The Game of True Journeys - Rehearsing the Role of the Heroic Person.

ajbencosme 45 views 26 slides Jun 18, 2024
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About This Presentation

A Board Game for Rehearsing the Role of the Heroic Person.

This board game offers a fascinating space for emulating real endeavors or ones that might become real eventually.

It starts by each player establishing a context. That would be any endeavor, real or imagined by each player, or, alter...


Slide Content

Epic Spirit - The Game of True Journeys A Board Game for Rehearsing the Role of the Heroic Person By Arturo J. Bencosme, PhD

Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us.” Marianne Williamson

Overview This board game offers a fascinating space for emulating real endeavors or ones that might become real eventually . It starts by each player establishing a context . That would be any endeavor , real or imagined by each player , or , alternatively , by the whole group acting as a team . Next, each player selects a personality profile to be embodied to become the “ hero ” in such endeavor and will handle the situations that will emerge during the journey . Through the game , the players reframe their endeavors within the Hero’s Journey scheme encompassing preparation , passage , and completion . Each player becomes the hero in his or her own endeavor , which takes the form of an incursion into the extraordinary : challenges , rewards , and celebrations are to be expected . And so are choices , the fears and the concerns . Just as many great , real world people consult oracles relative to their endeavors , the players are requested to handle “ situations ” at each journey stage the game , which are described in a way that resembles some oracular wisdom . And, as the players receive these oracle readings , it becomes apparent that what really matters is at the level of their own personal experience . Epic Spirit - The Game of True Journeys The purpose of the game is to maximize the rewards accumulated along your Hero’s Journey .

Components of the Game

The Game of True Journeys - Components: The Board

The Game of True Journeys - Components : Héroes & Personalities HEROES HERO’S PERSONALITIES “THE SELVES’ HATSDRESSES” 18 Personality symbols (2 for each of the 9 personality types) HERO’S SELVES 6 Symbols of a Hero’s Self Achiever Observer Reformer Loyalist Adventurer Leader Peacemaker Helper Romantic

REWARD TOKENS 150 REWARD TOKENS TRICKSTER DIE (1 FOUR - SIDED DIE) 1 = THE TRICKSTER FEELS GENEROUS 2 = THE TRICKSTER LAUGHS 3 = THE TRICKSTER IS UPSET 4 = THE TRICKSTER SMILES 4 2 3 3 1 1 - 8 CARD STACKS, 25 CARDS / STACK - EACH CARD STACK CORRESPONDS TO ONE JOURNEY STAGE EACH CARD INCLUDES: - SITUATION NARRATIVE - CHALLENGE INVOLVED 200 SITUATION CARDS The Game of True Journeys - Components: Situation Cards,Trickster, & Rewards

Game Content Details

THE WORLD AS USUAL CALL TO ADVENTURE: CHOOSE YOUR HERO’S PERSONALITY TYPE AND THE CONTEXT-VISION FOR THE JOURNEY TRESHOLD EXTREME TENSION TRESHOLD APOTHEOSIS / CULMINATION II – THE GATE KEEPER Clarifying / Holding the vision for the journey. IV – ABYSS – SUPREME CHALLENGE Overcoming the greatest fear. Death and Rebirth. VIII – ARRIVAL & CELEBRATION Freedom from fear, Letting love lead life. V – CLAIMING THE TREASURE Discovery and fulfillment . VI – CONVERGENCE WITH YOUR TRUE SELF Inner Alignment Consciousness. I - DEPARTURE Focusing on the Journey’s purpose Guidance & Advice / Aides & Opponents. III - ENDURANCE TRIALS Utilizing everything to learn, grow & advance. VII- PREPARING TO RETURN Owning the Journey and Guidance for Returning. The Hero’s Journey Archetype in The Game of True Journeys PASSAGE PREPARATION COMPLETION

STAGE COMMON THREAD FOR THE SITUATIONS THAT EMERGE IN THE STAGE I DEPARTURE Guidance & Advice - Aides & Opponents Qualities to learn & Fears to Overcome. The strongest aide would come from self knowledge, just as the worse opponent emerges from your own “shadow”. KEY: Know Thyself. II THE GATEKEEPER Clarifying / Holding the Vision for the Journey Concerns about the outcomes and on how to manage the uncertain future affairs are just natural. So, What could be the considerations, reasons or excuses for abandoning your vision for this journey? KEY: Only those who dream can create realities. III ENDURANCE TRIALS Utilizing Everything to Learn, Grow & Advance: From the I Ching: “The event is not important, the response to the event is everything.” KEY: What if, at some level, everything is FOR you? IV ABYSS – SUPREME CHALLENGE Overcoming the Greatest Fear: Death and Rebirth. A quote by M.Williamson says "Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness, that most frightens us.” KEY: You have being preparing for this all along. V CLAIMING THE TREASURE Discovery & Fulfillment You are more than what you do or how you behave. So rewards might just reflect the real you. KEY: Abundance is a consciousness, not a material scorecard. VI CONVERGENCE WITH YOUR TRUE SELF Inner Alignment Consciousness Pathway to Inner Balance: Acceptance, cooperation, understanding and enthusiasm. KEY: What is it like being the true you? VII PREPARING TO RETURN Owning the Journey – Guidance for Returning Rethinking the original journey motives. Healing any wounds, being abundant and being thankful. KEY: Acknowledge Yourself – Reconnect to the World VIII ARRIVAL & CELEBRATION Freedom from Fear, Lettting Love Lead Life Having become a Master of Two Worlds, your are expected at home with anticipation of the learnings and the presents that you are bringing from your journey. KEY: It is time to reciprocate. THE STAGES IN THE HERO’S JOURNEY

PERSONALITY GUIDE: HEROES’ ENERGY DRIVE AND INITIAL TALENT ENDOWMENT TYPE MAIN ROLES MAIN DRIVE STRENGTHS (QUALITIES) BASIC APPROACH QUALITY TO DEVELOP & FEAR TO OVERCOME 1 Reformer To Improve Excellence Driven Doer INTUITION NEEDS TO LEARN: TO BE ACCEPTING Fear: Not achieving perfection -nothing is ever good enough 2 Helper To Help Human Sensitivity Supportive EMOTION NEEDS TO LEARN : TO OPERATE FROM LOVE Fear: Not being valued if not needed. 3 Achiever To Excel Success Oriented Energetic EMOTION NEEDS TO LEARN: TO BE AUTHENTIC Fear: Not being seen as the best. 4 Romantic To Be Special Artistic Sensitivity Originality EMOTION NEEDS TO LEARN : TO BE RESPONSE-ABLE Fear: Being a loner 5 Observer To Know Perceptibility Calm in Crisis MIND NEEDS TO LEARN : TO CONNECT TO THE HEART Fear: Being overidden by emotions 6 Loyalist To Be Safe Questioning Caring MIND NEEDS TO LEARN : TO BE COMMENSURATE Fear: Not being safe & comfortable. 7 Adventurer To Be Unlimited Risk Taking Discoverer MIND NEEDS TO LEARN : TO BE COMMITTED: Fear: To suffer emotional pain or to assume responsibility 8 Leader To Conduct Endurance Guidance INTUITION NEEDS TO LEARN : TO FLOW Fear: To run out of time and to loose control. 9 Peacemaker To Be At Peace Holism Balance INTUITION NEEDS TO LEARN : TO BE TENET CENTERED Fear: To be part of any problem or conflict.

The Game of True Journeys - Components: Sample Situation Cards III – ENDURANCE TRIALS There is a standstill that looks like adversity and makes all efforts useless. Perhaps it is just a period of gestation that preceeds a rebirth. Challenge: To recognize the standstill for what it is, to let go, and to trust your own process. VI – CONVERGENCE WITH YOUR TRUE SELF An important choice must be made and convoking creativity and advice is propitious. Just as important, letting go of the past is how power is regained. Challenge: To exert wisdom and patience, and to humbly seek expert advise. VII – PREPARING TO RETURN Something unknowable is in motion. Yet it is fundamentally important to observe that the creative power of the unknown is operating through you. Challenge: To trust and go past fears and doubts while relinquishing control, thus going into a "leap of faith".

GAME FLOW LOGIC

FLOW LOGIC: 1) Game Setup Each player chooses a personality type and gets symbols for Self and Personality and establishes the context for the journey ahead. The group decides who starts The Journey starts “A beginning is only the start of a journey to another beginning.” “Heros take journeys, confront dragons, and discover the treasure of their true selves.” “All journeys have secret destinations of which the traveler is unaware.”

Forward to next stage & start round Player chooses situation card Player places hero on the corresponding stage area THE PLAYER HANDLES THE SITUATION BY HIM/HERSELF The player shares about handling the situation within his/her specific context, & current stage, makes notes about this experience, and gets a reward if handled successfully the situation. Player asks for an Encouter ? Is encounter invitation accepted by others ? Round Complete ? Next player to the right takes turn All Stages Completed ? FLOW LOGIC: 2) Main Interactive Block Confront the Trickster: Roll 4-sided Die 1 = Feels generous: The player will receive an extra reward 3 = Is upset: A creative approach to the situation is required for an extra reward. 2 = Laughs: The player shares a funny self-anecdote to earn an extra reward. To Game Finish & Debriefing 4 = Smiles: The player just proceeds to handle situation The Journey starts NO NO NO YES YES YES NO YES NO Was the encounter successful ? YES NO THE SITUATION IS HANDLED THROUGH AN ENCOUNTER THE PLAYER: 1 - Shares about handling the situation within the chosen context, & current stage. 2 – Makes personal notes about the experience. 3 - Receives a reward if handled successfully the situation. 4 - Assisting heroes may offer advice. The hero whose advice is deemed as the most valuable receives an extra reward. Player’s turn ends

FLOW LOGIC: 3) Game Finishing & Debriefing The winner of the game is the player who accumulated the most rewards along his / her journey. Each player storytells the journey by reviewing his/her situation cards Reflection: Could his/her hero’s journey have been enhanced? The End Each player reflects on the journey experienced & counts the rewards earned along the Journey. Start of Game Finishing & Debriefing

Game Rules

1 – EACH PLAYER SPECIFIES AN INDIVIDUAL CONTEXT FOR THE GAME Each player selects a endeavor (real or imaginary) that will become the subject matter for his / her journey during the game. This context is the territory through which the journey explorations will take place and remains constant during the journey. In planning for the journey ahead, the context poses more questions than answers. Moreover, the context is to be approached during the game through the following questions: How do I become the HERO in my journey ? And if so, How would I handle accordingly the different situations to be encountered in my journey ? The following are examples of contexts for the journey to be explored: - Starting a business - Developing a new product - Writing a book - Getting into a relationship - Starting a project - Facilitating a seminar - Moving to a different country - Launching a new career …….. Preparing the heroes for their journeys

2 – EACH PLAYER PICKS A SYMBOL OF THE ESSENCE OF HIS / HER HERO Your SELF is your hero, the authentic being that is about to take a journey. This symbol will represent the essence, spirit or soul of your hero. Preparing the heroes for their journeys (cont.) 3 – EACH PLAYER CHOOSES A PERSONALITY TYPE and ASSEMBLYS THE HERO Personalities constitute the “behavioural dress” that are utilized by the heroes. There are 9 personalities to choose from the “Personality Guide”. They come from the Enneagram, a system that emphasizes motivations, and is believed to have some roots in ancient Sufi traditions.   You may select any personality type, yet it is suggested that you choose the one you feel more identified with. Observer Loyalist Leader Peacemaker Achiever Reformer Adventurer Helper Romantic

All Heroes gather at “The World as Usual” . All get ready to start the game Arrange the situation cards in stacks, one for each stage. Shuffle the cards in each of the stacks, and place them face down. Each player shares about his/her specific, personal focus (can be real or imagined) to be used for his/her individual context during the game. The players now decide who goes first (Any decision method will suffice). …. and everyone’s journey commences. The TRICKSTER (the 4-sided die) is placed also at the “World as Usual”.

1 - OVERVIEW For every stage of the journey , each player : Picks up a situation card. Immediately faces the Trickster (that is, rolls the 4-sided die), and follows his instructions. Shares about his/her handling of the situation Encounters may be called upon by a player in his / her turn. Successfully handling a situation through an encounter brings extraordinary rewards for all involved. At the end of their journeys , that is, once all heroes have gone through all the stages, they all proceed to “The World as Usual” for finishing & debriefing the game. Going through the game Going through the game

2 - CHOOSING AND APPROACHING A SITUATION In his / her turn, each player picks the card at the top of the stack for the corresponding stage and reads it aloud. The player keeps his /her cards -at the end of the game, they will be of use in storytelling the journey. The player rolls the Trickster’s die (4-sided die), and follows these instructions according to the die roll outcome: The Trickster Feels Generous: The player shares about the situation, and receives the talents required and the achievement reward for handling the situation. The player’s turn ends, and it is now the next player’s turn. The Trickster Laughs: In addition to handling the situation, the player is asked to tell a funny self-anecdote within the situation at hand. For handling the situation, the player receives the corresponding rewards. And if the self- anecdote is truly funny, then, one extra reward is earned (laughing at yourself is considered a great accomplishment). Now the player’s turn ends, and it is the next player’s turn . The Trickster is Upset: He increments the player’s challenge – Now the player proceeds to handle the situation. The Trickster Smiles: The player is cordially ushered to handle the situation. I Going through the game (cont.)

3 - HANDLING THE SITUATIONS The player whose hero is facing the situation shares about: The journey stage he / she is at, within the specific context chosen at game set-up, that is, his / her individual journey. The situation described in the card relative to the current stage in his/her journey, from the standpoint of his/her hero’s personality . To successfully handle the situation, the hero shares about it, or will attempt to get better understanding through an encounter. Optional but recommended: The player makes notes of this experience . Also optional but valuable: At any time, any player might write an “unsolicited advice” relative to another player’s journey, and deposit it into his / her wisdom trunk. The recipient might read it but without making any comment or remark. A situation handling is considered to be successful if the majority of the players express so. In that case, the hero who faces the situation receives a REWARD Going through the game (cont.)

4 - CONVOKING & PARTICIPATING IN ENCOUNTERS ~ THE MAGIC OF SYNERGY ~ Encounters are temporary alliances of two or more heroes for gathering the talents required for handling the situations. They can only be convoked at the will of the hero in his/her turn but heroes are free to attend or to decline a convoked encounter. If more than one heroes offer to attend the encounter being convoked, the hero facing the situation may choose those who may attend. Heroes attending an encounter make their own perspective “available” to the one needing it. The hero facing the situation might seek advice relative to his / her handling of the stuation . Only those that participate in the encounter may express their advice. After doing so, the hero whose advice is considered as the most “insightful” by the hero facing the situation receives a Reward. Now the hero facing the situation shares about how the advice received will be applied, makes notes about this experience, and finally receives a Reward for his/her achievement in handling the situation . Going through the game (cont.)

1 - DETERMINING THE WINNER The rewards accumulated by each hero are a measure of how much he / she went beyond the challenges, shared his / her experience and supported or assitsed the other heroes. Notice that success is in the journey itself. To find who won the game, each player determines the total value of the rewards that were earned along the journey by adding the points that correspond to each type of reward. The “winner” is (are) the hero (es) with the maximum points, one for each reward received. 2 - STORYTELLING THE JOURNEY Each player: Arranges the situation cards and notes made during his/her journey and uses them as a script for recounting his/her journey. Shares the story of his / her journey: insights, emotions and the greatest win along it , with an emphasis on the specific context that was chosen at the beginning of the game, and underscoring his/her hero’s personality and its evolution as a function of talent endowment growth. Reflects on the answer to: How could have you enhanced further your hero’s journey? I II III IV V VI VII VIII Finishing the game

Success is a Journey not a Destination.