Also known as "Anarchist Redemption". To be printed on high-quality paper and posted on your bulletin board. Part of the Global Village Construction Kit and to gamify hackerspaces operations. It's a self-organizing system, so light fuse, and get away...

NOTE: still in development. Contact me for more info....

Pangaia World Game[1]

rev. 1.9999999999724 beta
Story: Bandits have absconded with all the wealth in the world and demoralized the population, threatening the future and life on planet Earth. As a concerned, responsible citizen, you can't just stand by, so you gather a band of artists, hackers, and misfits together and form an organization. ;^>

Ahoy, adventurer! This is a LARP:[2] a Live-Action Role-Playing game. Think theatre crossed with a treasure hunt! As such, it is extemporaneous and asynchronous. It is also a World-Changing game:[3] you're encouraged to change the world to get to the End Goal and improve Player Status. A GM should be appointed to supervise and to create Quests. See BOTQs: Bounty-hunts, Offers, Tasks, and Quests.

The End Goal is to turn your hackerspace into a creative powerhouse, transforming the old economy into a sunny new one. You'll be making a currency via the semi-anonymous voting system, exchanging ideas, artifacts, and actions to redeem the world and accumulate experience. You have this Board and the World to achieve it!

However, the first rule of anarchy is: there are no rules. Clue #1: The world is your wiki.

In-board Dynamics

Currency is added to the game only by voting (work done by you) and fulfilling Quests (currency inserted by the GM). Such wealth can be traded among players via BOTQs below. (It leaves the game by votes on governance nodes--your little contribution back to the pixies.) Reputation is built from shwag earned by BOTQs and votes on Player nodes. The following dynamics implement the Game's gravity model: game pieces re-arrange to reflect the Board`s order, forming constellations of activity.

Off-Board Activities

BOTQs: These are off-board interactions. Look for fluorescent items. All other nodes, except governance, should be strictly related to in-house, in-game activities. Creative use of "flair" is encouraged. Blinking LEDs? Yes! Users can tack additional bounties from their own cache on items that they like.

The Game is asynchronous. These items should stay on the Board as long as they need until the right person comes along and fulfills it. In each case, the reward should be listed as the final item--as if a piece of fruit waiting to be picked. You'll see different directional arrows. Trust them. Use special markers for the four types of solicitation, so people can identify them easily. Collect no point when posting a Bounty or a Task, since you're requesting work. Deduct from your credits when someone fulfills it. Tasks can be re-used or otherwise integrated into Player`s flair.

When an item is completed, sign the back of the game piece along with the final agreed-upon reward and relinquish it to the player who tackled it. A GM can give a reward without deducting anything. This isn't cheating--it's the generation of new value and how money works. Either way, you just created some fine schwag for the other player.

Note bene: No trading of legal currency directly to or from the game. Keep the boundaries clean--you'll be operating multi-dimensionally. Final hint: It's an Infinite Game: think Eternally...

See also: Talk page for GM notes.

Notes and references

  1. ↑ Credit to Marvin Minsky, MIT, for helping through his idea of a "Society of Mind" (which is effectively what this creates).
  2. ↑ Credit to MIT Assassin's Guild for concept of a LARP.
  3. ↑ Credit to Buckminster Fuller for the concept of a World Peace Game.
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Keywords RPG, Games, Secret
License CC-BY-SA-3.0
Language English ()
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Created December 15, 2019 by big john
Last edit June 23, 2026 by Irene Delgado