Saturday, March 3, 2012

Summary of the Rules and Roles of Survival

Culture is a survival strategy used by groups (plant or animal) to survive the drama of life against all enemies foreign and domestic. In brutal terms, this means feeding and breeding (dinner and a date) against all odds. There is competition between the sexes for access to the other, and between outsiders for food, particularly if being lunch is the alternative to having lunch.

The F4F Card is for professionals in the face of others who may be hostile, noncommittal, or supportive who don’t have a doctorate in cultural anthropology and who need to know if any of the others is going to switch sides, cut and run, or fight to the death. F4F is designed to be simple with the only tools needed to use it or teach it, are a pair of hands, and some experience with family reunions or bar fights. F4F falls into two groups of four rules: Social Status: Face, Fate, Fame, Fortune. Physical: Time, Distance, Ground, Body

Fame is what the recognition a person wants, Fate is a set of rules that determines the standards for the rest of F4F, Fame is the recognition a person gets, and Fortune is what a person gets for it. Time and Distance means movement and the resulting patterns of both use and movement imposed by terrain, and by the cultures use of it plus the effects on the elements of the culture’s rules of status. The relation of body language, functions, reproduction impact on the other aspects of the Physical World and is a prime factor in social status.

Events may happen in the course of the day that challenges the rules or access to dinners/dates. Drama consists of a clash of heroes and villains, each of whom like to play three basic roles: Victim, Rescuer, or Prosecutor. The heroic version is of these three interwoven roles includes such trilogies are Hero, Helping, and Helpless aka Knight, Nurse, and Infant. The Villainous version has its version such as Murder, Manipulative, and Mad

These are not static roles; the fun comes from changing roles faster than the opponent. Each role switch gives the player(s) a buzz, a flash, an emotional payoff which is called stamp collecting. Stamps are labeled by their emotional content: Red for anger, brown for depression, white for purity, black for death, amongst others. The stamps can be turned in (in the head case) a free jackpot, like a free murder or free suicide like 9-11.

Game players can be spotted by their talent in bragging about their weakest virtue, and blaming others using their own worst vices.