Difference between revisions of "Life~Meaning Game"
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* [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example |Walkthrough]] ... [[Life~Meaning Game|Game]] | * [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example |Walkthrough]] ... [[Life~Meaning Game|Game]] | ||
* [[Life~Meaning]] ... [[Consciousness]] ... [[Loop#Feedback Loop - Creating Consciousness|Creating Consciousness]] ... [[Quantum#Quantum Biology|Quantum Biology]] ... [[Orch-OR]] ... [[TAME]] ... [[Protein Folding & Discovery|Proteins]] | * [[Life~Meaning]] ... [[Consciousness]] ... [[Loop#Feedback Loop - Creating Consciousness|Creating Consciousness]] ... [[Quantum#Quantum Biology|Quantum Biology]] ... [[Orch-OR]] ... [[TAME]] ... [[Protein Folding & Discovery|Proteins]] | ||
| + | |||
| + | BECOMING — Design Document v1 | ||
| + | |||
| + | Players: 3-5 | ||
| + | Play time: 90-120 minutes | ||
| + | Age: 14+ | ||
| + | |||
| + | THE CORE IDEA | ||
| + | Each player starts as a simple pattern trying to survive. Over three acts, the game moves from competitive survival to collaborative legacy. What you do early shapes what you can contribute later — and the final score belongs to everyone. | ||
| + | |||
| + | THE THREE ACTS | ||
| + | Act One: Persist (Layers 1-4, competitive) | ||
| + | You are a pattern fighting entropy. Players compete for Energy tokens, Stability cards, and Repair actions. The goal is to stay coherent while others drift. Players can block, undercut, and outmaneuver each other. Nobody shares. The act ends when every player has survived a set number of entropy events. | ||
| + | Act Two: Connect (Layers 5-8, mixed) | ||
| + | Nervous systems emerge. Players can now trade, form alliances, and share prediction cards — but betrayal is still possible. Social bonds are built on a shared board. Institutions start forming. The tension is trust: cooperating makes everyone stronger but exposes you to being undercut. The act ends when a collective coherence threshold is reached. | ||
| + | Act Three: Leave Something Behind (Layers 9-10, fully collaborative) | ||
| + | All players are now elders. Personal scoring stops. The group works together against the game itself — entropy events escalate, and the board must be stabilized for a next generation. Final score is collective: what did you build, what did you repair, what did you pass on? | ||
| + | |||
| + | KEY MECHANICS | ||
| + | The Entropy Deck | ||
| + | A shared deck of disruption cards that fires at the end of every round. Early cards are manageable. Later cards are brutal. Players who built resilience in Act One weather them better in Act Three. | ||
| + | Coherence Tokens | ||
| + | Your personal currency. Gained by surviving, connecting, and contributing. Lost by isolation, hoarding, and damage. In Act Three they become the group's shared resource. | ||
| + | Legacy Cards | ||
| + | Earned in Acts One and Two through specific actions — teaching another player, repairing a shared resource, sacrificing personal advantage for group benefit. These are played in Act Three to unlock the group's most powerful collaborative abilities. A player who never earned Legacy cards arrives at Act Three weak despite personal wealth. | ||
| + | Pattern Boards | ||
| + | Each player has a personal board tracking their pattern's health across four tracks: Regulation, Prediction, Belonging, and Purpose. All four must stay above zero to remain in the game. Neglecting any one track has cascading consequences. | ||
| + | |||
| + | THE STRATEGIC TENSION | ||
| + | The game is designed around one central dilemma that shifts across acts: | ||
| + | |||
| + | Act One asks: how much do I take? | ||
| + | Act Two asks: how much do I trust? | ||
| + | Act Three asks: was it enough? | ||
| + | |||
| + | A player who hoarded in Act One arrives at Act Two with resources but no relationships. A player who trusted too early in Act Two may be exploited. But a player who never learned to trust cannot contribute meaningfully in Act Three — and Act Three is where the final score is determined. | ||
Revision as of 08:39, 20 February 2026
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- Center & Circle Playbook ... Walkthrough ... Game
- Life~Meaning ... Consciousness ... Creating Consciousness ... Quantum Biology ... Orch-OR ... TAME ... Proteins
BECOMING — Design Document v1
Players: 3-5 Play time: 90-120 minutes Age: 14+
THE CORE IDEA Each player starts as a simple pattern trying to survive. Over three acts, the game moves from competitive survival to collaborative legacy. What you do early shapes what you can contribute later — and the final score belongs to everyone.
THE THREE ACTS Act One: Persist (Layers 1-4, competitive) You are a pattern fighting entropy. Players compete for Energy tokens, Stability cards, and Repair actions. The goal is to stay coherent while others drift. Players can block, undercut, and outmaneuver each other. Nobody shares. The act ends when every player has survived a set number of entropy events. Act Two: Connect (Layers 5-8, mixed) Nervous systems emerge. Players can now trade, form alliances, and share prediction cards — but betrayal is still possible. Social bonds are built on a shared board. Institutions start forming. The tension is trust: cooperating makes everyone stronger but exposes you to being undercut. The act ends when a collective coherence threshold is reached. Act Three: Leave Something Behind (Layers 9-10, fully collaborative) All players are now elders. Personal scoring stops. The group works together against the game itself — entropy events escalate, and the board must be stabilized for a next generation. Final score is collective: what did you build, what did you repair, what did you pass on?
KEY MECHANICS The Entropy Deck A shared deck of disruption cards that fires at the end of every round. Early cards are manageable. Later cards are brutal. Players who built resilience in Act One weather them better in Act Three. Coherence Tokens Your personal currency. Gained by surviving, connecting, and contributing. Lost by isolation, hoarding, and damage. In Act Three they become the group's shared resource. Legacy Cards Earned in Acts One and Two through specific actions — teaching another player, repairing a shared resource, sacrificing personal advantage for group benefit. These are played in Act Three to unlock the group's most powerful collaborative abilities. A player who never earned Legacy cards arrives at Act Three weak despite personal wealth. Pattern Boards Each player has a personal board tracking their pattern's health across four tracks: Regulation, Prediction, Belonging, and Purpose. All four must stay above zero to remain in the game. Neglecting any one track has cascading consequences.
THE STRATEGIC TENSION The game is designed around one central dilemma that shifts across acts:
Act One asks: how much do I take? Act Two asks: how much do I trust? Act Three asks: was it enough?
A player who hoarded in Act One arrives at Act Two with resources but no relationships. A player who trusted too early in Act Two may be exploited. But a player who never learned to trust cannot contribute meaningfully in Act Three — and Act Three is where the final score is determined.