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FourthBase wrote:IanEye wrote:"Can you conceive of anything wrong with full disclosure?" - Paul from Boston
Fixed.
annie aronburg wrote:There is a special "energy" called "loosh" which is precious and wanted by some somewhere. One of them who collect this energy created a place to grow this energy: The earth. The evolution that has taken place on earth is just modifications this creator did to get more and higher quality of loosh. This was provided by animals who are fighting, during a fight for life, and when ending a life span, loosh can be harvested. But the most loosh can be gotten from the humans; the creator had implanted a part of his own into these humans. When they have feelings like lonelyness, desire, parent's love, grief etc., the highest quality distillated loosh can be harvested, which is by far better than any other raw loosh.
FourthBase wrote:The notion that humans have substantially more "loosh" than other sentient mammals, enough to make what must be a much more difficult quarry (must be harder to leech off a more complex and willful consciousness) worth it, strikes me as absurd.
lunarose wrote:4b
can you think of a practical way in which to implement full disclosure, of everything, everybody, everywhere? so what if the gov./elite discloses ALL - they have the most heinous military resources at their disposal, they can enforce whatever they want, no matter who knows. only ~30% of the u.s. agrees with iraq, has that stopped the carnage? all type of info came out about how fucked up things were happening during Katrina - what do you think it changed? i'll tell you what it changed, now you have a whole lot more people buying into 'let's privatize everything, since the government can't do anything right.'
you're offering a counsel of perfection, the only result of which will be to further disempower the already disempowered.
jingofever wrote:FourthBase wrote:IanEye wrote:"Can you conceive of anything wrong with full disclosure?" - Paul from Boston
Fixed.
Hmmm... Paul, from Boston, likes to masturbate to Tom Brady? There is no reason you should be taking more shots than Garnett.
Today, in this world, there is nowhere "away from the prying eyes and ears of the elites", if they are determined enough, if you are seditious enough. Secrecy, ultimately, confers zero advantage today to anyone whose secrets are not protected and enforced by the elite's own safeguards (i.e., through the clearinghouses like secret societies and intelligence agencies), secrecy is not only useless but counter-productive to anyone whose secrets are not the very same as the elite's, to anyone who is not an elite.
FourthBase wrote:How are they enlightened? Not to brag, but I can't actually conceive of anyone being much more enlightened than, say, me. And I'm not that enlightened.
They are really nice people to be around, and they seem to have this amazing ability to open their hearts to people, even people they have just met.
My brother met one person like this, and my bro claims that this person was so repulsed by violence he could feel it coming several hours beforehand. It made him ill. (Not my bro the other guy). That wasn't violence directed at the enlightened inividual either, just violence in the place said enlightened individual was in.
The basic premise of Mage: The Ascension is that everyone has the capacity, at some level, to shape reality. This capacity, personified as a mysterious alter-ego called the Avatar, is dormant in most people, who are known as sleepers, whereas Mages (and/or their Avatars) are said to be Awakened. Because they're awakened, Mages can consciously affect changes to reality via willpower, beliefs, and specific magical techniques.
The beliefs and techniques of Mages vary enormously, and the ability to alter reality can only exist in the context of a coherent system of belief and technique, called a paradigm. A paradigm organizes a Mage's understanding of reality, how the universe works, and what things mean. It also provides the Mage with an understanding of how to change reality, through specific magical techniques...
In the Mage setting, everyday reality is governed by commonsense rules derived from the collective beliefs of sleepers. This is called the consensus. Most Mages' paradigms differ substantially from the consensus. When a mage performs an act of magic that does not seriously violate this commonsense version of reality, in game terms this is called coincidental magic. Magic that deviates wildly from consensus is called vulgar magic. When it is performed ineptly, or is vulgar, and especially if it is vulgar and witnessed by sleepers, magic can cause Paradox, a phenomenon in which reality tries to resolve contradictions between the consensus and the Mage's efforts...
In Mage, there is an underlying framework to reality called the Tapestry. The Tapestry is naturally divided into various sections, including the physical realm and various levels of the spirit world, or Umbra. At the most basic level, the Tapestry is composed of something called Quintessence, the essence of magic and what is real, in game terms. Quintessence can have distinctive characteristics, called resonance, which are broken down into three categories: dynamic, static, and entropic...
In the game, Mages have always existed, though there are legends of the Pure Ones who were shards of the original, divine One. Early mages cultivated their magical beliefs alone or in small groups, generally conforming to and influencing the belief systems of their societies...
Seeing their chance, mages who believed in proto-scientific theories banded together under the banner of the Order of Reason, declaring their aim was to create a safe world with Man as its ruler. They won the support of Sleepers by developing the useful arts of manufacturing, economy, wayfaring and medicine. They also championed many of the values that we now associate with the Renaissance. Masses of Sleepers embraced the gifts of early Technology and the Science that accompanied them. As the masses' beliefs shifted, the Consensus changed and wizards began to lose their position as their power and influence waned.
This was intentional. The Order of Reason perceived a safe world as one devoid of heretical beliefs, ungodly practices and supernatural creatures preying upon humanity. As the defenders of the common folk, they intended to replace the dominant magical groups with a society of philosopher-scientists as shepherds, protecting and guiding humanity. In response, non-scientific mages banded together to form the Council of Nine Traditions where mages of all the major magical paths gathered...
As more and more sleepers began to use the Order's discoveries in their everyday lives, Reason and rationality came to govern their beliefs, and the old ways came to be regarded as misguided superstition. However, The Order of Reason became less and less focused on improving the daily lives of sleepers and more concerned with eliminating any resistance to their chokehold on the minds of humanity. Ever since a reorganization performed under Queen Victoria in the late 1800s, they call themselves The Technocracy...
The metaplot of the game involves a four-way struggle between the technological and authoritarian Technocracy, the insane Marauders, the cosmically evil Nephandi and the nine mystical Traditions (that tread the middle path), to which the player characters are assumed to belong. (This struggle has in every edition of the game been characterized both as primarily a covert, violent war directly between factions, and primarily as an effort to sway the imaginations and beliefs of sleepers.)
Mages divide themselves according to their cultures, beliefs and even historical accidents or arbitrary alliances. The primary groups include:
[edit] Council of Nine Mystic Traditions
* Traditions
o Akashic Brotherhood
o Celestial Chorus
o Cult of Ecstasy
o Dreamspeakers
o Euthanatos
o Order of Hermes
o Sons of Ether
o Verbena
o Virtual Adepts
[edit] The Technocratic Union
* Technocracy
o Iteration X
o Progenitors
o The New World Order
o The Syndicate
o The Void Engineers
[edit] Others
* Crafts
* Marauders
* Nephandi
http://en.wikipedia.org/wiki/Mage:_The_Ascension
Mages ‘awaken’ to the ways of magic. The setting states that it is unclear whether this is mostly accidental or as a result of a person's nature or understanding. The process of awakening can be slow or fast, but there are two major ways in which the event may manifest: the Mystery Play and the Astral Journey. In both sorts of ‘awakenings’, the mage-to-be goes on a journey that culminates with them arriving at or in their respective Tower and inscribing their name upon it.
The Mystery Play is a waking dream, where the magical symbolism of their awakening is overlaid on top of the ‘real’ world. Other people, places and real world events mesh together until the Mage arrives at a skyscraper, a phone booth, a grove or some other place that represents their Tower and somehow write their name in both the physical and real setting, such as a hotel ledger or a statue's plaque.
Astral Journeys, which occur when the potential mage dreams, are common to those who deny or resist the ‘awakening’. Astral Journeys feature strange settings, objects and people, in a full sensory experience.
http://en.wikipedia.org/wiki/Mage:_The_Awakening
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