The Game Without a Name from Двач (2ch)
by Yemeth
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at everything you thought you knew about identity, magick, and liberation.. |
![]() This's a short FAQ for the game, rescued from an old Двач thread: Q: What is it? A: Game Without a Name is hunting down a pattern of randomness. Randomness is mostly seen in numbers: mirrored captcha like 168861, matching numbers like 12:12 on the clock, dubles, triplets, quadruplets in posts on imageboards even if it's not your thread. If you come across something on the list, or something similar to this, then I congratulate you - you've got an invite. You can accept an invite in two ways, perhaps more, but only two are known: yell loudly that you want to join the GWN, or don't yell, but just have a clear intention to join the GWN. Chances are, after that, you'll join the Game. Q: So I joined the Game, then what? How do I play? A: There are no rules in GWN. Rules you create yourself. Q: And what good is it to play? What profit will I get from it? A: That depends entirely on you. The answer to this question is a consequence of the answer to the first. For example, if you just want to play GWN, then events will play out around you in such a way that you'll just find randomness very often. Well, you get the idea. Q: What dangers can I encounter while playing GWN? A: For example, an encounter with the entities of the Game. Q: I'm done playing. How do I get out of the Game? A: Same way you came in. Either yell to get out, or create an intention. ![]() Q: What do I need? A: Let's go over it one by one. 1) Notebook. If you want to start a game, start a notebook, preferably with many sheets. The game should carry its imprint in reality, not just exist in your head. 2) Rules/conditions. You make them up yourself (well, within reason ofc) . You can not write the rules like: "I w4nth alwayth win)) 0", "I w4nth it 2b eazy)00". You should write rules based on what you want or don't want in the game. For example, "1) The game must not cause me serious health damage with lethal outcome 2) The game can involve in my quest third-party people", — this is the correct way to keep the rules. Also, the rules can not be many. 7 to 12 rules will be enough. Can be less, but you need to understand that what you did not write down, can be used by the Game against you. 3) Quests. Quests are the start/end points of the Game. With a quest you give the start of your Game, its duration, activation with the tag and the end. You write down the quests in a notebook. You can number them, you can just give them a name. Also in the quest you write the purpose, annotation (why you decided to start it), signs, time, chains and the status (completed, interrupted or failed). Quests you complete in any case, but they can either be with a goal accomplished, failed, or interrupted by you for whatever reason. Either way, each quest has its own logical ending created by you. 4) Label. A mark is a way to activate a quest and a way out of it. The mark is a small drawing, letter, symbol or pattern that is applied to the body (recommended) or to an object (paper for example) and must be worn until the quest is over. It is certainly advisable to place the marker on the body (with a pen, felt-tip pen, marker, whatever). The tag is needed to let the game know you've started the quest and also to allow you to exit the game and abort the quest if necessary. To interrupt, all you have to do is erase or at least damage the marker. The tag is also erased after completing the quest. And as I said, the mark can be anything: a letter, a simple symbol, a pattern, a picture. Other than that, each quest has its own tag. They should not be repeated, so it's best to make up new symbols and write them in the quest description. As a reminder, there must be a new marker for each quest. 5) Time. Each quest has its own time limit. For beginners, the limit is a couple of hours to a month. This is the maximum. Raising statistics, you can increase the duration of the quest up to several years. Time is written in a notebook to the description of the quest. 6) Signs. Perhaps a common anon mistake is understanding signs. You should clearly state the framework, i.e. what signs should be perceived in the quest so as not to get confused. Example "Signs of the quest: TV, phone, time, people". That's it. You have limited yourself to looking for signs, which means you don't need to pay attention to the rest. I mean, if you find a newspaper that says, "Look at the sky, see the world!" - don't look up at the sky like a motherfucker. You don't have such a sign for the quest, so ignore it. There shouldn't be less than three signs. 7) Chains. It's simple. You have to look for signs to write them in a notebook to the quest (not necessarily, but it's easier so), to look for patterns and the like. Chains are especially important if your quest is extremely complicated. 8) Attacks. I can't exactly explain the phenomenon of the Game, but I can definitely say that it has a 'creator' or 'manager'. The Game analyzes the difficulty of your quest and gives you the necessary Attack base. By Attack is meant an attempt to take you out of the Game and interrupt your quest, or have it fail by you. It could be a pack of dogs, it could be the outlaws, etc. ![]() |