Dragons And Derp

 



Derp & Dragons


The contemplation of translating the Worlds for B&B into a D&D rules format for   a wider audience. 


Would WotC (a subsidiary of Hasbro), current copyright holders of D&D accept any third party independently profiting from their property? 


Does it matter that they did not invent D&D which I have been playing since before they were born? Legally, no. 


US legislation states a game rules system cannot be copyrighted, only the words used to teach it can be copyrighted. 


The legal precedent says I can do it regardless of WotC fiercely protecting their property by ‘phrasing things just so’ (“aggressively pursue anyone infringing their copyright”) for the last few years to scare people away from creating independent content. 


My big deciding factor to this question is what would I do if a third party began profiting from products designed for my franchise independently of me? 


I would want the quality to be sufficient that I could put a Seal of Approval stamp on it, make it official and lease the license in some way so we can both mutually profit from an official product line for a game I invented and own. 


Does the third party have to play that game? No. 


Could I stop them from doing it? I would have to sue them for copyright infringement of use of my intellectual property without consent. This would only potentially work if I had previously registered the title as a trademark. 


Has this ever happened to me? Yes. 


My own RPG product has a third party currently reading and using my registered trademark and without my consent. His product is similar to mine and it occupies the same cultural space. He has even used the same title for an expansion pack as I used for an expansion pack. 


Am I upset and wealthy enough to sue the guy? 

This is variable. As my product expands it will become more of a problem. 


Have I attempted to discuss this with him honourably? 

Yes. He told me to piss off and blocked me. He is continuing to expand his product range using my registered trademark without my consent. 


Here are the receipts: 


LINKS (tba)


Should I allow the wolf of anger to consume the wolf of love within me? 




 




Altared States

c2023 Ordo Octopia. All Rights Reserved.



Spell-work is waves of intent.


Intention is energy. It is made of Attention focusing a mental-emotional grid empowered by a source energy. Often emotions and beliefs connect with the source energy to sustain the intentional grid. 




Altared States


The psychic splurge overspill of a person going crazy to control affects those around them, connected with them. 


We call it a net: it is a grid (a mental construct of things arranged in places in relation to each other) but it is floating and unstable. 


When a classic altar-mage places items on an altar in relation to each other we observe a system of references symbolising a world. 


Post-modern chaos magicians applied this same concept to associations beyond the classic altar framework and hermetic elements. They use personal references and often temporary associations. 


The grid is the arrangement of concepts which form the stable references of our world. A net is when a grid is cast and is in process of affecting others who will be affected by the new arrangement. 


Those who serve Freedom and require it to function reject and resent any slavery involved with others pinning them and structuring their world and life experiences for them without consent. It is against free will required to evolve. 


Thus, the aware universally reject chaos sorcerers and their machinations. 




Tabletop Role-Playing Games and Magickal Ritual


A game-board is an altar. The spell is the planned mission. The elements are the puzzles and locations to be progressed through as the spell is weaved. The story is the actual journey through the symbolic elements regardless of the planned mission. 


A good game-board is flexible and can sustain many diverse journeys. 


A good altar is flexible and can sustain many diverse spells. 


What we puzzle through on the device of a game-board is a process of focus of our attentions to set our grids. 


Thus, the play-session is to cast a net. This is tabletop roleplaying as spell-work. Once seen it cannot be unseen. 




How Do I Know This?


I have been unwilling target of a narcissistic abuser who self-identifies as “a Witch”. Who is in terms of D&D Alignment Chaotic Evil. 


One who frequently has a mental breakdown to the point of being accurately defined as unstable. Professionally diagnosed as Bipolar Disorder, Obsessive Compulsive Disorder, of which Oppositional Defiance Disorder is a component. 


As far as I am aware nobody has professionally diagnosed her as Histrionic & Malignant Narcissist, although to my experience that descriptor hits the nail on the head better than any other. 


Experience with this persons ‘psychotic thinking’ necessarily requires delving into those places by way of comprehending what it is we are dealing with here. This person is also psychic. 


This is where communicating with others about the reality of the experience takes us ‘Outside Of The Box’ in accurately describing what it is like dealing with Chaotic Evil Chaos Sorcerers, in the real world. 




See also:  Psychic Attack






Machination Is Not Machinery



In the old days, back when it all began, people had a thing called imagination. Then came the age of televised propaganda. As technology developed so did society, so too did culture. Gradually over generations The Imagination was whittled away by faster and more portable digital dopamine hits until those blessed with it became regarded social lepers. 


The only entertainment people have become capable of accepting is the same endlessly regurgitated routines which televised propaganda has deemed safe for their enjoyment. Anything outside of this is branded as potentially dangerous. It is shunned for being too weird. 


Back when it all began the people who enjoyed roleplaying games were deemed too weird for the general culture but they did it anyway. Now thanks to televised propaganda having finally absorbed the roleplaying hobby into mainstream after only half a century, what was too weird for the older generations is now considered acceptable. 


Unfortunately in 2023 those who are considered too weird for the new older generations are still considered too weird, are still shunned. 


This is why you have heard of the outdated, clunky and mechanical monstrosity which is D&D but have not heard of sleeker post-modern equivalents made by indie hobbyists who do not dominate the corporate marketplace and cultural sphere. 


Simultaneously the dumbing down of society means anything too different from the acceptable normalisation process of televised propaganda is regarded as irrelevant at best and at worst it is socially acceptable to scorn it. 


In the eighties was Satanic Panic over D&D 1st edition. That discrimination and prejudice has not gone away. It still targets the same demographic; those blessed with imagination and with intelligence to see through the restrictions of The Machine State. Outside-the-box free-thinkers which televised propaganda frequently casts into hero roles are in real life persecuted for being too different to accept. 


I’m not endorsing any morally-dubious extremist groups latching onto recent social movements in attempt to normalise themselves, such as has happened with the now-emerged LGBT movement which universally and rightly shuns TRIGGER WARNING the P word. 


I am simply talking directly about The Imagination and its role and impact in our lives.


For us it was therapeutic, coming-to-terms with whatever within us vs pressures from society beyond us. Finding a place to fit our emotions and express self-discovery into a world often unfathomable in its coercion conforming us all to apparently insane and contradictory delusions nevertheless accepted as normality. 


It used to be that roleplaying games were a safe-zone to explore taboo topics such as emotions and those considered anti-social by the televised propaganda machine such as originality. It used to be a fertile place to encourage and develop The Imagination for all involved. 


Now it’s not. Now the copyright owners who did not invent the concept of freeform storytelling which our prehistoric ancestors enjoyed for free while gathered around a campfire beneath the stars, have become cultural gatekeepers for what you do in your own house. 


Now people resonate with written texts created by machines, which have passed corporate safety tests to avoid being sued for endorsing the wrong thing. 


What people do not resonate with is humans blessed with intelligence and imagination. Genuine creatives. 


Back in the day, we would create and encourage genuine creativity around the tabletop in groups of developing friendship circles. It was fun. 


A GamesMaster would make up the story as he went along, using the players suggestions to bounce from. Railroading players into pre-created adventures was considered a mistake of mindless amateurs. Sometimes we did not even use dice. 


It was not ever about funding the fledgling rpg industry, which is now one of the largest growth industries in the western hemisphere after fast food and military weapons. 


We could argue that consumer communications devices has stagnated in its development at this time and that voice-activated AI will soon replace it all.


Will there be AI storytelling GamesMasters? 

Yes there will.


Will we pay a premium for doing what we used to do for free? 

Yes we will. 


Will we consider ourselves doing it the right way because of that? 

Yes we will. 


Will we have as much fun doing it that way? 

Arguable.


Will we be developing human skills doing it that way? 

No. We won’t.


Is Imagination still a valid thing for human consciousness, evolution and culture? 

Fuck Yes. 

Yes it is and more than ever. 



“Imagination is not imaginary.” Samuel Liddel MacGregor Mathers, founder of the Order of the Golden Dawn (pre-Crowley).