You are being used as a pawn in every gameworld you did not build or consciously choose to play in.
Build Your Gameworld
You want to create a project where you can work, play, and be with a like-minded team of social entrepreneurs, edgeworkers and change agents.
You are not sure if it is a training center, an alternative school program, an unconference, an educational community, or a not-for-profit.
To update R. Buckminster Fuller, "You never change things by fighting against the existing gameworlds. You change things by building new gameworlds that make the existing gameworlds irrelevant."
Mr. Fuller actually said that building new gameworlds makes the existing gameworlds obsolete... but by now it is nauseatingly obvious that existing gameworlds are already obsolete.
You've probably heard: "Build it and they will come."
What you might not have heard is: "If you don't build it, nobody even has a chance to come!"
By building a gameworld you take a stand for what you have taken a stand for.
Your gameworld is a platform where other people can co-create with you in the world your heart knows is possible!
WHAT IS A GAMEWORLD ?
Why don't you already know about gameworlds?
Think about that question for a second...
If understanding gameworlds is as important as we claim, why haven't you ever had a class in gameworlds?
If you were designing a school curriculum, why would you avoid including such a powerful subject as gameworlds even at the University level?
Probably it is due to simple ignorance... "We never thought of it before..."
On the other hand, gameworlds are social organisms. Like any organism they try to defend themselves against being messed with.
A University is a gameworld... If you were a University, would you empower your own customers (the students) to be able to reinvent your traditions, rules, and purpose? Probably not...
Not knowing a distinction does not mean that the distinction is not seriously influencing your life.
Let's dive into this.
We human beings interact with each other through social systems called gameworlds.
Each gameworld has a context, distinctions, values, rules-of-engagement (how to play the game), and an intended outcome.
For example, one gameworld in modern culture is called Post Office. The way to play Post Office is to bring your package to a Post Office building, stand silently in line until one of the government workers has time to help you, fill out the address form in the proper way including the Postal Code, pay whatever money they ask for, and "Neither snow nor rain nor heat nor gloom of night" slows the couriers from delivering your mail. The purpose of the Post Office gameworld is to make a profit. How do you know? Because if the Post Office delivers your mail on time but does not make a profit this governmental service must be shut down or privatized.
Before you can play in the Post Office gameworld you must already be playing in the money gameworld.
What is the money gameworld?
In the Post Office gameworld you might want to pay with a credit card. But Credit Card is a different gameworld!
How do you play the gameworld called Credit Card? You hand the person behind the cash register a plastic card with your name and account number on it, and a microchip inside. Then your bank transfers numbers from your bank account into the Post Office bank account. However, to play in the gameworld of Credit Card you must already be playing in the gameworld called Bank Account.
And to play in the Bank Account gameworld you must first be playing in the Earning Money to Survive gameworld.
The Earning Money to Survive gameworld has the purpose of making profit for company stockholders and for paying taxes to the government so that the government can pay people to work in the Post Office gameworld.
Most gameworlds in modern culture are win-lose games played with the intention of maximizing profit by externalizing as many costs as possible to future generations, third world countries, or Gaia.
If you change even one rule-of-engagement in a gameworld you create a whole new gameworld. For example, the gameworld of soccer uses one ball and two teams. If you add one more ball in soccer, or if you allow players to use bicycles, or whips, or if you add that each team can bring in one camel, it would change the game entirely.
This means that all the players in a gameworld must agree to play by the rules-of-engagement of that gameworld or they are not allowed to play the game.
In the gameworld of soccer, whichever team puts the most number of balls into a net at the end of the field wins. But who really makes a profit from football are the corporate owners of the team and the media advertisers during soccer games. In that case, the context of soccer is profit. But what is context?
Human beings interact with each other through gameworlds.
We make up a gameworld and then step into its rules of engagement, and within seconds we start behaving as if the rules of engagement are true! even though a moment before we arbitrarily create them out of nothing!
If you do not know that gameworlds are gameworlds, then you think they are reality. And they are not.
Then you think you are imprisoned in the gameworlds of your life and society. And you are not.
Change one rule in a gameworld and you create an entirely different gameworld.
Put a tennis player into a football team and you end up with a net across the field.
You support the values of every gameworld you play in.
Either you consciously design each gameworld you live in or you are a pawn in someone else’s gameworld.
It’s not bad, being a pawn. Psychopaths need pawns… millions of them.
Taking radical responsibility for consciously choosing the gameworlds you play in gives you so much freedom of movement that you become a Possibilitator, an Edgeworker, a Riftwalker.
Suddenly you are on the Team that is creating regenerative new gameworlds that make the existing life-exterminating gameworlds irrelevant.
Don't be left behind playing in a stupid gameworld.
Are You A Zombie?
Every brand you recognize is the name of a gameworld you play in.
Simply by knowing a gameworld's name, you may be participating in it. Profit-oriented gameworlds invest billions to occupy a part of your mind with their brand name and logo so as to establish brand-loyalty in your emotional body.
You support the values of the gameworlds you play in.
Do you know the values of the gameworlds you play in?
If not, you may be a 'Zombie'.
A 'Zombie' is 'anyone who is not aware of the values of the gameworlds they play in'.
Wherever you are not living in gameworlds you build or choose, you are a pawn in someone else's gameworld.
This is how serious knowing about gameworlds can be.
Maybe it's time you learn about gameworlds...?
The Nuisance Of Jargon
There is a high cost to introducing new jargon in a gameworld. One man recently wrote:
I'm curious why you're choosing to use the word 'gameworld' when the word 'institution' already exists?
It seems a bit problematic to me in some ways:
What about using the already-existing term 'institution' instead?
Here are some ideas we consider about this:
Is WhatsApp an institution? Is a relationship an institution? A Marathon run? A family? A culture? A movie production team? A blues band? A SCUBA Diving club? A bicycle repair shop? A Permaculture project? etc. Each of these are just as much a gameworld as modern culture's familiar banks, multinational corporations, armies, churches, public schools, governments, police forces, 'economy-realities', and Starbucks franchises. Each and every gameworld is unique, yet each and every gameworld is made from the same components, including a Context, the Rules Of Engagement, a Codex, the 4 Archetypal Lineages, and its semi-permeable membrane. Each gameworld is just as arbitrary and no more 'hard reality' than a few children setting up a temporary 'cowboys and indians' playspace gameworld. All gameworlds are temporary.
Realizing that civilization's 'institutions' are mere gameworlds is a wake-up call that we have been giving our center and authority away to false assumptions, to habitual thinking, to imaginary constructs.
The capitalist patriarchal empire's gameworlds have enslaved the minds and hearts of many human beings for thousands of years. Does this prove that these particular gameworlds are the 'real' gameworlds? No. It proves that uninitiated human beings are gullible and naive.
You support the values of every gameworld you play in, regardless of whether you play in a gameworld consciously or unconsciously. By using the distinction 'gameworld' you gain the power to choose wisely about the gameworlds you play in. You also gain the power to build new gameworlds that make existing gameworlds irrelevant.
Who can create and own an institution? Only those holding power positions behind-the-scenes in the ruling regime.
Who can create and own a gameworld? Anyone group of three or more gameworld builders.
The power in using the distinction 'gameworld' is that it makes the global playing field equal. Anyone who has the awareness and talent and commitment to build a gameworld can build a legitimate gameworld. Even if only three people in the entire world have ever heard of or participate in a particular gameworld, it is still a legitimate gameworld.
Using the term 'gameworld' for all the gameworlds we humans build and interact with each other through opens up tremendous possibilities for personal and cultural evolution. And right now, in this time in human history, we seriously need both personal evolution and cultural evolution.
by Gary Lindorff
When enough people embrace a movement,
that movement can spin a life of its own —
a great spirit.
And out of that greatness of spirit,
a culture begins to emerge
which, in turn, produces work,
schools, values
reflected in new art-forms,
dance, food,
all qualities of that shared spirit.
If it attains viability, in time,
more reality accrues to it,
more culture, more substance,
more credibility . . .
Great books, poetry, art, revelations,
a philosophy, maybe a new religion
or a renewed old religion.
The new spirit supplants the old.
It lasts for a while.
If the principles and ideas
that support its legacy
are sound and enduring
whole generations will live and die
within its field of influence,
promoting its values,
proving its worth.
That is the story of Communism
and Capitalism
and Catholicism-as-we-know-it.
But what I am curious about is,
what happens
to established movements
that become oppressive systems
and begin to collapse or cease to exist
when there is nothing to replace them?
My brother talks about the culture
of Washington and Capitalism
that is dying now and how
the anti-war culture is like
a movement of Cassandras.
I had to think about this.
For years
the anti-war movement
has been prophetic
in predicting the demise of capitalism
but it, like Cassandra,
was doomed
or cursed
to not be believed
or listened to. That is in fact
how many of us feel, have felt,
for our entire lives!
We have been saying,
This can’t last!
This isn’t working!
This isn’t real!
Why have we failed
to replace Capitalism?
It’s as if we were up against a curse.
Was it because we had nothing better to offer?
Was it because we failed to create a culture
to back up the truth
that motivates our spirit?
We have, indeed, been ‘blowing in the wind”.
Maybe we still haven’t figured out
what a world founded on
peaceful co-existence looks like?
I mean the nuts and bolts.
If a movement doesn’t carry the potential
to evolve into a viable culture,
it remains in the realm of ideas
and prophesy.
Communism failed
to produce a viable culture.
Capitalism has also failed to produce
a viable culture.
We who see prophetically
beyond the palpable darkness of our time,
beyond the old religion of money
beyond the collective disillusion
of those multitudes of laborers
who served to realize
the sterile dreams of Lenin,
we should be turning our thoughts and principles
into culture. . .
That is, growing out of embracing a movement
to conjuring the spirit
of a bold new culture of co-existence.
What is our culture?
Who are we really,
when we spread our wings
to fully emerge from our cocoons of prophesy?
What Is Context?
EACH GAMEWORLD ORIGINATES IN A CONTEXT
The context of a gameworld is the gameworld's relationship to consciousness and responsibility. Context defines what the gameworld holds as its highest values.
For example, modern culture values profit and teaches that the most successful people are those who avoid responsibility.
In modern culture, the term 'consciousness' has no meaning. 'Consciousness' is one of those stupid or dirty words.
Even though the gameworlds of modern culture are contexted in capitalist patriarchal empire it is possible to create gameworlds with an entirely different context, set of values, distinctions, rules of engagement, and purpose.
You now have a team of people who have come together in a new context - the context of archearchy - and who can build and inhabit archearchy gameworlds.
Nobody already knows how the gameworld of building gameworlds goes.
Even more-so, the gameworld of building gameworld builders...
SETTING GAMEWORLD CONTEXT
To set a new Gameworld’s Context, start by claiming the Gameworld's True Purpose, which will be to serve the Gameworld's Bright Principles.
Setting the True Purpose must, of necessity, include identifying your Gameworld's Hidden Purpose.
Unconsciously created Gameworlds deliver Child Level Responsibility and largely serve Hidden or Unconscious Purposes, such as Competition, Win-Lose games, Low Drama, avoiding responsibility, and providing Gremlin food to those people high-up in the Gameworld hierarchies.
To consciously set a new Gameworld’s Context, the Spaceholders relocate their Point Of Origin into the chosen Context.
In every meeting space, begin by calling your Gameworld's Bright Principles into the space. Establishing each Workspace as a Space through which these Bright Principles can do their work in the world.
It will be crucial for participants to continually improve their skills at staying Centered, making their Grounding Cord and Personal Bubble of Space, holding their Gremlin on a short leash, and lowering their Numbness Bar to gain access to the energy and information of low-level Feelings and Emotions.
Suddenly it will become clear that: Something completely different from this is possible right now.
CHANGING GAMEWORLD CONTEXT
It is possible to change an already existing Gameworld’s Context from, say, Child Level Responsibility to Adult Level Responsibility, or from Adult Level Responsibility to Radical Responsibility.
The risk of trying to upgrade an already existing Gameworld's Context is that, if a majority of the members succeed in choosing the new Context, you will lose participants who are not interested and willing to endure the transformational Liquid States of shifting out of their old Context into the new Context.
Keep in mind that by upgrading a Gameworld’s Context you open a Doorway for new members to join who are longing to be nurtured by a higher level of responsibility and consciousness than was being offered by the old Gameworld.
Nonetheless, it may be less painful and more successful to build new Gameworlds that make the existing Gameworlds irrelevant than to try to change the Context of an existing Gameworld.
Levels of Responsibility
Map of Culture and Responsibility
Where are the adults?
One such dangerous question might be about responsibility.
If a child makes a mess, who cleans it up?
If you ever lived with children the answer is obvious. Children do not have the capacity to be responsible for cleaning up their own messes.
When a child makes a mess, even a teenage child, the adults are responsible for seeing that it gets cleaned up. Certainly, some children are trained to clean up some messes some of the time. Parenting is about creating environments where children can develop their muscles of responsibility. But until around the age of fifteen, children cannot be held responsible for their level of responsibility.
This distinction about levels of responsibility permits you to classify gameworlds and cultures according to the responsibility they take for cleaning up their messes – in other words, their sustainability.
Applying the level-of-responsibility test to modern society reveals that modern society makes huge messes with no intention of ever cleaning them up. Think of the expanding dead zones in the world’s oceans. Think of the tons of permanently lethal nuclear wastes. Think of the US national debt. Think of children being given brain drugs that make them unfit even to join the army. Think of the gigatons of methane frozen forty thousand years ago under Siberian tundra now bubbling out as heat-capturing greenhouse gases.
When you position modern society on a graph showing the number of people and their average level of responsibility, you find modern culture centered directly on child level responsibility.
Every gameworlds that is build on the status quo of modern culture is therefore also centered on a child level responsibility, far below adult level. Light years ago from radical responsibility.
What Values?
Built-in to every gameworld are the gameworld's values.
Values are what has worth.
Before a value can be valued you need to be aware of it.
Most gameworld creators are not aware of the values hidden in the gameworld they are building.
It does not have to be that way.
It turns out that the most subtle things we are not aware of are those that most control us... like status, like ownership, like values.
Even if the values are not specified or consciously held by gameworld participants, the values are reflected in gameworld behaviors.
Noticing & Choosing Gameworld Values
What Distinctions?
A Conversation Between Wizard #1 and Wizard #2
Wizard #1:
Hello my Wizard friend.
Here is me: I am tired of this reincarnation, ready to move on.
I'm not suicidal... but I definitely need a big shift. I am ready for it.
Life is full of obstacles.
I find modern culture to be highly dysfunctional.
Being of Service is unknown.
I feel lost in this world of irresponsibility.
Wizard #2:
I agree with all of your perceptions exactly.
This is why I invented my own context and gameworld.
I don't live in the context and gameworld of modern culture. This modern capitalist patriarchal empire lacks exactly the distinctions you say you are missing.
It does not even notice the differences between Child Responsibility and Adult or Radical Responsibility.
Neither spiritual communities nor modern culture distinguish Gremlin, or the 6 Ego States, or Low Drama so that they can be navigated, transformed, or avoided.
Wizard #1:
Yes, so...
How does one get out?
The whole world is like this. There is nowhere else to go...
Wizard #2:
I propose that you can get out using clarity.
Clarity can distinguish between contexts, between spaces, between moments, between identities, between gameworlds.
Differentiation produces gaps, or else there is no differentiation.
You can go sideways through these gaps between gameworlds into other conditions.
Culture is a gameworld.
Understanding the distinction 'gameworld' fundamentally changes who you are. The shape of your Being changes due to being able to hold the new distinction.
Your new shape perceives and can consciously choose which gameworlds you play in.
Wizard #1:
So?
Wizard #2:
Basically, I have solved the problem of fundamentally disagreeing with the context of modern culture by inventing my own culture - next culture - the culture of archearchy.
The interesting thing about archearchy is that others are starting to pick it up for themselves too. "Build it and they will come."
Our distinctions have been ahead of their time for awhile, but it looks like our work was appropriate. The time has come.
I (and my friends - mostly other Wizards such as yourself) move through the world respecting our own little bubble of fictitious culture as much as we are curious about the strangeness of modern society's bubble of fictitious culture.
I refuse to grant modern culture more authority than my own culture, and I take people immediately to the mat if they challenge me about this.
And I win...
When I pull the rug out from under their gameworld and cause a transformational Liquid State for their context. This is a 'Winning Happening' game, surprising when compared with the 'I Win - You Lose' game they are playing...
Their destabilization is 'winning' because they suddenly have direct access to more real options to choose from. I create new possibility for them.
At this point, either they end the conversation and leave me alone, or they hire me to consult their organization...
I live with a few others in a nomadic nanonation. We inhabit a slowly growing little bubble of next culture.
Wizard #1:
Another thing is bugging me...
Wizard #2:
What is it?
Wizard #1:
How can I profoundly change the impression I have of somebody in myself?
How can I extricate myself from my own or others projections, perceptions, filters...?
Any experience with this?
Wizard #2:
Yes. Some...
“Finite-game players aim for eternal life.
Infinite-game players aim for eternal birth.”
Patterns of Behavior Create Structure - Not the Other Way Around
by David Diamond, Theatre For Living
"As urgency around climate change and polarization increases on the planet, violence and removal of long-fought-for rights are both increasing. Human migration and immigration are going to be unavoidable and this may very well increase incidences of racism and xenophobia – as we are already seeing. In this context, systemic change becomes more and more urgent. And…there is a trap here.
"Paulo Freire writes quite eloquently in Pedagogy of the Oppressed about how communities sometimes rise up and fight revolutions, and sometimes they win – often to become the very oppressors they were fighting against.
"We see this happen again and again throughout history. Why? I believe that nature gives us a reason: We ‘trick’ ourselves into believing that the ‘issue’ is the structures themselves when, in nature, patterns of behaviour create structure – not the other way around.
"If we accept and understand this, then it becomes clear that if we work to change the structures, but neglect the patterns of human behavior that both create and sustain the structures, we are doomed to recreate and/or re-inhabit the same structures all over again. Focusing solely on structural change while neglecting behavioral change becomes self-defeating."
- David Diamond, Theatre For Living
Gameworld Collaborations
A gameworld is a community of practice.
Any gameworld could center around these values:
Our purpose is to globally weave critical connections between communities of practice to create a field of influence for the emergence of next culture, archearchy.
IT IS TIME TO SERIOUSLY COLLABORATE
It has never been more important that people in the service of expanding consciousness work together as one team. This means simply ignoring all the typical boundaries that we might imagine separate one lineage or style of consciousness expanding work from another. It does not matter what kind of Buddhist you call yourself. It does not matter what level Aikido practitioner you are. It does not matter what therapeutic tradition you come from. We can no longer afford to bicker over such superficial differences. If you are involved in expanding the Box we are all on one team. We are all serving the same Bright Principles. It is time to seriously collaborate.
Creating a protected knowledge center that can serve as an Ark certainly has value, but the fight has not yet been lost. It is not yet time to go underground and become invisible. Coordinated action is needed to experiment with alternative forms of culture, education, family, energy, government, city design, transportation, spirituality, society, financial exchange, management, entertainment, ritual, technology, meetings, and economic development. (See J. F. Rischard’s brilliant book High Noon: Twenty Global Problems, Twenty Years to Solve Them.) Experimentation depends on you experimenting. It only happens if you lead it to happen.
The more reality that can be brought to implementing alternatives before they are desperately needed the easier the transitions to using them will be. The need for experimenting is now. No, it is not easy to experiment now. Yes, you will be maximally challenged while implementing what you see is possible when others do not yet see similarly. Discovery always brings disorientation. But if you do not try to bring what you know to be possible into existence now, who will? If you have clarity and the ability to take real actions and try things out, it is probably a job on your bench. Change manifests one individual at a time, one day at a time, one small action at a time. Every little effort helps to cut new forms of consciousness that act as seed crystals and establish resonance for others who can tune in and follow. This is not a time for hesitation or hiding out. We have work to do, and this work needs be done together.
Choose Your Context
How To Choose A Context?
Each gameworld starts by establishing the Context and Rules of Engagement of their gameworld that they write down in their Codex.
The process of choosing a context can be extremely painful. It can tear your gameworld builder Team apart from the core.
And, if you do not consciously, clearly, fiercely choose and anchor into a specific and consciously chosen context then your gameworld will emerge as a mixed-context gameworld and that may be even more painful in the long run.
How To Detect Your Gameworld's Currently Existing Context?
Choose Your Purpose
How To Choose A Purpose?
What purpose creates the food your Being longs for?
Some Beings long for making change.
There are some distinctions about what kind of change you want to make with your gameworld.
You can change the way people get the things they want.
Or you can change what they want.
Jeff Bezos and Bill Gates are two of the wealthiest people in history. They got that way by changing how people used tools to find new ways to get what they already wanted.
Nelson Mandela and Jacqueline Novogratz picked a different mission. Trying to change what people want in the first place.
Both paths are available, but they’re different.
Write Your Codex and Rules Of Engagement
What Is A Codex?
Your Codex is a written artifact that sends out a resonance field about your gameworld. This is a weird thing to say, yet, check it out experimentally. If you do not write a Codex, or if your Codex is outdated and does not match the true current intentions and procedures of your gameworld, is it any wonder that your gameworld is a mess?
Your Codex is like a list that you might send to Santa Claus telling him everything you want for Christmas. Writing your 'Santa Wish List' does not guarantee that these are the things you will receive for presents. But writing no wish list guarantees that the ugly socks and ties you receive are your fault.
Your Codex is a formula for building out the gameworld you want. It is where you start, where you experiments begin, and how you keep track of whether or not what you try works and to what degree. Then you revise your Codex.
Some Teams keep each iteration of their Codex as a way to document the evolution of their gameworld. Some Teams delete previous editions of their Codex and start over new each time.
Your Codex needs to be visible to the general public at the border between your gameworld and other gameworlds so that potential participants or collaborators or customers can see what your gameworld is about to help them decide if they want to interact with your gameworld or not.
At the same time, the Codex is not your gameworld.
Your Codex should not be placed at the center of your gameworld because the Codex does not make the gameworld. What you love and what you want to do is what makes the gameworld. The Codex is the documented structure for what you want to do and how you want to do it. That is all. It is a map.
If you keep the map at the center of your gameworld then the map functions like a prison to keep the gameworld from evolving. If your gameworld is not evolving then your gameworld is dead.
If you keep the map of your gameworld at the semi-permeable membrane of the gameworld (the interface between your gameworld and all other gameworlds) then you always know where to find the map to refer to it or update it, and so does everyone else, and yet, everyone is free of the prison. The prison sits quietly over there, on the shelf, exactly where it should be.
The idea that following the rules of your Codex will make your gameworld work turns your gameworld into a corporate or military or religious hierarchy with the Codex at the top. ANY hierarchy can be hijacked by psychopaths, sex-slave traffickers, and pedophiles.
Stay awake. Use toroidal and circular gameworld designs.
Put your Codex at the edge of your gameworld and you stand naked in the gameworld's center, with your heart turned on through Dragon Speaking, using your Real Voice. This way your gameworld is the vehicle through which you can take a stand for the stand that you have taken for being born on Earth.
Build the gameworlds you need to do what you came here to do. You and your Team stand in the middle together and invent your next moves, even if they have never been done before, even if you don't know how, even if they are claimed to be illegal. Move into new territory. Do what needs to be done.
The Rule of Law of modern civilization is exterminating life on planet Earth at the fastest possible rate. Anyone who follows that Rule of Law is criminally insane. Anyone who defends that Rule of Law has already forfeited their life.
Walk down the street in this clarity. Even the United Nations has been hijacked. Even the church has been hijacked. Most the NGOs have been hijacked. Gaia needs you as an Edgeworker, a Riftwalker, a Trainer, a Possibilitator, a Feelings Practitioner... to invent the new territory of your gameworld and move into it. Will you do that?
How To Write A Codex?
For a Codex to be useful it should include several core components. These you could even consider to be the Table Of Contents of your Codex:
Codex Examples
You do not have to start from zero to write your next-culture Gameworld Codex.
Here are some sample Codexes you can download and modify to your liking.
Keep in mind that since your gameworld is a living evolving organism,
your Codex will always be out of date. It will always be in flux.
The best you can do is maintain a working draft of your gameworld's Codex.
Working on updating your Codex builds matrix.
Trainer Path of Possibility Management Trainer Guild
Download a draft CODEX for the Possibility Management Trainer Path
Trainer Path is a team of fresh and seasoned Possibility Trainers resonating with the commitment to improve each other's ability to deliver thoughtware upgrades using Possibility Management tools, thoughtmaps, distinctions, and processes in order to create a better world for everyone on Earth. Trainer Path is a space of transformation, a bridge to archearchy, and a next culture magic school.
Ecosystem Restoration Camp - Altiplano Spain
Download a draft CODEX for the Ecosystem Restoration Camp in Altiplano, Spain
Ecosystem Restoration Camps is a grassroots not-for-profit Sociocracy 3.0 organization engaging people to transform damaged landscapes into thriving, biodiverse ecosystems. The organization was founded in response to a groundswell of support from people worldwide who see the amazing potential of soil restoration. Volunteers self-organize and live together while restoring degraded ecosystems around the world under the guidance of John Dennis Liu and Whole Permaculture. "Together, we can help to restore paradise on Earth."
Possibilica Nanonation
The online 'Constitution' and 'Bill of Wrongs' of the nomadic nanonation of Possibilica
Possibilica is a nomadic archearchal nanonation gameworld delivering transformational trainings, evolutionary processes, and authentic adulthood and archetypal initiations to ecovillages, groups, and individuals through the tools, thoughtmaps, and processes of Possibility Management.
Possibility Management Trainer Guild
Download a draft CODEX for the transformational training gameworld of Possibility Management
In a safely held space you gradually leave behind illusions, beliefs, dependencies, and patterns that you unconsciously adopted from others or from your childhood, and you bring to life your unexpectedly rich possibilities!
Gameworld Builder Training
Download a draft CODEX for the transformational training gameworld of Possibility Management
Gameworld Builder Training is a 3-5 day transformational training dedicated to upgrading your thoughtware to radical responsibility and empowering your gameworld building capacities.
If you want to stop participating in unconscious gameworlds or want to build next culture gameworlds this training is for you.
If a Gameworld Builder Trainings is scheduled it will be posted on the Possibility Management online Calendar.
To ask for Gameworld Builder Training, please connect with Anne-Chloé Destremau.
Gameworld Building Experiments
Matrix Code GAMEWRLD.01
Matrix Code GAMEWRLD.02
Matrix Code GAMEWRLD.03
Matrix Code GAMEWRLD.04
Matrix Code GAMEWRLD.05
NOTE: This website is a Bubble in the Bubble Map of the massively-multiplayer online-and-offline thoughtware-upgrade personal-transformation game called StartOver.xyz. It is a doorway to experiments that upgrade your thoughtware so you can create more possibility. Your knowledge is what you think about. Your thoughtware is what you use to think with. When you change your thoughtware, you go through a liquid state as your mind reorganizes itself. Liquid states can bring up transformational feelings and emotions. Please read this website responsibly. By upgrading your thoughtware you build matrix to hold more consciousness. No one can do this for you. No one can stop you from doing it. Our theory is that when we collectively build one million more Matrix Points we will change the morphogenetic field of the human race for the better. Reading this whole website is worth 1 Matrix Point. Doing any of the experiments earns you additional Matrix Points. Please use Matrix Code GAMEWRLD.00 to log your Matrix Points earned at this website on http://StartOver.xyz. Thank you for playing full out!