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Ritual use of Role-Playing Games

 
 
rakker
09:33 / 27.09.04
Hi!

I'm considering starting up a "magical" RPG-campaign after I wrap up my current home-grown surrealist campaign. The concept I wish to explore is Role Playing as an act of magic, inspired by Morrison's hypersigil-theorizing and Chaos magic in general. I've noticed the other thread on RPG-magic, but seeing as I want to do a regular table-top campaign and not an internet-thing, I'm starting a new thread. What I would very much like to see from you guys is any kind of input you might have on how to pull this off, your own experiences ("concrete results" being particularly interesting to me) with RPG/hypersigil magic, and any other ideas or associations that might arise in you reading this post. Have you done this? How did you set about doing it? Were there any 'real' results? What were they? Are there any pitfalls or dangers to consider?

What I've thought about so far, or what I think I might want to do is something along these lines:

* The characters are to mirror the players. They either play themselves or idealized versions of themselves or a manifested aspect of their personality.

* The setting is similarly to mirror the daily life/'real world' of the players, without being dull.

* The aim of the campaign will be individual and global change in conformity with the collective and individual will of the group.

* Each session might start and end with a simple banishing ritual (e.g. holding hands and declaring a statement of intent).

* There might be one statement of intent for the totality of the campaign and one for each individual session. (Campaign intent: It is our will to bring about positive change in our lives. Session intents: It is our will to bring some fun and brightness into our lives/go to a really cool party this month/bring down the sitting government/get to know a bizarre group of people, etc.)

* The players might use the characters for different acts of wish-fulfilment/ combating personal demons and other daring-do that they don't get to explore in real life. Personal change in personality, status and the exploration of the different limitations we may struggle with, somewhat similar to using visualization in order to increase the chance of the desired outcome of a situation.

* The players and game master will be encouraged/required to keep a dream journal and post their dreams to a mailing list /Yahoo-group. The game master will integrate symbols/characters/occurrences from the dreams into the campaign.

* The players and game master will be encouraged/required to keep a log of any synchronicities and similarities between the campaign and the real world and report them to the mailing list. Such synchronicities will be further explored within the framework of the campaign.

* It's to be a real honest-to-god RPG-campaign with adversaries and explosions and cool stuff, not just boring introspective conversations.

* It might be used to explore some map of reality, like for instance the Cabbalistic Tree of Life, with ten sessions, each exploring themes, associations and aspects of one of the Sephira (1: Malkuth, 2: Yesod, etc).

* The characters may or may not be magicians themselves, and we may or may not use a published system, for instance Mage, Unknown Armies or Over the Edge.

This is my first post on this forum. My own 'experience' with magic is somewhat limited. Over the past three years I've done a few successful sigilization-experiments (wank magic to help get a better job, into the school I wanted, laid etc), the odd banishing ritual, a wee bit of mirror-gazing, a wee bit of dream-journal-keeping, a wee bit of tarot reading, a wee bit of meditation, a half-assed invocation or two and ditto evocation, and a whole lot of reading-without-doing (Condensed Chaos, Prime Chaos, Liber Null & Psychonaut, Liber Kaos, The Book of Thoth, Promethea, The Invisibles, and this site).
 
 
Bard: One-Man Humaton Hoedown
14:45 / 27.09.04
I've found that long standing characters that players pour a lot of time and energy into become borderline...not sure what the word is. Not quite servitors, not quite god forms, not quite "fiction suits". I've always just called them "masks". It's a totally different personality and skill set, and sometimes mystical outlook, to overlay over yourself. To be honest, I'm not really sure where I draw the line between using a character's mask and invoking archetypes in comic book form, but then again that's just me.

Your idea sounds interesting, but I'm not entirely sure how much fun it would be for the players and the GM. It seems like what you're looking for is almost a simulation of the changes you want to enact. That is, turning the game into a microcosm of reality and then using the simulations inside said microcosm to affect macrocosmic reality. Sort of a modern version of taking on the roles of the gods in a ritual drama.

While this all works in theory, there's a certain natural flow that comes out of RPGs that setting this sort of task to them just wouldn't quite work out, I think. Having the players lives mould the in character universe is often the opposite of what people want to see.

Now, my suggestion is for the group to focus on one set of events that they want to change, and for the GM to meditate on an allegorical/metaphorical situation to represent this set of events (lets call it the "target" for simplicity's sake, and the GM's meditation we'll call "the game"). The purpose of the game, thus, is to represent the target in a metaphorical sense, with the PCs being represented as metaphors for individuals, concepts, or actions that are central to the target. I'd then further suggest setting up the general area, and trying to use the flow of the game to induce a focused state in which the game becomes a center point for the reality of the target. Then...as above, so below.

That'd be my theory on how to do it, at least.

For game systems, I'd suggest nothing too complex. Perhaps something diceless, or that uses very little dice. A simple system where the focus is on the story itself...unless you want to try and use the system itself to directly influence the target, which I could see being useful as well. I'd suggest things like Buffy/Angel (using Unisystem-Lite), Nobilis (diceless, with a very similar air to the basic idea discussed herein), Unknown Armies (similar to Nobilis, but also very weird and chaos-magicky on its own), or something of that sort. I'd suggest staying away from rules heavy systems like anything Storyteller, d20, Deadlands, Tri-Stat, or the like. Though "Little Fears" by Key 20 could also work...but that game is so dark I'm not quite sure just how it would influence things.

Alternativly, create your own system. Build the system itself as part of the sigil, or even AS the sigil. An entire game built as a hypersigil to invoke real change...

...now I'm just rambling, and I need to get to class. But now my thoughts are all jumbly.
 
 
All Acting Regiment
11:31 / 02.10.04
It would be best if you invented some kind of rules system yourself, rather than using one sold by a big corporation.
 
 
eye landed
00:59 / 03.10.04
i recently joined a game of vampire: the masquerade set in my own city. im still negotiating the magickal lay of the land (it was an already established game), so not much in the way of results. but its certainly been changing my ideas of my city and my relationships with institutions.

the key to its success lies mostly in the (magickal) politics between the clans. each one represents a secret chief or something (the game calls them antedeluvians), so its quite useful to see how they interact within the city. but i expect such an approach would be worse than useless in a personal game.

white wolf settings (vampire, mage, etc) are quite magickally informed, but it would be unwise to adopt one for a sigil without deconstructing it entirely. and if that, you might as well build your own.
 
  
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