a civilizational transition game by koru

Dreamscape is a reality-altering game inspired by friends, and co-created by the cofounders, of Koru, a social network of cultural subversives who want to connect with new ways of being in the multiverse. By presenting ‘shamanic moments’, the experience of playing Dreamscape is like being in a lucid dream, and will potentially provoke, in players, a consciousness shift about their shared universe. Without a fixed goal, a definitive strategy, or clearly delineated opponents, this simple game is designed to engage players in radically disruptive ways – in ways that shake their imaginations about what is possible…in ways that powerfully suggest that the world, our identities, our ethical spaces, our motivations, our social systems, institutions, technologies, and histories are dreams, holographic projections of our collective consciousness, and that we often can change it…if we dare.

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The Akasha Scribes .

To get a feel of the game and the inspiring ideas that have birthed it. then start from Chapter 3 – The Story. Sorry.com] Glossary The Story Introducing Dreamscape Playing the Game The Characters . It’s deliberate (we actually want you to read the entire thing!). If you really don’t like words. Whichever way you approach this book. and would like to skip to the part where you learn about the game itself. we welcome you to the Dreamscape! We are… because we play Ej and Bayo Akomolafe (Designers) [bakomolafe@yahoo.There are lots of words in this guidebook. read from the beginning. There are no page numbers though.

under-development. still. . Tomorrow morning. she will memorize the text faithfully and hope to be awarded good grades. What we often take as the ‘real world’. At this moment. they will wake up earlier than most. At this moment. millions of hungry people are going to bed without having eaten a meal. scarcity. an army of bulldozers are clearing what used to be a pristine forest with an exotic biodiversity. is a dream. someone is walking home from a grinding day’s job.Chapter 1 Reality is an illusion. poverty. Our world today is groaning for solutions to multidimensional problems that do not seem to ever go away. That’s just the way it is. Just turn off the television and take a good look around you: at this moment. She may or may not recognize that her learning has nothing to do with her real questions and the challenges of her people. the world of solid objects. They are making way for a new ultramodern estate that will have all the trappings of ‘the good life’. a woman is watching wealthier people’s children at a daycare program rather than spending time with her own. He passes by a newspaper stand that screams war. It is the only way she can have a chance at getting a job in the future. He glances at the headlines and then mindlessly trudges on – disempowered. a child from Africa is learning in school to memorize all the words of a seventeenth century philosopher from Europe. At this moment. He is convinced that this is the way the world is. crime and ignorance. and slave for a few coins from a system that claims to be meritorious and fair. At this moment.

Thankfully. by isolated professors and their isolated ivory textbooks. in the boardrooms of powerful enterprises. we can dream another dream. ecological devastation. the politics of possibilities. a burning feeling of restlessness that has inspired hundreds of thousands of spontaneous movements and small initiatives around the world. Stretching from the crowded uprisings of the Egyptian revolution to the Occupy movement in New York. This ‘idea’ is not so much a single notion as it is a complex amalgam of resistant consciousnesses. This ‘awakening’ has spurred the creation of alternatives to schooling. performative spaces that seek to undercut the commodification of knowledge in universities. It is this: that the world is only as it is because we have dreamed it to be this way – and. They are beginning to see that money is not a neutral tool of exchange. and new technologies that are subverting the power of the few over the many. they are standing up to resist the claims to universality that have been wielded by capitalism and Eurocentrism – much to the silencing of indigenous ways of being and knowing. a coalition of ‘knowledges from below’. but a zero-sum technology that has siphoned real wealth and concentrated it in a small elite class of exploiters. accordingly. what lies buried in the heart of most of these awakenings is a very subversive idea – a troubling ‘feeling’ that has the power to transform everything. certificated consumers whose identities are validated by the global industrial complex. Also. Today the exciting news is that thousands of people are waking up to a different sort of consciousness. local currencies that are not based on the myth of scarcity and fear. obvious and necessary. and a re-enchantment of a fringe tradition. or by flashy politicians and their promise of reform when they take the reins of their respective nation-states. ‘ignorance’. Even more critically. They are beginning to reappraise their landscapes and their social institutions and normative experiences in ways that are radically different from – and disturbing to – the orthodox establishments. we need not believe that our intractable problems of poverty. even though they are often entirely socially engineered. They realize certain ways of seeing the world are established as normal or natural. educated. by religious exclusivists and their claims to conditioned universal salvation. war and corruption can only be ‘solved’ in G8 summits. they are understanding that schooling is a social sorting mechanism that has conditioned millions into a life pattern fitting to the interests of silent hegemonies of control. indigenous health systems that do not valorise ‘disease and illness’ as opportunities for profitmaking enterprises. we need not believe that these so-called problems are what they are conventionally labelled as: deficits in our collective efforts to populate our world with schooled. we need not believe that. . Welcome to a different awareness – a place of waiting. a place of magic. new food networks that connect the farmer to homes.

there are no facts. Objective reality does not ‘exist’. we will find the non-material: consciousness. ‘failed’ massively. New insights suggest that these shamans ingested psychedelic substances (such as ayahuasca. our ethics. and we derive our identities. These binary visions of ‘reality’ have since unsuccessfully met their match in new insights in quantum mechanics. and employed shamans as purveyors of new dreamscapes. it is not the way it is because of some law beyond us – it is largely this way because we have conceived ourselves. How we live emerges from the stories we have and continue to tell. and the things we traditionally take as normative are only so because we reinforce their holds on us by participating in their potentiality. Consciousness seems to innervate all – stretching into alternate universes or multiverses that defy logic or reason. Indeed. and religious guides. In other words. our hopes. We will find ourselves observing. Indeed. The conventional idea of the world as being composed of ‘matter’ or ‘matter and the nonmaterial’ is no longer tenable.This consciousness. Life is a game. cultural visionaries. they had amazing rituals of dreamsharing. When we look out at the world around us. Indigenous cultures such as the Mayans. Their practices averred the idea that our ‘reality’ is not the only reality – and that we actually co-create our contexts and summon them into the ‘actual’ with the labels we employ. which now seemingly supports what was well understood by Eastern mystics and is now being championed by psychedelic adventurers. our tragedies and our futures from the game that we play. Consequently. a participatory arena of dreams. it moulds consciousness and directs energies to what we ‘should’ be doing. non-western indigenous shamans. If we strip away layers upon layers of any material in order to find out what is universally basic to all matter. ‘knowledge’. this re-storying of the ‘world’ as ‘dream’ is more prestigious than might be suggested by its own articulation. Central to this ‘idea’ is that ‘reality’ is much more paradoxical than was initially thought. What would happen if we all stopped. our sense of placement. and reclaimed the occupied territory that is our lives? What would happen if we found the courage to dream again? What would happen if we wake up to another dream? Life is a dream. it is the internalization of norms that shapes what we perceive as the only legitimate way to live. and that we are ‘citizens’ of a multidimensional pluriverse of absurdity. most African cultures and Hopi Indians believed that everything is interconnected in a seamless weave of dreams – that the world is no more real than the worlds we seemingly conjure in our non-wakeful states. The world is as we dream it. . life is a story. iboga and substances on the back of certain kinds of toads) that allowed them access into other dimensions and realities – where they were able to converse with entities alien to our realms and bring back wisdom relevant to the needs of their respective communities. and what we can do together in very particular ways given the ‘infinity’ of paths we could ‘choose’.

and move in circles. What we need today is irreverence the longing to subvert the notions of reality that have been imposed on us by the global industrial complex and the hegemonies of consumerism. and possibly our minds. our agenda. Ej and Bayo Akomolafe Designers. in leaving the actual. our cars. Irreverence for logic! Irreverence for the work ethic! In our poetic subversion of the actual. the realization that happiness is not always the best way to be happy. other forms of knowing and modes of being where the emphasis falls less on money and work and competition and more on cooperation. Dreamscape . improvise. the willingness to 'fail' or open ourselves up to the possibility of other forms of being. silliness and adventure. but in losing we will find another way of making meaning in which no one gets left behind. we will wander.What do we need today . fall short. the magically possible. We will lose our way.more than anything else? A new politician messiah with stirring messages of hope? A new G8 summit? A reformulation of our most notorious social institutions? A hundred dollars in every pocket? I would vote for none of these. and that we need not be slaves to the tyranny of positive-ness that has held our civilization in its numbing grip. We will find.

our motivations. Participants are immersed in provocative circumstances that ARE ‘real’. an invitation to failure’s byways through the superhighways of our normative experiences. we sought a way to midwife people into new ways of seeing and being. paradoxes . technologies. and will potentially provoke. find our healing from the stories we once told. . and challenge the very right of reality to be the only thing real to us. By presenting ‘shamanic moments’. a consciousness shift about their shared universe. yet shot through with beauty softer than the feathers of fairies. We felt this experiment should capture the beautiful idea that our realities are ‘at root’ a form of play with consciousness. our social systems. this roving sense of paradox. Without a fixed goal. institutions.an ever-unfolding festival of clowns and angels. stories told and held in silence.Chapter 2 Are we sleepwalking through our waking state or wake-walking through our dreams? Life is a game.the hope that we can speak new stories into being. contradictions. remember? Our lives are dreams. a definitive strategy. our ethical spaces. selfmade prophecies. It is this sense of the absurd. while being immense fun. At the Koru network. the experience of playing Dreamscape is like being in a lucid dream. will provoke conversations and possibly social action. this groundless playful transgression and reenchantment of 'reality' as 'potentiality' that gives us the most compelling sense of hope about our world . We hoped that what we have co-created. and histories are dreams. or clearly delineated ‘opponents’. in players. We present to you Dreamscape! Dreamscape is a reality-altering game (RAG) designed along the lines of the ARG format. this simple game is designed to engage players in radically disruptive ways – in ways that shake their imaginations about what is possible…in ways that powerfully suggest that the world. our identities.

unstable. Dreamscape is all about process. reality within dreams. The fault lines underneath our perceptions of stability are always restless. shamanic) moments. who want to experiment with new ways of being and knowing that are not dependent on money. Ultimately. promiscuous. Dreamscape enriches the Koru process of nurturing a community of cultural visionaries. However this first comes with recognizing that the world is ‘actually’ contested and contestable. Dreamscape is an invitation to ‘debrand’ our minds. always in tension. a maroon community of ‘outcasts’ who refuse. resist. to re-imagine their normative perceptions and experiences of life. about fighting our way through enveloping sheets of reality and dream. plural and entangled – like a dream. and who might have ideas about how to bring transformative change to their worlds. temporal. The whole thrust of the game is to invite people to re-envision their world. Dreamscape is therefore a valorisation of the idea that we are players in an ecosystem of possibilities. The ‘aim’ of the game is to energize ‘cultural subversives’. . magic and epiphanic (nay. work and competition. The idea is very subversive. ethical and even physical realities. that our social. outliers and walk-outs. and renege on the claims and demands of our normative experiences. dreams without reality. It's a breath-taking juggling act that immerses players in a gripping world of absurdities. transcend the dumbing down of our present civilization. Specifically. disrespectful. Dreamscape is not safe. and break into alternative ways of being. behaviours and systems are fleeting.Playing Dreamscape is an experiment with disciplinary transformation on behalf of the project of generating new forms of knowing and being. to see with new eyes. porous.

they must create ‘tulpas’ or ‘thought-manifestations’ (or carry out certain tasks) in an epic adventure of collective awakening. they make Dreamscape a portal to other worlds. broken through. they will have to ‘unlearn the world’ they have become accustomed to. Its invisible power is like a poisonous lullaby. a shift in perception – so that the veil might be revealed and. a pathway that can summon into actuality other possibilities – a way out. Others feel it. dragging her deeper and deeper into realms of sleep. Perceiving that it is crucial for this situation to be addressed. are collectively called Tulpans. numbing the listener. and that another dream is possible. and disenchantment. the ritual is a riddle that can only be unravelled by persons prepared to awaken into another dream. This ineffable veil cloaks the landscapes unchallenged – reigning supreme over all – suffocating all that was once held dear. the Scribes invent a game. However. an intentional community of persons who seek to invite others into an awakening. but are unable to name it.Chapter 3 A world is plunged into an unprecedented crisis – a catastrophe so riveting. invited by the Akasha Scribes. possibly. . and like their name suggests. listlessness. Even more importantly. These persons. Inspired by other veil-revealing traditions in the world. It is the only way the crisis can be upended. so troubling and menacing that it imperils ‘life as we know it’. poets. and visionaries come together to form the Akasha Scribes. They call it Dreamscape. a sacred ritual of shamanic strength – able to gift the conscientious user with new eyes. The real threat of this multidimensional crisis is that it is barely noticeable. and is perceived only by some who do not see as others see. a doorway through the Veil. They will learn that their world and all around them is a dream. an amorphous group of artists. thinkers. To do this.

. calling forth multidimensional realms to intervene in re-enchanting the world they dwell in. new possibilities. the objective of the Scribes is mapping new worlds. small groups – pressure points – that can disturb the equilibrium of collective perception. in a trans-local manner. the practice. thinkers. and to administer participation of the Tulpans. living. activists and people who generally feel a better world beckons. musicians. and there are no leadership structures. and the performance of Dreamscape. through the conversations they share. walk-outs. This practice. opens up ‘holes in the sky’ from whence new ways of being. and new realities together with the Tulpans. the instructions they give to the Tulpans during gameplay. and sharing this wealth of possibilities through social interconnectivity technologies. There are no established creeds. The game arose out of the need to nurture. The Scribes are instrumental shamans. no decree. The Scribes created the Dreamscape. They sit at the centre of the ceremonies. no truth. ‘failures’. the Akasha Scribes have a passionate longing to invoke an awakening across communities spread out over the world’s disenchanted landscapes. knowing and solving problems may come through. no doctrine. and are the mobilizing community for the game. The Scribes are bound together by their free conversations and a shared practice: to invite others to perform the Dreamscape ritual. and the emergent stories they popularize. artists. the Scribes assume. The Scribes have no code.Chapter 4 The Akasha Scribes A roving visionary community of poets.

the Tulpans are a more defined unit of 6-12 people. The Tulpans are defined by their shared dream-space. young and old. their task is to wake up. find missing objects and sometimes compete (or collaborate) with other Tulpans (a total of 4 Tulpan teams play in a particular session). . They are bricoleurs of alternative possibilities. to unravel the meanings that shape their collective subjectivities and consensual reality. Their objective is not as simple: they must attempt to unravel their perceptual frameworks and knowledge schemes by co-creating ‘tulpas’ – tasks issued by the Scribes specifically designed to place players in paradoxical circumstances. who have been invited to participate in Dreamscape. Whereas the Scribes may be comprised of any number of people (3 upwards). A ‘tulpa’ can best be understood as an invitation to ‘walk through walls’.The Tulpans The Tulpans are the ‘called’ ones. The Storytellers: The Storytellers painstakingly keep a journal of conversations. Tulpans meet in ‘real time’. the people. and have real adventures Every Tulpan team member has specific interchangeable roles: The Sirens: The Sirens must ‘pollinate’ (keep reading! You’ll understand!) by seeking persons extraneous to the game and enlisting their narratives of disenchantment and/or pledges of support. to work through the consciousness shifting tasks together. The Spirits: The Spirits perform and plan the tulpas. Additionally they will solve riddles. while others support. narratives and experiences.

it is also better to join a session administered by an Akasha group that is locally situated. the Akasha Scribes are central to the Dreamscape game. The Dreamscape story unfurls based on the actions and decisions of the networking groups. To play. So invite friends over or persons you can have a conversation with! Remember that Dreamscape explores your vulnerabilities and emphasizes reflexive conversations. It is built to be played by connecting online (minisite linked with Koru portal) with other groups of people – though a variant of the game can be played without internet access. Beginning the Game When the participants in a session are complete. Securing your Akasha Scribes Building a Tulpan Circle is only part of what is needed to commence a Dreamscape session. As explained earlier. So be sure to keep this in mind before joining a session. They also partly administer its progress. It is preferable that these persons in your local group are in close proximity to your connecting point. which should advisably comprise of 6-12 persons (this is because there are many simultaneously occurring tasks during a Dreamscape session. you must assemble your Tulpan Circle [see Glossary for definition of terms]. Almost everything can be contested. A potential Tulpan Circle may however also initiate a Dreamscape session by connecting to an already existing Akasha Scribes group. It cannot be played alone or completed in a single sitting. the game commences. . you’d need Akasha Scribes. but more critically. Again. There are no dices like in conventional games. They actually mobilize the formation of Tulpan Circles and invite them to a session of the game. the more the merrier!).Chapter 5 Building a Tulpan Circle Dreamscape is a game played over time in small collectives. You’d also need other Tulpan Circles. The logic of Dreamscape is entirely conversational – nothing is set in stone.

The Tulpa grids represent tasks that are to be carried out by the Tulpans. where it is viewed by participating teams and the local Akasha Scribes. if a scape-casting Tulpan group has Yellow Energies. There are nine Tulpa grids. post their responses in the ‘Book of Energies’. near-inscrutable riddle. The other Tulpans must. and it agrees with the Tulpan groups with Blue and Red Energies (but not with the Green group). and is positioned to the side of the Whirl. All arms of the Whirl culminate in a central point – graphically represented by a mushroom. Each arm is cloaked in a different colour called ‘Energies’. Gameplay Gameplay consists of a rich array of tasks – the most basic of which is called Scape-casting. There is no name for this ‘endpoint’. For instance. The Book of Energies contains these riddles. but one ‘Re-enchantment’ grid on each arm of the Whirl. The scape-casting group will then assign its own colours (energies) to the group or groups with which they most resonate with. Each arm is also divided into 49 grids called ‘Norms’. it will most likely assign one ‘yellow energy’ to the groups in agreement and refuse to grant its energy to the one group in disagreement. and the ‘Ridge of Re-enchantment’. The riddle could consist of any subject. and can be posed in any way – so long as it is suitably written in the ‘Book of Energies’. To scape-cast is to pose a challenge to other Tulpan groups in form of an ambiguous. ten ‘Echoes’ grids. The Whirl is a four-armed spiral. Among the grids are three groups of special grids called ‘Tulpa’. within the allotted time. The Pass of Echoes is a space along the way that requires a member (or more – depending on the number of persons in a Tulpan Circle) to share her/his stories of disenchantment from her/his life experiences. the other Tulpans must come up with an answer defined by its plausibility (there are no correct answers). ‘The Pass of Echoes’. The Tulpan Circle that begins the session is randomly picked by an in-game random number generator. When a Tulpan Circle has scape-casted and assigned a time-limit.The Whirl (The Four-Armed Spiral) The playing arena for Dreamscape is called the Whirl. ..

or use one of their Cards of Unknowing (will be explained later!). Go to a slum. The Akasha Scribes will then contact them (it could be by phone. your mobile phone. Go to a street and inspire others to dance along with you. they will have to try to exchange their energies in the next try (that is. . messages to the Scroll of Portals. assign a time dimension. and interact with them for a week. The emergent Tulpa must be carried out. documented. Successfully doing this will earn them access to a Tulpa grid.The next group to play will scape-cast by posting in the Book of Energies. This order will repeat itself until all the groups that can possibly play in a particular column of grids have played. Examples of a tulpa include the following: i) ii) iii) iv) v) vi) vii) Go without food for a day. television. after a Tulpa session is done). and your car. Give hugs to strangers you meet between a certain time window. and to nudge them into testing new possibilities. Experience three days without money. A Tulpa task is literally attempting to ‘walk through walls’. and have an audience of some kind. and await responses in the same book. The Scribes assign these tasks in other to disrupt the teams’ perceptions of reality. compensate in other ways (will be explained later!). Co-creating a Tulpa This is probably the most challenging aspect of Dreamscape. Each Tulpan group can earn access to a Tulpa task by successfully disrupting the ‘energies’ in their ‘norms’. but requires the coordinated response of a Tulpan Circle. mail. A tulpa task is never carried out alone. If a group is unable to do this. Get lost and try to find your way back home. The main task of Tulpans is therefore to exchange all their energies with different ones or at least two thirds of their energies. Offer home-made gifts for fifty dreams or stories of disillusionment from strangers. eat with them. or any other means) and assign to them a tulpa task.

A single grid or ‘Norm’ (with red energy). this is the take-off point A special grid or ‘Tulpa’ The Pass of Echoes .

Think of tulpas as experiments designed to deconcretize the supposedly ‘real’. or the ‘evidence’ provided is not pleasing to the Scribes. they will allow access into another round of scape-casting. Tulpas are the pathways to magic potentialities of the pluriverse. it must attempt to disrupt its energy grids again. there will be moments that inevitably lead to a team being ‘left behind’ due to its failure to resonate with the scape-casting teams (this also implies that the team has failed to ‘disrupt’ its norms with different energies or colours). This will cost a team a chance to advance into the Tulpa rounds with the other teams. If a tulpa is not satisfactorily carried out. and to fathom more and more deeply how illusory it really is. photographs or more). and valorise the absurd! In the world of Dreamscape. when posting a tulpa task in the Scroll of Portals. The Scroll of Portals is the sacred book that holds the tulpa assignments. No team is assigned the same tulpa twice in a Dreamscape session. The challenge posed by a tulpa to a Circle is to ‘walk through walls’. it must take ‘evidence’ of completion to the Akasha Scribes. they can choose to reassign the concerned Tulpan Circle another tulpa session. supported. to defamiliarize the apparent. ridiculed. the Scribes. helped.A tulpa is a provocative participatory performance. At this time. Players are going to ask: who am I? What am I experiencing? What am I stuck in? What is happening to me and what am I happening to? Once a Tulpan Circle has saturated its tasks. The Scribes post the tulpa tasks in the Scroll eventually – since they may choose to assign tasks in different ways. . a practical way to investigate the pliable nature of dreamscapes. and shocked into multiple possibilities. the team may prefer to wait out until the scape-casting rounds resume – at which time. Prepare to be embarrassed. determine what will count as ‘evidence’ (could be video footage. transformed. As soon as the Scribes are satisfied. Specific aspects of Gameplay Compensating: During gameplay. Usually. participating in weaving a tulpa could be a truly transformative experience. wondered at. a what-if.

relatives or just about anybody). The Sirens must invite people to post in this book. . Playing the trickster card scrambles the entire section of energies in a grid field. This may be used when a team has been unable to exchange its energies to meet the 2/3 access criteria. Doing this may provide such a team with the colours needed to advance – but it also scrambles the grid fields of the other Tulpan teams! This could actually in fact aid them rather than stall their ‘progress’ – since using the trickster card is embracing a random possibility. and inviting them to share (in brief) their stories of disenchantment with their civilization. allocated to a team. is populated singularly by disenchantment stories. These activities include: Pollinating: ‘Pollinating’ involves meeting with new people outside your Tulpan Circle. like the Book of Energies. The cards are – 1) Trickster (1 Card): This unlocks in the second round of scape-casting (after the first tulpa rituals are done). which create new situations that could help them reach their targets on the Whirl. The Tree of Voices. it may (in negotiation with the Scribes) exchange a specific number of ‘voices’ for the kind of access required. whose task is to attract these stories from strangers. These stories will be ‘harvested’ by the Sirens (who. will serve as a kind of life currency that may come in handy in sticky situations. ‘Compensating’ highlights other simultaneously running activities that define gameplay. friends. if a team is unable to complete a Tulpa round or is unable to advance into it. are a part of your Tulpan Circle.There might be instances when no team is able to advance into a Tulpa round! At this time. Using a Card of Unknowing: All Tulpan Circles have specific non-renewable cards. They are only available (unlocked) in the Scape-casting rounds after the first Tulpa tasks have been carried out. These cards are powerful forces that a Circle might wield to its favour – as well as to its detriment. and must be posted in the Tree of Voices. any team can try to ‘compensate’. as described above. Each post. For instance. These are called the Cards of Unknowing. It is therefore a neat strategy for a Tulpan Circle to continually deploy its Sirens for pollinating tasks.

a player in a Circle will share her stories and the conversations that ensue are centred on this player’s experiences. a Tulpan team can proceed to the next rounds. it can generate one by playing this card. is a special kind of ‘Pass of Echoes’. a Tulpan will share his/her stories. The Pass of Echoes is a sacred ritual of mutual reflection. The Ridge of Re-enchantment. when a Circle reaches the Ridge. hoping or not hoping. With the appropriate energies. which lies just before the final grid. 3) Energy Giver (2 Cards): If a Tulpan team needs a specific energy (Colour) in order to disrupt its own field. share. experiences of frustration. In each Pass of Echoes. the Storytellers must document them and find ways to capture them. Players arrive at the Pass after a tulpa round has been ‘completed’. These conversations can be facilitated in any way the group chooses. feelings of being ‘disqualified’ and similar stories. and ways we can address their feelings of disenchantment. they – all-at-once – can reflect. In the Pass. questions and experiences with the rest of his team. 4) Walking Out (1 Card): Walking out is ending your time in a session or calling for a period of rest (limited to three days – but an Akasha Scribe group can alter this limitation). The Pass is an opportunity to share tulpa experiences as well. and have conversations in their meeting place. There are 9 Passes. mindful listening and shared vulnerability during a Dreamscape game. silence. They can be structured – with protocols for commencing or ending a narrative – or they could be free-wheeling conversations without any such protocols.2) Skip Card (1 Card): This allows a Tulpan team to skip a Tulpa round. . Whereas. ideas about inequality and failure. The themes for the reflections in the Pass of Echoes are disenchantment. These conversations are focused on new possibilities. During the narration of these stories.

There is therefore a stronger sense of implicit rewards in playing Dreamscape. Whoever provides the most plausibly resonant response in conversation with the Scribes will ‘win’ the game. The game is largely malleable so that it supports cooperative and competitive playing. In ‘Earn a Fern’ gameplay. initiate a local currency. and pledge to support them with gifts. What is important is that it holds transformative moments for the courageous players who take on the tasks of co-creating tulpas in defiance of their consensual realities. which is called Earn a Fern (the first is the Classic Mode). It could be a desire to share new information. a new sense of the porosity of reality. What a team does when it advances beyond the Ridge is self-defined. Game Modes Dreamscape can be played in two different modes. Dreamscape could be a race. playing Dreamscape is its own reward – fun. exciting and challenging. the Tulpan Circles – via the Sirens – will try to invite an audience to watch their tulpas online.for the final time. the idea of winning or getting ahead is held in close tension with its own contradiction.Finishing the Game Finishing Dreamscape depends on the kinds of relations the players have exercised towards each other. or even a sense of resignation to the unfolding wonders of being. The aim is to raise funding for a clearly defined DreamQuest. stimulate localization. A DreamQuest is a project undertaking by a Koru collective (in this case. The Scribes will pose a difficult riddle challenge to the concerned Tulpan Circle(s). a Tulpan Circle) to embark on an adventure of social transformation. the team will contact the Akasha Scribes. or reanimate indigenous learning systems. a new hope for change. More or less. after the conversations in the Ridge of Re-enchantment have been exhausted. or both. Thus. Only registered Tulpan Circles (who have completed at least one session of a previous Dreamscape game) have access to the second mode. . players earn much more than a cutesy congratulatory message on the screen – they (might) ‘earn’ alternative frames of perception. However. who will respond by scape-casting . a shared journey.

Because each tulpa has to be viewed by the Akasha Scribes to advance. Playing without the Internet or without Electronics A session of Dreamscape is possible without connecting online with others. players can create a tribe totem that defines them – one which they can brandish proudly to others. The Whirl of course would have to be drawn. In the ‘Earn a Fern’ mode. players can team up. These persons can be positioned a distance away from the Whirl. and the energies exchanged would have to be represented by objects unique to each Tulpan Circle. This is a smaller. the Scroll of Portals and so on). For instance. more in-touch way of playing Dreamscape. and play Dreamscape. so that it is more exciting to race to reach them. . Having More Fun on the Way! Dreamscape is spurred by the imagination and creativity of its players. The Akasha Scribes are also available in this playground. a member or members of the Scribes could accompany the Tulpans to their locations to observe them (in a non-participatory manner) carry out their tasks.The Sirens will invite the persons who share their stories in the Tree of Voices to also pledge a sum of money or any other support to aid their local projects. articulate a shared project or multiple projects. All the elements of a Classic Dreamscape game remain – except that the Whirl is depicted on the ground in a playful space where each team can meet with the others. The choice for creative expression is entirely up to them. Some persons have to be appointed to keep the books of the Library (that is. the Book of Energies.

the Scroll is the book in which tulpa tasks are posted A book of narratives of disenchantment A project of revitalization in a community Various gameplay options available to Tulpan Circles in the second field Different ways of meeting up with other teams Reaching people outside the game to share their stories in the Tree of voices The playground A session of gameplay can take days (maybe even weeks to complete!) A field is a collection of norms. A team of 6-12 players A compendium of books kept in the game. which are in turn the basic grids on an arm of the Whirl The tasks of co-creating an ‘impossible’ event that subverts mainstream notions of reality The exchangeable colours or objects in possession of a Tulpan Circle Posing a difficult challenge/question which has no clear answer Moments for sharing stories or disenchantment and possibility The Pass of Echoes and Ridge of Re-enchantment: .Akasha Scribes: Tulpan Circle: The Library: The Book of Energies: The Scroll of Portals: The Tree of Voices: A DreamQuest: Cards of Unknowing: Compensating: Pollinating: The Whirl: Dreamscape Session: Norms. Grids. Fields: Tulpas: Energies: Scape-casting: The mobilizing community that administers a Dreamscape session. The book in which scape-casts are posted by a scape-casting Tulpan Circle Held by the Scribes.

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