• Anywhere you live in gameworlds you did not build or choose, you are a pawn in someone else's gameworld.

    NOTE: This website is a Bubble in the Bubble Map of the massively-multiplayer online-and-offline thoughtware-upgrade personal-transformation game called StartOver.xyz. It is a doorway to experiments that upgrade your thoughtware so you can create more possibility. Your knowledge is what you think about. Your thoughtware is what you use to think with. When you change your thoughtware, you go through a liquid state as your mind reorganizes itself. Liquid states can bring up transformational feelings and emotions. Please read this website responsibly. By upgrading your thoughtware you build matrix to hold more consciousness. No one can do this for you. No one can stop you from doing it. Our theory is that when we collectively build one million more Matrix Points we will change the morphogenetic field of the human race for the better. Reading this whole website is worth 1 Matrix Point. Doing any of the experiments earns you additional Matrix Points. Please use Matrix Code GAMEWRLD.00 to log your Matrix Points earned at this website on http://StartOver.xyz. Thank you for playing full out!

  • Choose Your Gameworlds

    Human beings interact with each other through gameworlds.


    We make up a gameworld and then step into its rules of engagement, and within seconds we start behaving as if the rules of engagement are true! even though a moment before we arbitrarily create them out of nothing!


    If you do not know that gameworlds are gameworlds, then you think they are reality. And they are not.


    Then you think you are imprisoned in the gameworlds of your life and society. And you are not.


    Change one rule in a gameworld and you create an entirely different gameworld.


    Put a tennis player into a football team and you end up with a net across the field.


    You support the values of every gameworld you play in.


    Either you consciously design each gameworld you live in or you are a pawn in someone else’s gameworld.


    It’s not bad, being a pawn. Psychopaths need pawns… millions of them.


    Taking radical responsibility for consciously choosing the gameworlds you play in gives you so much freedom of movement that you become a Possibilitator, an Edgeworker, a Riftwalker.


    Suddenly you are on the Team that is creating regenerative new gameworlds that make the existing life-exterminating gameworlds irrelevant.


    Don't be left behind playing in a stupid gameworld.

  • Are You A Zombie?

    Every brand you recognize is the name of a gameworld you play in.


    Simply by knowing a gameworld's name, you may be participating in it. Profit-oriented gameworlds invest billions to occupy a part of your mind with their brand name and logo so as to establish brand-loyalty in your emotional body.


    You support the values of the gameworlds you play in.


    Do you know the values of the gameworlds you play in?


    If not, you may be a 'Zombie', defined as 'anyone who does not know the values of the gameworlds they play in'...


    Wherever you are not living in gameworlds you built or chose, you are a pawn in someone else's gameworld.


    That's how serious knowing about gameworlds can be.


    Maybe it's time you learned about gameworlds...?

  • What Is A Gameworld?

    Why don't you already know about gameworlds?


    Think about that question...


    If understanding gameworlds is as important as we claim, why haven't you ever had a class in gameworlds?


    If you were designing a school curriculum, why would you avoid including such a powerful subject as gameworlds even at the University level?


    Probably it is due to simple ignorance... We never thought of it before...


    On the other hand, gameworlds are social organisms, and like any organism they try to protect themselves from being messed with. A University is a gameworld...


    Not knowing a distinction does not mean that the distinction is not seriously influencing your life.


    Let's dive into this.


    We human beings interact with each other through social systems called gameworlds.


    Each gameworld has a context, distinctions, values, rules-of-engagement (how to play the game), and an intended outcome.


    For example, one gameworld in modern culture is called Post Office. The way to play Post Office is to bring your package to a Post Office building, stand silently in line until one of the government workers has time to help you, fill out the address form in the proper way including the Postal Code, pay whatever money they ask for, and "Neither snow nor rain nor heat nor gloom of night" slows the couriers from delivering your mail. The purpose of the Post Office gameworld is to make a profit. How do you know? Because if the Post Office delivers your mail on time but does not make a profit this governmental service must be shut down or privatized.


    Before you can play in the Post Office gameworld you must already be playing in the money gameworld.


    What is the money gameworld?


    In the Post Office gameworld you might want to pay with a credit card. But Credit Card is a different gameworld!


    How do you play the gameworld called Credit Card? You hand the person behind the cash register a plastic card with your name and account number on it, and a microchip inside. Then your bank transfers numbers from your bank account into the Post Office bank account. However, to play in the gameworld of Credit Card you must already be playing in the gameworld called Bank Account.


    And to play in the Bank Account gameworld you must first be playing in the Earning Money to Survive gameworld.


    The Earning Money to Survive gameworld has the purpose of making profit for company stockholders and for paying taxes to the government so that the government can pay people to work in the Post Office gameworld.


    Most gameworlds in modern culture are win-lose games played with the intention of maximizing profit by externalizing as many costs as possible to future generations, third world countries, or Gaia.


    If you change even one rule-of-engagement in a gameworld you create a whole new gameworld. For example, the gameworld of soccer uses one ball and two teams. If you add one more ball in soccer, or if you allow players to use bicycles, or whips, or if you add that each team can bring in one camel, it would change the game entirely.


    This means that all the players in a gameworld must agree to play by the rules-of-engagement of that gameworld or they are not allowed to play the game.


    In the gameworld of soccer, whichever team puts the most number of balls into a net at the end of the field wins. But who really makes a profit from football are the corporate owners of the team and the media advertisers during soccer games. In that case, the context of soccer is profit. But what is context?

  • The Nuissance Of Jargon

    There is a high cost to introducing new jargon in a gameworld. One man recently wrote:


    I'm curious why you're choosing to use the word 'gameworld' when the word 'institution' already exists?

    It seems a bit problematic to me in some ways:

    • Using different language to commonly understood words makes Possibility Management more "other" and hence less accessible.
    • The word "gameworld" strongly associates PM with the geeky gaming subculture.
    • It will sound immature or childish to many people, again potentially alienating some.
    • It makes it seem to me that PM can't quite handle the hard reality of institutions, needing to 'gamefy' things instead

    What about using the already-existing term 'institution' instead?


    Here are some ideas we consider about this:

    Is WhatsApp an institution? Is a relationship an institution? A Marathon run? A family? A culture? A movie production team? A blues band? A SCUBA Diving club? A bicycle repair shop? A Permaculture project? etc. Each of these are just as much a gameworld as modern culture's familiar banks, multinational corporations, armies, churches, public schools, governments, police forces, 'economy-realities', and Starbucks franchises. Each and every gameworld is unique, yet each and every gameworld is made from the same components, including a Context, the Rules Of Engagement, a Codex, the 4 Archetypal Lineages, and its semi-permeable membrane. Each gameworld is just as arbitrary and no more 'hard reality' than a few children setting up a temporary 'cowboys and indians' playspace gameworld. All gameworlds are temporary.


    Realizing that civilization's 'institutions' are mere gameworlds is a wake-up call that we have been giving our center and authority away to false assumptions, to habitual thinking, to imaginary constructs.


    The capitalist patriarchal empire's gameworlds have enslaved the minds and hearts of many human beings for thousands of years. Does this prove that these particular gameworlds are the 'real' gameworlds? No. It proves that uninitiated human beings are gullible and naive.


    You support the values of every gameworld you play in, regardless of whether you play in a gameworld consciously or unconsciously. By using the distinction 'gameworld' you gain the power to choose wisely about the gameworlds you play in. You also gain the power to build new gameworlds that make existing gameworlds irrelevant.


    Who can create and own an institution? Only those holding power positions behind-the-scenes in the ruling regime.

    Who can create and own a gameworld? Anyone group of three or more gameworld builders.


    The power in using the distinction 'gameworld' is that it makes the global playing field equal. Anyone who has the awareness and talent and commitment to build a gameworld can build a legitimate gameworld. Even if only three people in the entire world have ever heard of or participate in a particular gameworld, it is still a legitimate gameworld.


    Using the term 'gameworld' for all the gameworlds we humans build and interact with each other through opens up tremendous possibilities for personal and cultural evolution. And right now, in this time in human history, we seriously need both personal evolution and cultural evolution.

  • What Is Context?

    Each gameworld originates in a context.


    The context of a gameworld establishes the gameworld's relationship to consciousness and responsibility, and defines what the gameworld holds as its highest values.


    For example, modern culture values profit and teaches that the most successful people are those who avoid responsibility.


    In modern culture, the term 'consciousness' has no meaning. 'Consciousness' is one of those stupid or dirty words.


    Even though the gameworlds of modern culture are contexted in capitalist patriarchal empire it is possible to create gameworlds with an entirely different context, set of values, distinctions, rules of engagement, and purpose.

    You now have a team of people who have come together in a new context - the context of archearchy - and who can build and inhabit archearchy gameworlds.


    Nobody already knows how the gameworld of building gameworlds - or building gameworld builders - goes...

  • Level of Responsibility

    Map of Culture and Responsibility

    Where are the adults?

    One such dangerous question might be about responsibility.
    If a child makes a mess, who cleans it up?
    If you ever lived with children the answer is obvious. Children do not have the capacity to be responsible for cleaning up their own messes.


    When a child makes a mess, even a teenage child, the adults are responsible for seeing that it gets cleaned up. Certainly, some children are trained to clean up some messes some of the time. Parenting is about creating environments where children can develop their muscles of responsibility. But until around the age of fifteen, children cannot be held responsible for their level of responsibility.


    This distinction about levels of responsibility permits you to classify gameworlds and cultures according to the responsibility they take for cleaning up their messes – in other words, their sustainability.


    Applying the level-of-responsibility test to modern society reveals that modern society makes huge messes with no intention of ever cleaning them up. Think of the expanding dead zones in the world’s oceans. Think of the tons of permanently lethal nuclear wastes. Think of the US national debt. Think of children being given brain drugs that make them unfit even to join the army. Think of the gigatons of methane frozen forty thousand years ago under Siberian tundra now bubbling out as heat-capturing greenhouse gases.


    When you position modern society on a graph showing the number of people and their average level of responsibility, you find modern culture centered directly on child level responsibility.


    Every gameworlds that is build on the status quo of modern culture is therefore also centered on a child level responsibility, far below adult level. Light years ago from radical responsibility.

  • What Values?

  • Noticing & Choosing Gameworld Values

  • What Distinctions?

  • “Finite-game players aim for eternal life.


    Infinite-game players aim for eternal birth.”


    James P. Carse

  • What Are Rules Of Engagement?

    Initiated Rules Of Engagement

  • Patterns of Behavior Create Structure - Not the Other Way Around

    by David Diamond, Theatre For Living

    "As urgency around climate change and polarization increases on the planet, violence and removal of long-fought-for rights are both increasing. Human migration and immigration are going to be unavoidable and this may very well increase incidences of racism and xenophobia – as we are already seeing. In this context, systemic change becomes more and more urgent. And…there is a trap here.

    "Paulo Freire writes quite eloquently in Pedagogy of the Oppressed about how communities sometimes rise up and fight revolutions, and sometimes they win – often to become the very oppressors they were fighting against.


    "We see this happen again and again throughout history. Why? I believe that nature gives us a reason: We ‘trick’ ourselves into believing that the ‘issue’ is the structures themselves when, in nature, patterns of behaviour create structure – not the other way around.


    "If we accept and understand this, then it becomes clear that if we work to change the structures, but neglect the patterns of human behaviour that both create and sustain the structures, we are doomed to recreate and/or re-inhabit the same structures all over again. Focusing solely on structural change while neglecting behavioural change becomes self-defeating."


    - David Diamond, Theatre For Living

  • Gameworld Collaborations

    A gameworld is a community of practice.


    Any gameworld could center around these values:

    Our purpose is to globally weave critical connections between communities of practice to create a field of influence for the emergence of next culture, archearchy.




    It has never been more important that people in the service of expanding consciousness work together as one team. This means simply ignoring all the typical boundaries that we might imagine separate one lineage or style of consciousness expanding work from another. It does not matter what kind of Buddhist you call yourself. It does not matter what level Aikido practitioner you are. It does not matter what therapeutic tradition you come from. We can no longer afford to bicker over such superficial differences. If you are involved in expanding the Box we are all on one team. We are all serving the same Bright Principles. It is time to seriously collaborate.

    Creating a protected knowledge center that can serve as an Ark certainly has value, but the fight has not yet been lost. It is not yet time to go underground and become invisible. Coordinated action is needed to experiment with alternative forms of culture, education, family, energy, government, city design, transportation, spirituality, society, financial exchange, management, entertainment, ritual, technology, meetings, and economic development. (See J. F. Rischard’s brilliant book High Noon: Twenty Global Problems, Twenty Years to Solve Them.) Experimentation depends on you experimenting. It only happens if you lead it to happen.

    The more reality that can be brought to implementing alternatives before they are desperately needed the easier the transitions to using them will be. The need for experimenting is now. No, it is not easy to experiment now. Yes, you will be maximally challenged while implementing what you see is possible when others do not yet see similarly. Discovery always brings disorientation. But if you do not try to bring what you know to be possible into existence now, who will? If you have clarity and the ability to take real actions and try things out, it is probably a job on your bench. Change manifests one individual at a time, one day at a time, one small action at a time. Every little effort helps to cut new forms of consciousness that act as seed crystals and establish resonance for others who can tune in and follow. This is not a time for hesitation or hiding out. We have work to do, and this work needs be done together.


  • Choose Your Context

    How To Choose A Context?

    Each gameworld starts by establishing the Context and Rules of Engagement of their gameworld that they write down in their Codex.


    The process of choosing a context can be extremely painful. It can tear your gameworld builder Team apart from the core. And, if you do not consciously, clearly, fiercely choose and anchor into a context then your gameworld will emerge as a mixed-context gameworld and that may be even more painful in the long run.



  • Choose Your Purpose

    How To Choose A Purpose?

    What purpose creates the food your Being longs for?

    Some Beings long for making change.

    There are some distinctions about what kind of change you want to make with your gameworld.

    You can change the way people get the things they want.

    Or you can change what they want.

    Jeff Bezos and Bill Gates are two of the wealthiest people in history. They got that way by changing how people used tools to find new ways to get what they already wanted.

    Nelson Mandela and Jacqueline Novogratz picked a different mission. Trying to change what people want in the first place.

    Both paths are available, but they’re different.



  • Write Your Codex

    What Is A Codex?

    Your Codex is a written artefact that sends out a resonance field about your gameworld. This is a weird thing to say, yet, check it out experimentally. If you do not write a Codex, or if your Codex is outdated and does not match the true current intentions and procedures of your gameworld, is it any wonder that your gameworld is a mess?


    Your Codex is like a list that you might send to Santa Claus telling him everything you want for Christmas. Writing your 'Santa Wish List' does not guarantee that these are the things you will receive for presents. But writing no wish list guarantees that the ugly socks and ties you receive are your fault.


    Your Codex is a formula for building out the gameworld you want. It is where you start, where you experiments begin, and how you keep track of whether or not what you try works and to what degree. Then you revise your Codex.


    Some Teams keep each iteration of their Codex as a way to document the evolution of their gameworld. Some Teams delete previous editions of their Codex and start over new each time.


    Your Codex needs to be visible to the general public at the border between your gameworld and other gameworlds so that potential participants or collaborators or customers can see what your gameworld is about to help them decide if they want to interact with your gameworld or not.


    At the same time, the Codex is not your gameworld.


    Your Codex should not be placed at the center of your gameworld because the Codex does not make the gameworld. What you love and what you want to do is what makes the gameworld. The Codex is the documented structure for what you want to do and how you want to do it. That is all. It is a map.


    If you keep the map at the center of your gameworld then the map functions like a prison to keep the gameworld from evolving. If your gameworld is not evolving then your gameworld is dead.


    If you keep the map of your gameworld at the semi-permeable membrane of the gameworld (the interface between your gameworld and all other gameworlds) then you always know where to find the map to refer to it or update it, and so does everyone else, and yet, everyone is free of the prison. The prison sits quietly over there, on the shelf, exactly where it should be.


    The idea that following the rules of your Codex will make your gameworld work turns your gameworld into a corporate or military or religious hierarchy with the Codex at the top. ANY hierarchy can be hijacked by psychopaths, sex-slave traffickers, and pedophiles.


    Stay awake. Use toroidal and circular gameworld designs.


    Put your Codex at the edge of your gameworld and you stand naked in the gameworld's center, with your heart turned on through Dragon Speaking, using your Real Voice. This way your gameworld is the vehicle through which you can take a stand for the stand that you have taken for being born on Earth.


    Build the gameworlds you need to do what you came here to do. You and your Team stand in the middle together and invent your next moves, even if they have never been done before, even if you don't know how, even if they are claimed to be illegal. Move into new territory. Do what needs to be done.


    The Rule of Law of modern civilization is exterminating life on planet Earth at the fastest possible rate. Anyone who follows that Rule of Law is criminally insane. Anyone who defends that Rule of Law has already forfeited their life.


    Walk down the street in this clarity. Even the United Nations has been hijacked. Even the church has been hijacked. Most the NGOs have been hijacked. Gaid needs you as an Edgeworker, a Riftwalker, a Trainer, a Possibilitator, a Feelings Practitioner... to invent the new territory of your gameworld and move into it. Will you do that?


    How To Write A Codex?

    For a Codex to be useful it should include several core components. These you could even consider to be the Table Of Contents of your Codex:

    1. Rules of Engagement inside the gameworld:
      1. Context of your gameworld, e.g. the relationship between your gameworld and responsibility / consciousness (please see the Thoughtmap of Culture and Responsibility. 'Responsibility' here is defined as 'applied consciousness', in other words, 'responsibility is consciousness in action'.
      2. Bright Principles of your gameworld. First Distill the Bright Principles of each of the members of your Team. Then you will be able to distill the Bright Principles of your gameworld.
      3. Conscious Purpose of your gameworld (possibly a place for your Vision and Mission).
      4. Shadow Principles / Unconscious Purpose of your gameworld (a place for the Hidden Purpose of each person in your Team).
      5. Style of your gameworld, e.g. is your gameworld land-based or nomadic? Is your gameworld a nanonation? Or do you submit to external authority, to what degree, and regarding what?
      6. Energetic Diagram of your gameworld's Circles and their relationships. See Sociocracy 3.0 for some hints about arranging your Circles. Who is in which Circle, their contact information.  Who is the Spaceholder of each Circle? How do Circle meetings go?
      7. Meta Circle of your gameworld. For the moment your gameworld's Founder Team functions as the Meta Circle or 'Sweeper Ring' of your gameworld, making sure that the gameworld itself is fed and nurtured in balance. As your gameworld evolves into more complexity, as your Founder Team steps down and joins your gameworld to avoid Founder's Syndrome, you will need to create a Meta Circle to replace the Founder Team's functionality. 
      8. Decision making procedures of your gameworld. To define your Decision Making process it can help to know the 13 Standard Decision Making Technologies
      9. Who owns what in your gameworld, e.g. It could be that the gameworld itself is the owner of properties, and that the Creative Commons is the owner of anything invented or created by your gameworld. Then things would be copyleft, open code thoughtware, feeding the Creative Commons.
    2. Rules of Engagement Between Our Gameworld and Other Gameworlds:
      1. How does someone enter our gameworld?
      2. How does someone exit our gameworld?
      3. How do visitors or volunteers interact with our gameworld?
      4. What are the currencies of our gameworld? Thoughtware upgrades? Healing or initiatory processes?
      5. How do our currencies exchange with the  currencies of other gameworlds or not?
    3. Customs of your gameworld:
      1. What do we wear, shoes, hats, coats, for work? For formal occassions? Women? Men? Initiated or not initiated? Children?
      2. How do we celebrate birthdays, deathdays, transformation days?
      3. How do we relate to seasons? The moon? Nature Beings? Bright and Shadow Principles?
      4. How do we care for member's health and healing of their 5 Bodies? Who is in the Witch's Circle?
      5. How do we care for our land base and the local ecosystems?
      6. How do we relate to how others care / abuse the local land base and ecosystems?
      7. How do we care for our food? Vegan? Vegetarian? Omnivore? Not specified? Self-sufficient? 
      8. How do we prepare our food? Customs? Traditions? Recipes?
      9. What are the Technopenuriaphobia Healing handicrafts and Low Tech specialties of our gameworld?
      10. How do we build and heat/cool our houses?
      11. What tools do we make and use?
      12. What products and services do we produce and sell?
      13. What are our modes of transportation? Horses? Bicycles? Sailboats?
      14. What are our sources of water?
      15. Waht are our sources of power, e.g. wood, solar, electricity?
      16. What is  our regenerative plan in relationship to the regenerative plan of the local city council and building code and town hall? What is our emergency plan for fire, tsunami, draught, terrorists, arrival of refugees?
      17. How are our children born and raised? How are they unschooled?
      18. To what degree is the media allowed to contaminate our gameworld context? Our children?
      19. What are our legends and creation mythologies?
      20. How does our gameworld provide authentic adulthood initiatory processes to members? To nonmembers?
      21. How do our 4 Archetypal Lineages meet and organize to empower each other to take care of our gameworld and each other?
      22. Etcetera...
  • Codex Examples

    You do not have to start from zero to write your next-culture Gameworld Codex.

    Here are some sample Codexes you can download and modify to your liking.

    Keep in mind that since your gameworld is a living evolving organism,

    your Codex will always be out of date. It will always be in flux.

    The best you can do is maintain a working draft of your gameworld's Codex.

    Working on updating your Codex builds matrix.

    Trainer Path of Possibility Management Trainer Guild

    Download a draft CODEX for the Possibility Management Trainer Path

    Trainer Path is a team of fresh and seasoned Possibility Trainers resonating with the commitment to improve each other's ability to deliver thoughtware upgrades using Possibility Management tools, thoughtmaps, distinctions, and processes in order to create a better world for everyone on Earth. Trainer path is a space of transformation, a bridge to archearchy, and a next culture magic school.

    Altiplano Ecosystem Restoration Camp

    Download a draft CODEX for the Altiplano Ecosystem Restoration Camp in Spain


    Ecosystem Restoration Camps is a grassroots not-for-profit Sociocracy 3.0 organisation engaging people to transform damaged landscapes into thriving, biodiverse ecosystems. The organisation was founded in response to a groundswell of support from people worldwide who see the amazing potential of soil restoration. Volunteers self-organize and live together while restoring degraded ecosystems around the world under the guidance of John Dennis Liu and Whole Permaculture. "Together, we can help to restore paradise on Earth."

    Possibilica Nanonation

    Find the online 'Constitution' and 'Bill of Wrongs' of the nomadic nanonation of Possibilica

    Possibilica is a nomadic archearchal nanonation gameworld delivering transformational trainings, evolutionary processes, and authentic adulthood and archetypal initiations to ecovillages, groups, and individuals through the tools, thoughtmaps, and processes of Possibility Management.


    Possibility Management Trainer Guild

    Download a draft CODEX for the transformational training gameworld of Possibility Management

    In a safely held space you gradually leave behind illusions, beliefs, dependencies, and patterns that you unconsciously adopted from others or from your childhood, and you bring to life your unexpectedly rich possibilities!