Keywords
conquer, win, goal, manifest, manifesting, game, gaming, narrative control, finite, infinite, James Carse, three-valued logic, truth table
Three-value logic
"Player" refers to self as a directionally univalent mirror object (000).
(A=0) Objects of focus have mirrored position associative bivalence (B,C).
(A=1) Represented reality has real positions and "turn-taking" (B,C).
Insight
Subjective yet realistic “otherwise” narrative control, shown above as Compascope, mimics Grace Template 1. As such it assists in gaining advantage in novel contexts.
When not relating through representational reality and instead pursuing advantage through “player” reality, generativity is apt to degrade when subject to distortions. This is due to the operative activity of “playing along.”
Truth-Seeking Direction, Balanced Context, and Unassuming Behavior are the representationally generative cores of Grace Template 1.
View also
Preoccupied Homeostatic Field | System Centered around "Otherwise I”
Wise (constraint-vibe) Oriented HSR | Compassion & Discernment
Otherwise (mischievous tension) Oriented HSR | Distortion, Redirection, Obfuscation
Narrative Generativity | Prelude to Navigating through Governance