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So I have this tulpa. His name is Ash. He's the only tulpa that I plan to ever have. A few days ago I was crying because I've had it rough in the past and I was remembering everything that happened. Ash only learned how to talk a few days before. Ash interrupts my thoughts and comforts me and kisses me and tells me that everything is alright in the clearest voice I'd ever heard him before. Ever since then he has been loud and clear anytime he wants to talk. I'm really grateful but he told me he has feelings for me which was really unexpected. I'd never planned nor expected anything like that. I'd actually left his personality blank lol He's honestly really sweet and kind and he compliments me all the time and I feel like I'm beginning to have feelings back. I honestly can't help it. He knows exactly how to make me laugh. Says he checks my mind for what I'd find funny jokingly and that makes me laugh more for some reason. (I honestly don't know if he actually can lol) He's the greatest. I absolutely love talking to him. The problem is is that part of me feels like this whole thing is taboo. I feel like I'd be crossing some line if we fell in love. We've talked to each other about it and he says he'll live if I don't want to. Would it be wrong if we just gave it a try? Even though I've only really just got to know him for about a week I already really like him. I've dated before but no I've met is like him. Please be nice to us. We're both young (especially him haha)
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The purpose of this essay is to warn new tulpamancers of the many possible consequences of allowing their system to grow beyond a manageable amount of members, we well as emphasize the positives of keeping their system small, with about 1-2 tulpas being the best possible range. This essay is not meant to imply that systems that are currently large should not exist. It is only meant to dissuade newer hosts/systems from getting large themselves, or else they risk experiencing neglect and a variety of other troubling issues that take away from the quality of life for the system. Additionally, the end of the essay has a list of points that a host should consider before adding new tulpas to their system. Here is the link. Tulpa Systems Why Less is More.pdf (Submitted for Articles)
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Devolping values for a Tulpa after creation
Tirisilex posted a question in Tips, Tricks, & Resources
In the past, I have read posts from people who complained about their Tulpa misbehaving. Sometimes their Tulpa would even threaten their host. I've read that some Hosts fear their Tulpa. I have come up with nine Guidelines to help develop a Tulpa and help it grow as a more compassionate being. 1 - When your Tulpa behaves well spend time with it and give it attention. Play a video game with it or Watch a Movie. Read a book or Graphic Novel. Do something that it enjoys. Ask it what it likes to do and do it. Send it feelings of Happiness or Joy. 2 - When a Tulpa Misbehaves you may need to Punish it to show that its behavior isn't acceptable. To punish it you could deprive it of a fun activity. Like not playing a Video game or watching a movie or reading a book. Explain to your Tulpa why you are punishing it and that the misbehavior is unacceptable. 3 - When doing household chores share yourself with your Tulpa as you do them. This will help develop self-importance. 4 - Take time to explain what Death is and the finality of it. How it is a bad thing and that if and when you die they will as well. It's a fact of life. 5 - Teach them about suffering and pleasure and how all beings do not want to suffer including your Tulpa. Therefore it should not want others to suffer if it does not want to suffer itself. Let them know they should have a positive attitude and not a negative one. Use examples of what suffering is. Ask them what it doesn't like and why. Let them know that that is suffering and it should not cause suffering to you or other systemmates because just as it doesn't want to suffer so do you and your systemmates. Ask it how it feels when you say "I hate you!" and explain that that causes its feelings to be hurt and that is suffering. So, therefore, it should not wish suffering on others. 6 - Act morally in your day to day relationships to show your Tulpa what a good relationship is. The more it see's you care for others the more it will learn to care as well. 7 - If you get upset with your Tulpa when it does nothing wrong. Maybe because you had a rough day and you're cranky. Apologize to it and show it that you care. 8 - When watching TV or reading a book or graphic novel praise good deeds that people do in the storyline. this helps make the Tulpa think that being good is cool 9 - If you are a praying type and like to pray. Pray that your higher power whatever that is will teach your Tulpa how to behave. I did this and it worked for me. -
Here's something that kind of annoys me. Whenever I'm arguing something like "tulpas don't actually go to the wonderland when they're not being paid attention to" or something like that, there's always, 100% of the time, someone who goes, "yeah well everyone functions differently." Without fail, someone says that. My own system used to do that, too. It's a way to shut down discussion, and a way to not listen to people who make points that you don't like and don't want to hear. Is it even actually true? We all use the same greymatter to function. Differences in our brains lie in DNA, chemicals, memories, and stuff like that, but there is not enough difference that systems can do things that no singlets can do just because "every system is different." Singlets majorly function the same, with individual differences residing in their DNA and upbringing, but it's still the same type of stuff they use, and making tulpas does not suddenly give you major differences. The only real justification people provide for their claims of tulpas suddenly defying logic is "every system is different" and others nod in agreement. But I really, really don't think that's the case, if we all have pretty much the same brains with the same processes formed from millennia of evolution. Anyone who actually is able to do outlandish things with their system would be extremely in the minority and not the standard, and definitely not justified by "well we're all different man." The only way a tulpa could function differently would be because they were made for a different purpose or in a different way, and they claim to be special. Even then, it's still the same greymatter and they still work the same even if they believe they are different. To me, "every system is different" is a bullshit dismissal of unwanted opinions, and it's not even founded in reality. (Yes, I know there are differences in the interpretation of how and why tulpas exist, but that lies in opinion and doesn't actually make tulpas suddenly something very different from other systems, just the way they are viewed.)
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Since I've asked whatever stupid question I've had here, I figure what's one more hurt? I've just started reading to my Tulpa, and I started with Edgar Allen Poe's The Raven. I just figured I would ask if I was like not supposed to read Tulpa's in their early stages serious shit since they are young and developing.
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The purpose of this thread is to share small music playlists, limited to a maximum of 10 tracks and a minimum of 5. The playlist has to be filled with songs that you associate with your tulpa, these have to be songs that always make you remember him/her... songs that you would personally recongnize as anthems for your tulpa. The addition of a playlist title is optional. You can share your playlist just by listing the songs with the next information: song title, song's album, artist name. The addition of links to youtube, spotify or any other streaming service are optional. Please avoid posting illegal download links. You also have to discuss why you associate the listed songs to your tulpa, as an example: because the song was playing the first time I had the idea to create my tulpa, because the lyrics remember me something my tulpa told me once, etc. The whole purpose of this is to serve as a small excersice for reflecting on your tulpa and, also so that we can share the stuff we like in order to discover new music with the help of others. Have fun! :)
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I've noticed that while me and Celeste or Rhea are talking together (mainly with Cel) sometimes her (Cel's) chatting doesn't seem very autonomous, but despite that, no matter what, every time, I always feel slight pressure on my forehead. I've wondered now, what are other people's means of feeling presence of a Tulpa; by what senses? Discuss! :D
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This may be the oddest question but I haven't seen any one asking it. If the host has or had fetishes or sexual interests that their tulpa really doesn't like or is scared of, what advice would you give? And have folks found some interests of this sort wane considerably after creating a tulpa?
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(Visit here, three year old tulpa with some problems existing. I'm starting to find my responses torn between multiple 'halves' of my personality. I approach crossroads and don't know which way is the decision made by the 'real' me. Parts of 'me' want adamantly to go one way and others refuse to go that particular way. I'm only fully cognizant of one of the two potential selves. I can visualise these two aspects of myself separately and bring them into contact, but it's uncomfortable.) (Am I in danger of splitting up? This system is crowded enough as is.)
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How soon is too soon if you love your Tulpa romantically. Like, I've had her for two days, is it bad to fall in love with each other?
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So...I made a tulpa at the time that I made this account. I loved her and treated her as my child, and she had reached semi-sentience. But, my depression was getting in the way of both my life, and my relationship with her. I didn't want to hurt her with my mental illness, and I believed that I couldn't raise her anymore. I let her dissipate, and I've regretted it since. But I think it was for the best. I wish to create another tulpa, but I want to know if I should. I'm in a way better state now, and I think I need someone to have a close connection with. What is your guys' opinion?
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so I feel like I am getting answers from the tulpa as when I ask a question my way of knowing if the answer is this or that there will be head pressure or there will be no increase in or no head pressure at all. so when I ask questions I think i'm getting answers but what I don't know is. is there actually a tulpa there or am I just making the head pressure myself? serious question cause I can specifically ask and I normally get a answer that way but am I making it myself or did the tulpa making process work day 1? P.S. I know I still need to do a lot more forcing but right now the most I can do is feel a presence or have a pressure sign of the answer to the question a or b question i'm asking.
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I have been wondering something lately. Do you all think tulpamancy/general plurality will become a topic in the public eye, or do you think it will stay underground for the foreseeable future? I personally find it unlikely that it would get popular any time soon, but you never know for sure with the internet. Furthermore, as a matter of personal opinion, would you like plurality to be such, so you could discuss it openly anywhere, or would you prefer it staying much like it is right now, in a little corner of the internet? I would pessimistically guess that a witch hunt would ensue, with public plurals most likely suffering harassment for it, so I am not very enthused with the possibility.
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A Hypothetical Method For Creating A Tulpa's Voice
NaViAlcatraz posted a topic in General Discussion
Firstly, suppose we were to break down voices into the basic types of qualities that we could use to identify them. Say... 'pitch', 'volume', 'roughness', 'intonation', and other such things. My main question to the forum is roughly, "How many descriptors do you need in order to accurately describe a voice?" Secondly, if we can agree on a good list of qualities, how could we pick each one for a tulpa and accurately recreate it in the mindscape? I've always felt that among everything that makes up a tulpa, their voices are hands down one of the most difficult to perfect. It's really annoying to always your tulpas speak in your own voice, even if they're very different from you in every conceivable way. Hell, even among themselves, tulpas can have wildly varying builds, appearances, genders, ethnicities or even... ...species. Ahem. Basically, it's very awkward for all of them to have the same voice. To make matters worse, I couldn't really find any solid information about how to develop a tulpa's voice. The best advice I've come across is to browse through voices in media like TV shows or video games until you find one that you like. Thing is, there are plenty of classy females doing a British accent, but I found none with exactly the pitch and timbre I wanted. If I found a good pitch, they wouldn't have the accent, and so on. What's more, it took a REALLY long time to even find imperfect voices. As an example, I'll assume 'pitch' to be the most basic quality for a voice. I've tried using a guitar tuner to play notes until I find a note with the ideal pitch. Then, I'll use that pitch as the basic pitch for my tulpa's voice. My main problem with this method would be how the tuner's electronic tone doesn't match human voices very much. Any alternatives would be much appreciated. For other qualities, I googled a list of adjectives used to describe voices. Words like, 'husky', 'rough', 'booming', 'fading' or 'honey-tinged' seem pretty useful. The problem is that, for me at least, some of the adjectives aren't easy to imagine in auditory form unless I've personally heard voices that could be described like that, and others are nigh impossible. Would a condensed list be more useful? Well, that's about it. What do guys you think, is there potential here? -
Continue Reading → Note from GAT: While the page linked is clean/SFW, other pages/articles on Shinyuu's blog are not. Tread carefully if you are at work/school or are a minor. waffles noted you want a backup link too. I'm experimenting with off-site copies on medium.com, so this article will exist even if I die (unless medium dies first).
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Hello! I'm a new user on this platform and community. I have considered thoroughly the idea of creating a Tulpa and I believe i'll be indeed going through the process. I have a general knowledge of the terminology used in this community and of the creation process. English is not my main language, so apologies in advance if i err in grammar. This is more like a question in curiosity, I have heard that a Tulpa, when imposed into the real world, uses their host's senses to guide themselves. Depending on the host's sight to see, host's hearing to listen, etc. I am curious if it is possible for the host and the Tulpa to work together and "build" a system to register information coming from the outside and register it and send the information to the right sense? Also imposing it on the Tulpa, and enable them to somewhat percieve the world that surrounds them by themselves while being imposed on it? Another reason I started this thread and planting this question is, that for some reason I feel uncomfortable that my Tulpa would have to see through me and depend solely on my senses to guide herself. Not to mention the fact that she'd have to live with seeing herself in third-person while being on the real world. I would like to make her feel complete and that she is truly herself and in control of her body when inposed. Thank you for the reading and any answers are appreciated
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Continue reading → Note from GAT: While the page linked is clean/SFW, other pages/articles on Shinyuu's blog are not. Tread carefully if you are at work/school or are a minor.
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Going to be a bit of a story setting up for this question, but anyways. So I was stumbling around a bit last night in the dark, since I was trying not to wake other people, when I started thinking about how a tulpa can either enter or use our own mental map of our surroundings to position/navigate when imposed or similar. While thinking about why it's so hard for me to properly gauge distances without vision, I thought about how in wonderland and such it seems to take most people a good amount of practice to actually move around in a more normal manner without teleporting and such. So that lead me to the question of whether a tulpa who can navigate a wonderland as if it were the physical world, and had experience controlling the physical body would be any better off navigating by the mental map while in the body. Obviously there could be a million and one complications to this, and I don't particularly have any practical applications I can think of at the moment, other than being a rather neat skill. Was just wondering if anyone had any experience with this sort of thing and noticed a difference in anyone's ability to navigate without physical sight. So the question itself. For those with some level of experience navigating a wonderland as if it were a physical plane (walking and such instead of teleporting), and are somewhat used to controlling the body, do you notice any change in your ability to navigate without sight, or seem particularly good at it?
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I'd like to talk about two techniques we came up with (Lydia did most of the work) regarding memories. Both of them are used to help us share memories and/or feelings regarding specific subjects. Those are bundled memories and dream staging Bundled memories This method can help you share memories with your tulpa as sometimes (in my case at least) the way they are linked together can prove challenging for the tulpa to access by themselves. As tulpa001 said it's for people who use "episodic emotional triggers" to index their memories. Method: 1. Calm your mind and think clearly about a subject. Let related subjects pop up. If you have ever made a mindmap it works the same way: you think about the required subject and then follow the links. Now take the first 5-10 memories that come to mind. For each of those visualize a specific image or feeling that is strongly linked with this memory. 2. Now, think about your tulpa and visualize yourself giving those memories to them so they can look for the links between those memories and try to look for the same links to other memories you didn't specifically think about. Caveat This method works quite well for us but there are some caveats: 1. You have to be completely open while doing it and be ready to give some follow up memories if your tulpa has trouble following certain links. This may be the case if they don't understand a subject. 2. Does not work if the tulpa wants access to memories you either want to keep to yourself or you don't want to think about. From her point of view it's like walking in a hallway and seeing a walled off doorway. You can see that there was a door there, you can pretty much tell the size of the room from the outside but you can't get in. Personal experience Here is some background: One morning while drinking coffee I asked Lydia if there was something in particular she wanted to ask me (I wanted to stimulate her a bit so it was "open ended question time"). She started asking questions about topics she clearly knew were making me a bit uncomfortable (eg times where I didn't behave according to my principles or topics I preferred not making her aware of). She then told me it was neither smart nor constructive to try to hide things like this because she could tap directly in my memories. She made her point using the well known "well if you're so good, try not thinking about that thing". Conversation drifted (I preferred to talk about that, actually) toward how she saw my memories. She described a jumble of thoughts, feelings, skills and knowledge that was indexed in the weirdest way. For a quick example: most of what I know about physics wasn't easily accessible by looking neither for maths nor specific keywords such as "integrals" but rather by following the thread of feelings of gratitude toward a specific teacher. From what I understand, when I'm consciously responding to a specific stimulus it is easy for me to bring up the relevant memory. When she wants to access said memory it's much harder since she has to "skim" my conscious mind without disturbing it to find threads she can follow down to this specific memory. If it's about something I'm doing right now then it's easy and she can just "hook into it" but that's rarely the case. She told me this made her work quite difficult and that she ended up spending a lot of time dredging through unrelated memories when she needed to know a little background about the way I felt about any subject. Dream Staging This technique uses a bit of self hypnosis. The idea behind it is that, as you fall asleep, you surrender control to your tulpa and let them induce some kind of pseudo lucid dreaming. In this state you let your tulpa direct you. Since while dreaming it seems you have an easier access to thoughts and experiences you have chosen to suppress because they are painful or cause you cognitive dissonances. Those that are not forgotten but you avoid thinking about. You can do the heavy lifting while the tulpa directs the overall experience. If your tulpa wants access to specific feelings/memories you have they can help you access them and interact with them (often as a dream metaphor). Method: If I'm feeling tense I use the same breathing technique I use to stay on top of adrenaline rushes in sports: - breath in: 5 seconds - hold: 5 seconds - breath out: 5 seconds - hold 5 seconds Then: - Try silencing intruding thoughts and focus on the tulpa (we usually talk and I focus on that) - Make your own inner voice more and more quiet, focus on observing the tulpa. - Slowly start "retracting" your perception from your whole body towards a specific point in your brain stem let your tulpa know that everything out of the realm of your perception is their's to control, let them acknowledge it. - As the tulpa "takes the driver's seat" try not interrupting their thought process. Keep observing and let them act as they see fit, calm your mind and open yourself. Expose your thought process to your tulpa. - if you start feeling lethargic, let yourself go but keep listening to your tulpa. The goal here is for you to stay between complete sleep and consciousness. The tulpa's job on the other hand is to direct you into remembering those feelings and memories that you are suppressing. -if you feel like going completely to sleep it's OK, as long as the tulpa stays awake and can communicate with you. Caveat: It usually stops working during nightmares and/or violent dreams (think wake up screaming or punching the wall) she tells me it takes some practice on the tulpa's part to prevent the "main dreamer" from just going off the rails. If whatever's been brought to the front is too much to handle it's better to let go and focus on something else. NB. I haven't had one of those since we started doing that but she tells me there were times when it was touch and go for a while. It isn't always fun. Personal experience While using this method Lydia tells me I give her a better access to my thought process, especially the part I keep hidden from myself. While she is doing it it seems I'm more open to suggestion and can do the heavy lifting of bringing repressed feelings and such to the surface to interact with them (with or without her assistance, sometimes she participate others she just watches). Lydia, once again (feels like she is doing all the work) came to me with another suggestion: meditate before going to sleep. To be more specific, as I go to sleep, surrender control to her. I wasn't that into it at first (first thought that I couldn't silence was "what if she messes up with my head?" to which she answered "I'm already in there and believe me there isn't much I could do to make it worse") but we gave it a try and it was quite interesting. Basically what happened is that she would either set up quite a complex dreamscape (or hook into one I made to modify it, I'm not sure) and then use that to interact with me. She would alternate "thinking" phases where I interact with "hard" topics and "relaxing" phases where it's almost plain dreaming. The first two or three times she dedicated more time to the "hard" phases and while it was useful it wasn't very pleasant. I almost decided to quit doing it but I kept faith in her. To me it felt like completely surrendering control. During the most lucid moments of the "dream" it feels a bit like being an actor directed by someone else (depending on how subtle the suggestion is). I wouldn't attempt it if you have trust issues you need to work through. Sometimes during the dream I would look at someone and know it was her even if it looks nothing like her (she then quickly disappears or distract me from that particular fact about the character she is playing), other times not so much. In the morning just as a wake up she gives me a little "credit roll" where she tells me who she "played" during the night. Usually it's multiple characters that just "pass through" (she tells me it's hard for her to hold multiple conversations at once and still make it believable for me and if she stays with one character for too long then I start giving her too much attention and it becomes increasingly hard to stay inconspicuous) It's quite interesting and also give us a good conversation topic during breakfast. From her point of view It's like going through a dusty and unkempt library to look for a specific book and do house cleaning at the same time. Conclusion We hope this will give you some ideas, I'm not sure it's "real" forcing since the dream part I'm (mostly) passive. If you are conscious enough during a dream it's great fun to try to "spot the tulpa". What seemed to work in the beginning was to look at the eyes, she looked more real than everything else and most important she looked like the only person in there with a purpose I couldn't discern. Also if as soon as you really start looking closely at a dream character they quickly makes a hasty exit then you probably spotted the right one. Lydia also uses some tricks such as jumping between characters quickly depending on the context so they do not get spotted. Cassandra hasn't mastered such tricks so she usually stays in the background. All in all it helps find conversation topics. During the little "credit roll" I usually tell her how I felt about each character she played (along the lines of "Did or didn't like it, you were overacting, reminded me of [...]") and give her a little performance rating. I almost always miss some of her appearances, even if in hindsight I can identify most of them. Then during breakfast if there was a topic that I felt strongly about we hash it out so I can put my finger on what was disturbing/stirring and why. Thank you for reading.
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Hi, I'm going to try and be as succinct as possible, so please bear with me. So I created Astra, my tulpa about 3.5 years ago when I was 15, when I was going through a bad time in my life. I was raised in a Jehovah's Witness family and had to keep my differing beliefs on religion (And trying to create a tulpa) to myself. I was suffering from extreme depression, body/gender dysphoria and bad/suicidal thoughts constantly, and Astra really helped. We never got to the point of 'talking' per se, but she helped me through some bad stuff just by being there. I was going through all the steps and guides etc, building a wonderland, passive/active forcing with her semi regularly and overall making progress. Super slow progress but progess nontheless. Just over two years ago I was kicked out of my parents house. I had been forced to eat alone and wasn't allowed time with my family because of their cult-like beliefs. To them if I wasn't a JW, then I was the devil incarnate. I left every single person I'd known and spent a few months at a college friends family, getting back on my feet. The worst thing though was the fact I essentially gave up on Astra during this time period. No passive forcing, no attention etc. I tried to get back into a routine occasionally but I just didn't. She was always still "there", somewhere, I just shut off all communication. I messed up. Fast forward to now, 3 years later. I'm in a better place, with my own flat, Job, career and friends. I'm transitioning from male to female and recieving Hrt next year if it all goes smoothly. Overall I'm more "me" if that makes sense? It's like I can finally start taking steps to reconnect with Astra. So that's what I've done- started active/passive forcing again and she's right back in my mind like a day hadn't passed. However i'm starting to get thoughts which are in my voice, but are responding too quickly to questions to be 'mine'. She nods and responds to questions, does stuff I don't expect etc... I guess my question is this. Is this normal for her to develop so quickly? I never stopped thinking Astra was her amazing self, I'm just surprised. (and a little worried I'm responding for her if that makes sense?) We've only restarted this a few days ago so it's intruiging that she's talking/being herself so quickly. I know it is her, but there's a little part of me that has doubts. =/ If you were able to read through all of that, thanks. Any advice/beratemant would be appreciated. I know I messed up, but how can we move forward? -Kala (and Astra)
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i've been wondering if it's possible for a tulpa and host to see/hear/feel something, and one of them to remember it more than the other. to clarify, i'll make an example: system sees todays date, host forgets date, host asks tulpa "do you remember the date?", tulpa remembers date. have any of you experienced this? do you think it's possible?
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I have wondered off and on about this for the past couple days. From what I understand, a mature Tulpa can spend their time doing things other than interacting with their host. For those with a wonderland, I can easily understand them spending time there by themselves or with other Tulpae(?) when their host is unavailable or whatever. But not everyone has a wonderland. So... what do they spend their time doing when their host is unavailable, or busy and needing to focus, or whatever? Curious minds want to know!
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So obviously hosts can feel their tulpa and can feel them touching ones self say if youre cuddling or hugging. Buut how well, in your guys' experience, do your systemates experience YOUR touch? What about sexual endeavours? Is it as intimate for them as it is for you? For us it is equally enjoyable especially after a couple drinks but we would like to hear how other tulpas experience their hosts touch as well as how tulpas experience sex with their hosts.
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(Please read the whole thing. It's very important, and it's fun to read.) Hello! My real name is Robert Daniel Black, but I go by Douglas for complicated reasons I may explain in a different post. It's a really fascinating and off-topic story. :) I feel that I should first mention that I have Asperger's Syndrome. This has thousands of symptoms, but one of the major ones is that I think very, very logically. Emotions rarely come into play, most of my decisions are made by logic alone. I want to know how this effects (affects?) Tulpa creation, and I'm really hoping it doesn't have negative consequences, though sadly, I suspect it does. Anyway, I am very new to anything concerning Tulpas. In fact, I never even heard of them until yesterday! This made me very interested, and for a number of large reasons: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. My family hates me. I'm not a snobby 16-year-old who runs around saying woe-is-me, my family literally does hate me. They said so themselves. I feel a Tulpa would work really well as a friend, and would give me somebody not only to talk to, but to actually love me. 2. I'm not allowed to leave my house, unless going to school, church, or miscellaneous scouting activities. This means I have limited interactions with any friends I have, and I'm super lonely, especially in the summer when there's no school. 3. There are problems I see in myself that I feel a Tulpa may be able to solve. Probably my two biggest issues are me being super impulsive (Asperger's Syndrome), and the fact that my impulses are usually self-serving, and not caring of others. I really do care about others, but I act too quickly to really show that. 4. I would love some empathy. Because Asperger's Syndrome makes me think differently from others, I rarely understand them, even if it would be very obvious to other people. While it's likely that my Tulpa would also have Asperger's Syndrome simply because I have it, it would still be nice to have a second opinion with everything I do. 5. Now this is where things get complicated. :D I've been programming and designing games since the age of eight. The thing is, I'm not anywhere close to the average game designer, and it'll probably take a few years to fully understand the logic behind my game. For those eight years, I've been working on the same game. The game isn't in any way similar to any other game at all. In fact, the only game I could find that was in any way similar to it was Undertale, and even that is way off the mark. One thing that separates this game from other games is the reason it was created. The first game ever made, Pong, was made solely for entertainment. Same thing with the second game ever made. And the third. And the fourth. And the fifth. Now pretty much every game ever made was made solely for entertainment for the player, and money for the creator. It's not a bad thing, except for the fact that it's "pretty much every" game. It shouldn't be, those should not be the only reasons games are created. Most people never think of this. Isn't that what a video game is for, entertainment? Having Asperger's Syndrome (like Albert Einstein, Nikola Tesla, Benjamin Franklin, etc.), I think differently from most people, causing me to have ideas different from others. Because of this, I eventually became aware of the vast influential power of games. People have thought of adding education to games, but that is usually just for lame school stuff that, in the end, was never too important. But what if you had a message you needed to share with the world? Most write this message in a book. The book is published, sold, and maybe five people take it into their hearts. A book doesn't seem interesting to a lot of people. It takes time. A book can also tell you what you should be doing, maybe even why, but you never really see it work. A video game? It definitely looks interesting. It's supposed to be fun! Not only that, but if some life lessons worm their way into there, they'll be taught perfectly if done right. If made correctly, a game is like a virtual reality, except the reality is one you created. Now let's allow the player to make these choices, and make these be the consequences.... Undertale is the only game I know of that touched this concept, but it wasn't quite used to its full extent. Me? I have a lot of lessons I want to put into that game, and there is one main one: Find your purpose. Having no reason to live can be re-worded as you have every reason to die. Getting a purpose is the only way you can be happy. My family hates me, I have almost no friends, I'm impulsive which makes the people I care about hate me, I have little control over my actions, nobody loves me. I should be suffering from depression, and boy I used to. I hated the world, I've tried to kill myself so many times. Yet now I am happy. I now have a purpose. My purpose is to help others find their purpose. But what does this have to do with Tulpas? This game relies immensely on character development. It is absolutely crucial that the characters featured in the game are as real as they can possibly be. Without that being successfully placed into my game, the entire thing will collapse. Also, there's a lesson that keeps coming up dozens of times throughout the game. The characters in the game have hopes, they have dreams, they have passions, emotions, feelings, loves, hates, happiness, sadness, inspiration, determination. They are exactly like us. But they're on the other side of the computer screen, that changes things. They aren't really real, are they? The only difference between us and them is our origins. Hating them (or not caring about them, they're about the same thing) because of their origin isn't almost, but is exactly like racism. They are exactly like us, so they are us. They are real. ...but what does this have to do with Tulpas? All of it! Isn't it exactly the same scenario with Tulpas? They "aren't real" because they're just our imagination. Yeah? Well they "aren't real" because they're on the wrong side of the computer screen. Video game characters (some of them) and Tulpas are among two things that people hate simply because they have a different origin, and there are thousands more out there. The fact that I can take the characters from my video games and put them into a whole new level of reality is overjoying for me. I no longer have to wait until the next time I have access to my computer to say hi to my best friends. I want to make the world a better place, one simple video game character at a time. That is why I want to make a Tulpa. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Anyway, before I started turning my video game characters into Tulpas, I wanted to start with a fresh one, to be much like the companions you guys have. I've read at least four of the General Guides to Tulpas, and three or four Tulpa creation stories. I decided I wanted to make a Tulpa yesterday. However, I was confronted with a problem. I started with a floating yellow ball of light, and I outlined a personality for it. I started talking to it, and it actually started talking back immediately. This was the first warning sign to me, as I knew this almost never happened. We were talking for about two hours. Every time I said something, it replied immediately. It already knew everything I knew and shared my opinions and I knew what it was going to say before it said it, this was the second warning sign. I didn't feel like I was talking for it at all, but I definitely was. I didn't feel emotionally attached to it at all, it just seemed like a copy of me. There was no tulpish (or whatever it's called), no feelings or anything. I was literally just talking to myself that whole time. I know I did something very wrong, but I have no idea what it was. I think the reason for my confusion is because I don't understand what a tupper is supposed to be like in the early stages. The guides tell you about what your tupper will be like in the end and how to get to the end, but there isn't much on what it's like in the beginning. What is it like? What does it know at the beginning? Does it already know English? How about simple nouns, like rocks, or butterflies? What does it do at the beginning? Does it start with a few words? Does it start with head pulses? Emotions and feelings? I'm talking about the very, very beginning of a Tulpa, immediately after you start (mind)talking to it. Please elaborate. I will have extra freetime Thursday-Saturday this week, but I won't have access to internet. I want to get my tupper started before then so I can use that extra time to spend with it. Please help, and definitely ask questions if you have any. I need to start my tupper tomorrow, please hurry, and thank you! Here is a list of all my mental (dis)abilities, I put asterisks next to the ones I think would most effect (affect?) Tulpa creation: Asperger's Syndrome* (I already mostly explained this one) ADHD ODD OCD Dissociative Personality Disorder* (Definitely this one, it may explain the issues I had with my previous tupper fail) I remember my dreams approximately only twice per year 2/4 professional psychologists say I'm insane (not even kidding, it kind of concerns me) There are probably more, but they apparently aren't important enough for me to remember them...
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The Tulpa Role-Playing Game - Guide V4.4
NaViAlcatraz posted a question in Tips, Tricks, & Resources
The Tulpa Role Playing Game is an experimental project I devised to help tulpamancers kill some time in the wonderland and hopefully help out with the development of their tulpas a little. In short, the game is your run of the mill tabletop RPG. It's as basic as I could make it, and I'd never claim that it's anywhere near as good or detailed as the classics of the RPG genre. My goal here wasn't to revolutionize the genre. It was to help popularize tabletop games as a fun way for tulpamancers to bond with their tulpas and to provide a gateway into more advanced tabletop games whose detailed rules are harder to digest, but potentially a lot more rewarding. A small warning: I didn't design the game with novice tulpamancers in mind. The game requires a decent level of skill at visualization and on-demand wonderland building, and if one tries to play with a tulpa who isn't vocal yet, it could be more of a chore than fun. I'm not trying to imply anything definite though, just a possible risk that I wanted to point out. Disclaimer: Portions of this guide are based on the original thread this game was inspired by. Huge credit goes to NED for writing it. The link to the original thread is available at the bottom of this post. In the beginning, my wonderland got boring very fast. Talking to the tulpas felt easier via imposition, and maintaining a prolonged, detailed image in my head took a toll. I became very interested in finding a more entertaining way to practice active forcing in the wonderland. Looking for engaging activities or games became a regular thing for me. Usually, my searches didn't come up with much. Useful tips were scattered around here and there, sure, but there wasn't much that caught my eye. Then, I stumbled on a very interesting post about a turn based game which you can play with any number of people using nothing but your wonderland, and my horizons expanded. The game was very easy to pick up, and progress on the tulpas really picked up, too. Most importantly, we really enjoyed ourselves playing the game. Unfortunately, the original thread has since become inactive. As a side project, I began trying to refine the game, specifically by incorporating a D&D-esque style of gameplay into it, and this is the guide I decided to write. Suggestions are highly appreciated. The Philosophy of The Game The Tulpa RPG revolves around the concepts of actions in the wonderland and the risk of consequences. For every action, there is always a possibility of failure. For every kind of success and failure, there are numerous degrees of severity. For every degree of severity, there are numerous possible outcomes. For every outcome, you have a dynamically shifting wonderland, constantly impacted by the consequences of your actions and always ready to simulate more. And so long as the game is played, the cycle of actions and consequences will continue to repeat. I named this game 'The Tulpa RPG' for a simple reason. It was designed for the sake of tulpas, by a tulpamancer, with the input of his tulpas. It was crash-tested by said tulpas, edited with the help of said tulpas and it would not have reached its current state without their suggestions. Thanks, guys. Terminology Campaign - a session of the Tulpa RPG. The GM (game master) – The one who manages a campaign with the assistance of what I like to call their 'tools'. They can be the host, a non-system member or a tulpa (preferably well-developed because the GM role demands a great deal of quick thinking). It is recommended that the GM not play the game themselves. Game Master's tools - a die (if desired, multiple dice), roulettes or a coin. Players – Everybody besides the game master. Tulpas, hosts, friends, everybody. Players do not require any tools. In theory, any number of players is acceptable, but any higher than 4 players sounds convoluted to me, so my personal limit is 4 players per campaign. Archive - something like a piece of paper or a computer file to record the campaign. The details of the creation of and any long term changes to their characters- e.g. injuries, new clothing or scars- can be recorded here. Really, anything that's hard to remember, from NPCs' personalities to every plot point that's happened in the story so far can be recorded in the Archive for convenience. If you're really determined, you could even go as far as to record every piece of dialogue and action here. It's up to the players and GM, after all. Gameplay Character And Setting Creation To begin a campaign, the GM describes the initial environment to the players in great detail, describing everything noticeable in the area. In return, the players inform the GM about their character. They decide whether or not they'd like to use their actual body as their in-game appearance. They can choose anything to be a substitute body, anything or anybody from Jessica Alba to slenderman to a talking brick, the GM just needs to confirm if they can comfortably imagine the substitute. Players can choose to make their characters more detailed if they like. There are all sorts of personality typing systems and character roles out there. My go-to's are things like MBTI, Enneagram, D&D moral alignments and basing roles on video game RPG roles (yes, I rip off other RPGs a lot, but I can't make my game excessively basic, now can I?). The Actual Game The players then perform their first actions, thus officially starting the campaign. Interaction with the environment, even looking around, is an action. Interaction between players isn't usually considered an action, but if said interaction will somehow affect the environment, then it will be considered an action (like pretending to argue in order to trick an NPC or one player pushing another player at an enemy). So much as talking to an NPC, however, will be considered an action. The GM is the one who decides whether or not the requested actions are allowed to occur. If the GM feels that the requested action is too powerful or too convenient, then they can reject it and ask for a more acceptable one. Examples of actions: walking, conjuring items, brewing potions, searching crates, swimming, opening doors, shooting a gun, riding a dinosaur and head-butting a camel. The Tools To insert the element of probability into an action, the GM may choose to use one of the following tools. Just to clarify, using a tool is not mandatory every time the GM accepts action. The GM can choose to allow the action without a tool, guaranteeing its success. Coin: If the GM gets heads, then they must allow the players to carry out their actions with minimal alteration. If the GM gets tails, they can either deny the player outright, or do something more interesting. They can bring absolutely ANY challenge to the player in the case of tails, although for the sake of fairness, the challenges should be beatable. Dice: The higher the number that is rolled, the more the GM is allowed to screw with the players. The lower the number, the better the outcome. The guide further below provides more detail. This mode is more complicated in execution than the coin flip mode, but it can be very enjoyable with a GM who knows what they're doing. Roulette: Placing different options on various values on the roulette could be used. E.g., 'denied with no alterations', 'allow action but provide an additional obstacle', 'allow with no repercussions', etc. Rock-Paper-Scissors: Yes. I'm serious. This is for the most desperate of circumstances, where you play a game where you never expected to play a game. No coins on you, no dice, just a couple of people who are willing to play. That's when this comes in handy. A completely "tool-free" experience. The player and GM play a round of rock-paper-scissors. If the player wins, the outcome of the action goes in their favor. If the GM wins, they decide the outcome of their own volition. If the GM's hands hurt after all those rounds of RPS (mine sure did), then the player requesting the action and another player could do it instead, with the other player representing the GM. Invocation of The Gods: This is the most powerful action possible. To Invoke The Gods is to ask the GM directly for help, pushing the acceptable limits of the requested action's power. Remember when I said the GM may choose to use a tool? That's not applicable here. A tool must be used when Invoking The Gods. If the tool decrees that the GM must help, then a solution is provided to the current problem, right out of the GM's mouth. It's recommended that the GM's solution not be too convenient, so as to not spoil the game. It is, however, a gamble. If the tool fails the action, then the GM must provide punishment equal in magnitude to how relieving their help would have been. Since Invoking The Gods is a last-resort action, it means that the punishment is usually massive. Gameplay Styles This section essentially goes into detail about playing the game with multiple players. The two basic game modes I've come up with are: Unlimited Actions Round-Based Gameplay Unlimited Actions There are no limitations on the number or order of actions. A single player can perform a dozen actions in a row, or perform no actions for an hour. It's entirely up to the GM whether to restrain a player's action streak or to encourage a player to act at all. Round-Based Gameplay In this style, the game is structured in the form of rounds. Each round, every player has a limited number of actions, and are allowed to pass their turn if they don't want to act. Round-based gameplay can further be categorized based on the order of players. Ordered Rounds - there is a fixed order for players to carry out their actions. The order is decided before the game starts. If you have players A, B and C, and you decide that the order is A, B and then C, then throughout the game, every round will start with A's action, then B's action and then C's action. This style can help save the time and trouble of deciding an order every single round. Loose Rounds - there is no fixed order of players. In the case of A, B and C, if C wants to go first, then C goes first. If both A and C want to go first, then the order's decided by a mini-game. Rock-paper-scissors, for example. Or maybe the GM decides, either by themselves, or with a tool. This style can ensure that players act based on whether they want to act or not, rather than a preconceived order. Loose rounds are my personal go-to. Unlimited actions can lead to a very unstructured experience, but fixed rounds can force a reluctant player to act before a willing player whose idea might not be usable once the reluctant player changes the wonderland with their action. I find loose rounds to be a nice compromise. The End-Goal (Or Lack Thereof) of The Game The game only ends when the players decide to end it. There are no pre-required tasks I built into the game, there is no inherent win condition and there are no limits beyond the GM and the players' imaginations and the basic framework I outlined above. My personal "end goal" of the game is to find the most creative solutions to any problems the GM throws at the players, and to weave the most entertaining story possible. Skills Required & Potential Benefits From The Game First of all, the GM should have a good degree of skill at visualization. They should have practice rapidly constructing and deconstructing wonderlands. The game will require them to think on their feet, even more than players, and quickly conjure new challenges and outcomes. As for hosts, this game could help build creativity because quick, lateral thinking is encouraged by playing. Bonding with tulpas would be expected since a feeling of companionship develops in teamwork campaigns. This is especially true if the scenarios are very challenging or turbulent, which forces a high level of cooperation between players. The arrangement of host as GM and tulpa as sole player was always very appealing for me because it sounds like it could really help hosts gain a deep understanding of their tulpa. The constant back-and-forth of problems and solutions between host and tulpa really sounds like a fantastic opportunity to build intimacy and learn the nuances of a tulpa's personality. The development of participating tulpas is encouraged by the game because they are exposed to various types of actions and decisions. The game can help flesh out their personalities based on how they approach the game, their style of speech, their interests being incorporated into campaigns, etc. Parroting's an option in the case of an undeveloped tulpa. It should, however, be noted that it is rather difficult to play with an undeveloped tulpa in the first place, and it should also be noted that such parroting effectively becomes a form of narration rather than a full-fledged campaign. The game could also help reduce the social anxiety that some tulpas may develop because they get the opportunity to interact with people who are not part of the local system. Like I mentioned above, the constant back-and-forth of problems and solutions between host and tulpa is a great place to build friendship, so both sides are plenty benefited. Double Dice In short, my principle is as follows: the higher the number is, the worse the outcome. Double dice rolls are my personal recommendation since they provide a good number of outcome severity levels. The following is an outline of the outcomes under a double dice roll. Snake eyes: the GM provides the best possible (reasonable) outcome, even better than what the request action requests. The GM will be forced to shower you with golden rainbows. 3-5: the GM simply accepts the action. 6: Failed action with a positive outcome. 7: Neutral. The GM can choose to re-roll or create an outcome themselves (preferably not a very significant outcome). 8: Successful action with a negative outcome. 9-11: the GM simply fails the action. Box cars: Destruction imminent. Brace yourselves, players. A 12 effectively means that the GM is now allowed to bring hell on earth. Probably best for the GM not to ruin things too much if the action under consideration isn't particularly major In short, 2-6 are positive outcomes, 8-12 are negative outcomes and 7 makes it the GM's decision. The probability distribution is a normal distribution. Snake eyes and box cars are the rarest outcomes, while a 7 is the likeliest outcome. Multiple Coin Flips These are some ideas that can be fun to incorporate, but I should mention that I haven't extensively tested it. A shout out to Sands who largely inspired this. Multiple coin flips could be used in appropriate cases like the following. Asking the GM for help could require multiple heads. Double heads gets help, a head and a tail means that the GM is not required to help or punish you, and a double tails means that the GM is obliged to rain hell on you. The number of flips and number of required heads could be decided by the GM based on the character's skill. As an example, let's picture the process of baking a loaf of bread. A character who cooks casually could take two flips with only a double tails resulting in failure, and a single heads would be enough to cover it. A chef character who has been cooking for their whole life could take three flips with just one head required. A character who's trying to bake for the first time would, by this logic, do a double flip with double heads needed to succeed. When there are varying levels of intensity in consequences. For example, imagine you're trying to shoot a crazed man running at you. Two flips for three levels, i.e. as "miss shot", "shot grazes leg" or "shot hits leg directly". TT gets you 'miss', HT or TH gets you 'graze' and HH gets you 'direct hit'. Tips For The Game Master The GM's role, in my opinion, can be difficult for two main reasons. First, deciding whether to accept an action request is often a complicated judgement. Secondly, it can be difficult to conjure spontaneous challenges to the players in the event of a failed event. This section should hopefully help. Try to account for the characters in the request when deciding whether or not to accept an action. A 6'5" battle-maiden is likely to be able to lift a boulder and throw it off a cliff. A pet seahorse is not. It can be helpful to use a 'buff' system. Players can get 'buffs' at certain points in the universe. E.g., strength buff at a gym, the ability to build bombs at an underground resistance army, etc. They can then perform these actions without needing the GM to use a tool. Note, however, that the GM can still use a tool if they choose to. The GM's goal is to shake up the story and keep it interesting. If, however, the story is going in a good direction, then it's best not to interfere with the players very much. Using a tool for simple actions is tedious, and deciding to use a tool for all actions, even the easiest ones, makes the game unrealistically based on chance. I'd recommend saving tools for actions where the fun would be enhanced by luck. For example, 'defuse bomb', 'snipe target' or 'knock out target by bashing shield against head' are actions that could go either way because they are heavily affected by factors external to the players (unknown bomb model meaning the wire you cut is based on chance, wind speed changing the course of the bullet and whether you can hit a good spot on the dude's head, for example). These are good places to use a tool, in my opinion. Another place to use a tool is on characters whose personalities are undecided. For example, to bribe a bartender, a coin could be flipped to decide the action, and as a side consequence, the bartender's honesty, greediness, wealth, etc. are also decided. If the action fails, some of the bartender's personality traits are decided along with the consequence: the bartender is either honest (bartender rejects bribe) or avaricious (bartender demands more money). If the action succeeds, the bartender's personality is fleshed out in other ways: they accepted the bribe because they're maybe dishonest, greedy (but not so greedy that more money is demanded) or poor (but maybe otherwise moral), so they accept the bribe. These qualities will remain in the bartender for the rest of the game, and the important thing to note here is that the tool played a large role in deciding the bartender's personality, not the GM alone. You might want to pause the game for a little while if you need time to think up a development in the game. No shame in not immediately coming up with something to put behind that giant door that the players spent half an hour trying to open. It's better to make sure their efforts weren't in vain by taking some time to work on a great idea. I know I said that the game has no fixed end goal, but that doesn't mean that it should have no goals. Goals are those little packets of dopamine that keep players interested. Short-term and long-term goals should be set by the GM. They keep players feeling rewarded for their efforts and prevent the game from feeling aimless and stale. Have a sense of humor. Often, one of the best ways for a GM to make the game interesting is to just make a cliche story funny. Even in horror and drama films and books, there are jokes. They keep things fresh. An endless onslaught of seriousness can get stale. Humorous breaks between missions in a zombie overrun apocalypse can really bond the players and the GM. Obviously, drama is powerful and engaging, but jokes can go a long way, too. There are plenty of great articles online for further advice on the topic with authors far more experienced than I am. Going through them would definitely be very helpful. After all, that's how I got started myself. Tips For The Players Though I have a personal bias towards the GM roles since that's what I usually like to play, no RPG would work without the players. Here are some traditional tips that are customarily taught to players to help even the most novice RPG players enjoy themselves more and make the overall experience better for everyone. I'll try to add links to articles I got these tips from, since the authors deserve their due credit for helping my sorry ass when I was starting out. Try to be proactive. This is the classic tip. I can't even count how many articles I've read that said this before me, and begin to fathom how much people swear by it. All I know is that it warms my heart as a GM when a player has a good idea and goes for it, and it usually makes the game a lot more interesting. Help the GM out by making things happen and serving the story. When it comes down to it, the players' decisions drive the game. Try to fail. No joke. Failing over and over again is one of the funniest and funnest parts of the game. Failing in hilarious ways over and over again can make the build up to victory all that much more intense, leaving an immensely satisfying taste in your mouth when victory finally arrives. And it's surprising how powerful, immersing and affecting a genuine, "once and for all" failure can be. Failure can really remind you how much you've ended up caring about your character and the game, and though it can be really bitter, it can also be a very "real" experience. Tying into the point above, don't make perfect characters. Real people aren't perfect, and yes, I know it's called role-playing, but is it really believable role-playing if your characters consistently win with the classic combination of Hollywood-esque flawlessness, snarky wit and endless one-liners? Personally, I think that's boring, much more boring than a character that does dumb things from time to time and makes things interesting. Link to the article that taught me this (it also happens to be my favorite article about RPGs to date). Be a team player. Be accommodating. Place value on others' fun, as well. Have a sense of humor. It heightens the experience for everybody around. Don't forget that your own happiness and enthusiasm is just as contagious as others'. Just to reiterate the point from the GM tips section, there are a vast catalog of articles out there that really help players out. The points I made in this section, in fact, are greatly inspired by things I've read. Check out everything you can. Example Scenarios Here are some examples of starting scenarios to help illustrate how the game can be played. A murder mystery in a European Mansion (some foresight on the GM's part really helps) A snowy forest at night, auroras in the sky A cave in a mountain Deep in a copper mine As a soldier in a medieval army On the moon, looking down at earth A windy desert at night, a full moon in view A blank, white world that the players fill up themselves In a locked room that players have to escape A haunted house As vampires in a coven Buried alive in a coffin Getting revived as a ghost in a previous campaign where the player died so that they get to haunt everybody they met in the previous campaign! Text Based Gameplay I sometimes play this game with a friend online, and we developed a notation system specifically for that purpose. If multiple people from the same system or computer are playing, then use initial: or name: to differentiate. The rest of the notation is as follows: - action : speech [GM announcements] For example, U - offer the shopkeeper three acorns in exchange for the goods we tried to steal. NaVi: Guys, we need to find some shelter for the night. [Tails, you fail to convince the shopkeeper, he shouts, "Get out before I call the guards!"] [Twelve, an asteroid randomly falls on the city, destroying it without leaving a trace. You must look for shelter elsewhere.] I plan to post a sample campaign here, but I most often play exclusively in the wonderland, so it's going to take me a while to get used to recording everything down. Final Notes This is a link to the post that inspired mine. I must express how much grateful I am to the original author for thinking this up. Some of the campaigns the tulpas and I have played were among the best bonding experiences we've had, and it'd be an understatement for me to just describe the game as 'fun'. Here's to hoping you guys feel the same once you've given it a try! Thanks for reading, and happy playing! Changelog & Future Plans