TEAM PAKS and should be used cautiously.

Magic Cards

Note: Magic cards contain themselves, and almost always all variations (including opposites within them); eg, Evolve! contains de-evolve (devo!) as well, etc. Magic: EVOLVE!! Magic: INVERT! Magic: NEWS EVENT! {----------------------------------------------------------} {----- -----} {----- A C T I O N S -----} {----- -----} {----------------------------------------------------------}

Actions

Encapsulation Fragmentation Puzzle Making Puzzle Solving Puzzle Un-solving Outline CUt out Fill In Movement / Staying Still Reduction / Expansion Still Frame Tracking Shot Long Shot Close Up Opening / Closing Covering / Un-covering Translation {----------------------------------------------------------} {----- -----} {----- C O L L A G E ! ! ! -----} {----- -----} {----------------------------------------------------------}

Collage!

At any time, collage can happen. Collages can be used as game boards as well. Several types of collage are/can/will exist: 1) Thematic. The collage is constructed in a *directed* manner - usually by a single KEYWORD; eg, "go!" or "think!" or "death" etc. 2) Linking. All collage is of course linking, but the conscious/sub-/super-/qt- effort of creating a specifically linking collage. {----------------------------------------------------------} {----- -----} {----- -----} {----- -----} {----------------------------------------------------------}

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Notes

(this section only)
[1] {Back to the TEXT, above} [2] {Back to the TEXT, above} [3] {Back to the TEXT, above} [4] {Back to the TEXT, above} [5] {Back to the TEXT, above} [6] {Back to the TEXT, above} [7] {Back to the TEXT, above}

Bibliography

Links

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Links

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