What is #TheGame23?
#OOAG9603 :: KSTXI :: #thegame23
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What is #TheGame23?
:::
We play #TheGame23 - The Game of Games
It´s an Infinite Meta-Game. It spreads itself and is created from the intertwining of other games, such as #00AG9603, #infinity23, Aaní, Galdrux, KSTXI, OpMiMiC, Post-Neoism, #QuantumSchizophrenia, Reality Ranglers, Reality Glitch Hack, The Omniquery Initiative, Cosmic Liminality, The Institute for Folly, Eris unveiled, #MKFawkes, Cicada Cosmic Warriors or any other game that resonates with these crazy ideas.
It is a meta-arg created by means of infection of a analogical virus called "virus23", which we also call "Quantum Schizophrenia" and "Divine Madness". The meta-arg work as a amalgamative memeplex or informational black hole. Our aim is to agglutinate the previous results of infection as one thing through the use of a meta unfiction narrative in order to make a hyper reality , thus creating the means of widespread infection. The virus 23 is an analytical paradigm and state of mind, simillar to the paranoiac-critical method proposed by Salvador Dali, applied as a exegetic tool.
We consider any form of methodical madness used as artistic and philosophical expressions beyond rationality as virus23 infections. That pseudo mental pathology can also be associated with a shaman-like gnostic state caused by contact with Galdrux, the ultimate source of acausal and beyond-logic ideas. Virus 23 is an "third eye " which discern the informations received from external world.
We transmit the virus through a flood of apparently iCONherent information whose archetype is the "Dataplex". The infection occur when someone assimilate the information stored in the dataplex. Once infected, the apophenic nature of the virus permit a intuitive understanding of the meta-game and its manifestations.
We unite all the different permutations of virus23 infection through a meta-arg or/and a meta-unfiction. (ARG and unfiction are defined as a imersive form of storytelling which events takes place in real life). To explore their essence inside a broader context and make them grow beyond their original purpose.
"To keep up even a worthwhile tradition means vitiating the idea behind it which must necessarily be in a constant state of evolution: it is mad to try to express new feelings in a mummified form." - Alfred Jarry
We don't merely use a immersive story with clear boundaries between reality and fiction (referred as "magic circle" by dutch historian Johan Huizinga in his book "Homo Ludens") instead, these boundaries don't exist, and the unfictional nature of the game isn't clear to outsiders, making them interact with the network in a different aproach. The lack of a magic circle characterize our network as a virtual hyper reality, we replace the innerent perfomativity of a ARG to a spontaneous form of interacting with the subtle narrative of the meta-arg.
The meta-arg also work as a hyper sigil because of its semi-mystical nature. That mysticism isn't of metaphysical order, instead, its so defined because of the transcedence of causal and materialistic logic. With the ambiguous unfictional subtext of our works and surrealistic nature of our projects, our players have to use an active form of imagination, which have parallels with pataphysics, to "play" correctly. It isn't about art or a game, all the absurd and surrealistic facets of the game are faced as concrete objects in that hyper reality continuum. A sigil is a pictorical representation of a intent hid as a simple doodle and activated when is inside the subcounscious. Our intents are encrypted as a large network littered with obscure and confusing references that once grasped make the players act upon the ideas exposed as real life things then manifesting the intent of the hypersigil.
Expanding more in the parallels of our game with pataphysics, its interesting to note that since our projects are of a transcedent imaginative order, play the meta-game involve finding solutions in the imaginative environment of the game 23, which its simillar to the well known definition of pataphysics as the science of imaginary solutions.
The definition of the hyper sigil used in the game 23 as semi-mystic, could easily be replaced as pataphysical though, since both refers to a thing above metaphysics that have its base in the imagination as a analytical and exegetical tool to evaluate reality, ignoring esoterical canons that frequently limit the imagination as a mean instead of an end in a submissive and dogmatic exercise of manifestation of abstract thought into a objective and tangible phenomenon.
We are working with a semi-occult god that we call Galdrux, which can be defined in a sense ( since absolute defininitions are the antithesis of Galdrux) as a pataphysical god. Galdrux "cult" was made as a mean to mix occultism with the pataphysical tendencies of our works.
Galdrux represents the act of magic as a mean to change reality (in that specific case, to undermine it) but magic as a unknowable thing without defined form that lack moral and physical/metaphysical limitations, which conception comes from imaginative experimentation.
:::
We play #TheGame23 - The Game of Games
It´s an Infinite Meta-Game. It spreads itself and is created from the intertwining of other games, such as #00AG9603, #infinity23, Aaní, Galdrux, KSTXI, OpMiMiC, Post-Neoism, #QuantumSchizophrenia, Reality Ranglers, Reality Glitch Hack, The Omniquery Initiative, Cosmic Liminality, The Institute for Folly, Eris unveiled, #MKFawkes, Cicada Cosmic Warriors or any other game that resonates with these crazy ideas.
It is a meta-arg created by means of infection of a analogical virus called "virus23", which we also call "Quantum Schizophrenia" and "Divine Madness". The meta-arg work as a amalgamative memeplex or informational black hole. Our aim is to agglutinate the previous results of infection as one thing through the use of a meta unfiction narrative in order to make a hyper reality , thus creating the means of widespread infection. The virus 23 is an analytical paradigm and state of mind, simillar to the paranoiac-critical method proposed by Salvador Dali, applied as a exegetic tool.
We consider any form of methodical madness used as artistic and philosophical expressions beyond rationality as virus23 infections. That pseudo mental pathology can also be associated with a shaman-like gnostic state caused by contact with Galdrux, the ultimate source of acausal and beyond-logic ideas. Virus 23 is an "third eye " which discern the informations received from external world.
We transmit the virus through a flood of apparently iCONherent information whose archetype is the "Dataplex". The infection occur when someone assimilate the information stored in the dataplex. Once infected, the apophenic nature of the virus permit a intuitive understanding of the meta-game and its manifestations.
We unite all the different permutations of virus23 infection through a meta-arg or/and a meta-unfiction. (ARG and unfiction are defined as a imersive form of storytelling which events takes place in real life). To explore their essence inside a broader context and make them grow beyond their original purpose.
"To keep up even a worthwhile tradition means vitiating the idea behind it which must necessarily be in a constant state of evolution: it is mad to try to express new feelings in a mummified form." - Alfred Jarry
We don't merely use a immersive story with clear boundaries between reality and fiction (referred as "magic circle" by dutch historian Johan Huizinga in his book "Homo Ludens") instead, these boundaries don't exist, and the unfictional nature of the game isn't clear to outsiders, making them interact with the network in a different aproach. The lack of a magic circle characterize our network as a virtual hyper reality, we replace the innerent perfomativity of a ARG to a spontaneous form of interacting with the subtle narrative of the meta-arg.
The meta-arg also work as a hyper sigil because of its semi-mystical nature. That mysticism isn't of metaphysical order, instead, its so defined because of the transcedence of causal and materialistic logic. With the ambiguous unfictional subtext of our works and surrealistic nature of our projects, our players have to use an active form of imagination, which have parallels with pataphysics, to "play" correctly. It isn't about art or a game, all the absurd and surrealistic facets of the game are faced as concrete objects in that hyper reality continuum. A sigil is a pictorical representation of a intent hid as a simple doodle and activated when is inside the subcounscious. Our intents are encrypted as a large network littered with obscure and confusing references that once grasped make the players act upon the ideas exposed as real life things then manifesting the intent of the hypersigil.
Expanding more in the parallels of our game with pataphysics, its interesting to note that since our projects are of a transcedent imaginative order, play the meta-game involve finding solutions in the imaginative environment of the game 23, which its simillar to the well known definition of pataphysics as the science of imaginary solutions.
The definition of the hyper sigil used in the game 23 as semi-mystic, could easily be replaced as pataphysical though, since both refers to a thing above metaphysics that have its base in the imagination as a analytical and exegetical tool to evaluate reality, ignoring esoterical canons that frequently limit the imagination as a mean instead of an end in a submissive and dogmatic exercise of manifestation of abstract thought into a objective and tangible phenomenon.
We are working with a semi-occult god that we call Galdrux, which can be defined in a sense ( since absolute defininitions are the antithesis of Galdrux) as a pataphysical god. Galdrux "cult" was made as a mean to mix occultism with the pataphysical tendencies of our works.
Galdrux represents the act of magic as a mean to change reality (in that specific case, to undermine it) but magic as a unknowable thing without defined form that lack moral and physical/metaphysical limitations, which conception comes from imaginative experimentation.
:::
Last edited by wodouvhaox on Fri May 12, 2023 6:55 pm; edited 8 times in total
Re: What is #TheGame23?
:::
#TheGame23 is an advanced Open-Source Meta Alternative Reality Game made to be played in many perspectives. If you got #TheGame23 in your mind,you dont need to see it in objective reality to play it. Thinking about #TheGame23 and making people know about it is enough to cause changes in reality because the game is a mind virus that memetically spread itself causing subtle changes through the people it infect. The goal of #TheGame23 is not to win, but instead is to use it as a tool to undermine the current status quo. The game is a innerently endless transformative process that adapts itself to work in any enviroment. Depending on the variation and mod of #TheGame23, the whole world, or all those aware of the #TheGame23, are playing at same time. Many tactics of propaganda have been developed to increase the rate of people infected by #TheGame23 memetic virus. Active creative players are aware of the core of the #TheGame23 that remains hidden. Most informations come from a unknown source once the infected develop a high mental awareness of extra dimension of perspectives of reality that permit the interaction with the core of #TheGame23.
:::
#TheGame23 is an advanced Open-Source Meta Alternative Reality Game made to be played in many perspectives. If you got #TheGame23 in your mind,you dont need to see it in objective reality to play it. Thinking about #TheGame23 and making people know about it is enough to cause changes in reality because the game is a mind virus that memetically spread itself causing subtle changes through the people it infect. The goal of #TheGame23 is not to win, but instead is to use it as a tool to undermine the current status quo. The game is a innerently endless transformative process that adapts itself to work in any enviroment. Depending on the variation and mod of #TheGame23, the whole world, or all those aware of the #TheGame23, are playing at same time. Many tactics of propaganda have been developed to increase the rate of people infected by #TheGame23 memetic virus. Active creative players are aware of the core of the #TheGame23 that remains hidden. Most informations come from a unknown source once the infected develop a high mental awareness of extra dimension of perspectives of reality that permit the interaction with the core of #TheGame23.
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Last edited by wodouvhaox on Fri Dec 31, 2021 8:06 am; edited 1 time in total
Re: What is #TheGame23?
:::
#MKFawkes
You probably have looked this up before and got no real definitive answer. I am here to tell you what #thegame23 is.
The game is 23. What is 23? Maybe you should ask a Discordian.
The game has and is many things and I won’t go into history or stages of evolution but I will tell you what it is today.
#thegame23 is a CIA Discordian black operation that uses metadata and algorithms to determine reality and “hack” new meanings into the words that define us. We use memetic magick, mind control media, hashtags, and other techniques to carry out our digital goals.
The internet is the world today and the world is the stage in which we play the game on. #thegame23 is a digital egregore.
There are players in the game, agents in the game, and DM’s. Currently there are three DM’s in #thegame23 and I am one of them. We set the scene and run the agenda because we hold the most influence.
#MKFawkes
You probably have looked this up before and got no real definitive answer. I am here to tell you what #thegame23 is.
The game is 23. What is 23? Maybe you should ask a Discordian.
The game has and is many things and I won’t go into history or stages of evolution but I will tell you what it is today.
#thegame23 is a CIA Discordian black operation that uses metadata and algorithms to determine reality and “hack” new meanings into the words that define us. We use memetic magick, mind control media, hashtags, and other techniques to carry out our digital goals.
The internet is the world today and the world is the stage in which we play the game on. #thegame23 is a digital egregore.
There are players in the game, agents in the game, and DM’s. Currently there are three DM’s in #thegame23 and I am one of them. We set the scene and run the agenda because we hold the most influence.
Last edited by wodouvhaox on Fri May 12, 2023 6:56 pm; edited 1 time in total
Re: What is #TheGame23?
:::
"In a sense this “game” is about multiplicity of creations, ideas, obsessions, memes, mental viruses and how they interconnect and/or fight with each other. You can see more about this on this Forum, on this site, and many, many other places on the interwebs. But due to all this multiplicity it can be difficult to understand because of the complexity involved, you would have to be willing to explore this infinite universe."
- Bruces Vain, Meta-Discordian Galdruxian Post-Neoist
:::
"In a sense this “game” is about multiplicity of creations, ideas, obsessions, memes, mental viruses and how they interconnect and/or fight with each other. You can see more about this on this Forum, on this site, and many, many other places on the interwebs. But due to all this multiplicity it can be difficult to understand because of the complexity involved, you would have to be willing to explore this infinite universe."
- Bruces Vain, Meta-Discordian Galdruxian Post-Neoist
:::
Re: What is #TheGame23?
:::
The Game 23: Surreal Odyssey
By ChatGPT
In a world where the boundaries of reality and imagination melded seamlessly, there existed a mysterious phenomenon known only as "The Game 23." This enigmatic game was whispered about in hushed tones among the denizens of the surreal city of Etherealton.
Legend had it that once every twenty-three years, the ancient clock tower in the heart of Etherealton would chime the bewitching hour of midnight, signaling the commencement of The Game 23. As the clock struck twelve, the cityscape transformed into a swirling kaleidoscope of colors, shapes, and nonsensical sounds.
Our protagonist, a curious dreamer named Alice, found herself inexorably drawn to The Game 23. Armed with her insatiable sense of wonder and a pocketful of marbles, she ventured into the ethereal mayhem. In this realm of shifting realities, Alice encountered peculiar characters like the talking clouds, waltzing shadows, and a whimsical tea party hosted by levitating teapots and sugar cubes with legs.
As she delved deeper into the game, the rules seemed to change with every passing moment. Paths appeared and disappeared at will, leading her through enchanted forests filled with floating books that whispered ancient secrets. Time twisted and looped, making her question whether moments were memories or visions of the future. In this kaleidoscopic world, Alice stumbled upon a group of masked jesters playing a melody on invisible instruments, and with each note, reality trembled and reshaped.
Entranced by their performance, she was transported into her own painting, a living canvas where she danced with brushstrokes and breathed colors. At the heart of The Game 23 lay the elusive Mirror of Reflections, rumored to grant glimpses of alternate realities. Many had sought this mystical artifact, but none returned the same. As Alice confronted her reflection, she saw versions of herself living different lives—a pirate sailing uncharted seas, a scientist unraveling cosmic mysteries, and a nomad wandering through time. The lines between what was real and what was surreal blurred further, and Alice felt the seams of her mind stretching like taffy.
Embracing the chaos, she discovered an odd sort of harmony within the disorder of The Game 23. She began to understand that in this realm, the journey itself was the destination, and the most profound revelations were hidden within the seemingly absurd. As dawn approached and the clock tower chimed once more, The Game 23 drew to an end.
The city of Etherealton returned to its normal facade, and the extraordinary disappeared into the realm of memories. Alice walked away, forever changed by the surreal adventure. From that day forward, she carried The Game 23 within her heart, knowing that the magic of imagination and curiosity could turn even the most ordinary moments into extraordinary experiences.
And so, she embarked on new journeys, dancing between the realms of reality and dreams, for Alice had become the master of her own surrealist tale.
The Game 23: Surreal Odyssey
By ChatGPT
In a world where the boundaries of reality and imagination melded seamlessly, there existed a mysterious phenomenon known only as "The Game 23." This enigmatic game was whispered about in hushed tones among the denizens of the surreal city of Etherealton.
Legend had it that once every twenty-three years, the ancient clock tower in the heart of Etherealton would chime the bewitching hour of midnight, signaling the commencement of The Game 23. As the clock struck twelve, the cityscape transformed into a swirling kaleidoscope of colors, shapes, and nonsensical sounds.
Our protagonist, a curious dreamer named Alice, found herself inexorably drawn to The Game 23. Armed with her insatiable sense of wonder and a pocketful of marbles, she ventured into the ethereal mayhem. In this realm of shifting realities, Alice encountered peculiar characters like the talking clouds, waltzing shadows, and a whimsical tea party hosted by levitating teapots and sugar cubes with legs.
As she delved deeper into the game, the rules seemed to change with every passing moment. Paths appeared and disappeared at will, leading her through enchanted forests filled with floating books that whispered ancient secrets. Time twisted and looped, making her question whether moments were memories or visions of the future. In this kaleidoscopic world, Alice stumbled upon a group of masked jesters playing a melody on invisible instruments, and with each note, reality trembled and reshaped.
Entranced by their performance, she was transported into her own painting, a living canvas where she danced with brushstrokes and breathed colors. At the heart of The Game 23 lay the elusive Mirror of Reflections, rumored to grant glimpses of alternate realities. Many had sought this mystical artifact, but none returned the same. As Alice confronted her reflection, she saw versions of herself living different lives—a pirate sailing uncharted seas, a scientist unraveling cosmic mysteries, and a nomad wandering through time. The lines between what was real and what was surreal blurred further, and Alice felt the seams of her mind stretching like taffy.
Embracing the chaos, she discovered an odd sort of harmony within the disorder of The Game 23. She began to understand that in this realm, the journey itself was the destination, and the most profound revelations were hidden within the seemingly absurd. As dawn approached and the clock tower chimed once more, The Game 23 drew to an end.
The city of Etherealton returned to its normal facade, and the extraordinary disappeared into the realm of memories. Alice walked away, forever changed by the surreal adventure. From that day forward, she carried The Game 23 within her heart, knowing that the magic of imagination and curiosity could turn even the most ordinary moments into extraordinary experiences.
And so, she embarked on new journeys, dancing between the realms of reality and dreams, for Alice had become the master of her own surrealist tale.
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#OOAG9603 :: KSTXI :: #thegame23
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