The Mask and the Daydream
 
This solo RPG provides structure to facilitate daydream fantasies.  

Overview

The game drifts between three phases: Daydream, Notation and Systemization. 

In a Daydream phase the player will:
-	Enter the mind’s eye to produce a vivid flow of mental pictures.
-	Meditatively produce the sensations within a daydream. 
-	Progress the action.
-	Visualize results.

In a Notation phase the player will:
-	Document key locations.
-	Document key characters.
-	Document key relationships.
-	Document key themes and tone.

During a Systemization phase the player will: 
-	Use rules and methods.
-	Generate creative seeds.
-	Develop mystery prompts
-	Refine potential conflict
-	Resolve ambiguities and uncertainties.

What this game is not . . .  

This game does not translate to a system for writing a novel, screenplay or short story. If you want to write a novel or such, certainly you must rely on some daydreaming like visualization skills, and perhaps many of those skills overlap with this game. However, the constraints and scope of fiction writing run counter to the intent of this game. Notation and the critical mind are only allowed at key phases. If anything, think of this game as perhaps a brain warm up to writing. But the cognitive content generated in the game is the end-in-and-of-itself. Do not trouble yourself in making your notation anything other than support for your continued cognitive enjoyment. 

Players should not confuse the game with the psychological daydreaming phenomena often referred to as maladaptive daydreaming or compulsive fantasizing. In no way should this game replace human interaction or interfere with players interpersonal or vocational functioning. If you, or a medical professional, suspect you have or are susceptible to maladaptive daydreaming consult with a psychologist or psychiatrist before play. 

Methods

Start in a notation phase. First find your foci. The foci will be a single item of inspiration. A piece of art, perhaps. Avoid picking something that implies a vast pre-established fiction such as a novel, film or game setting. If you are fascinated and committed to a particular established setting, then find one artifact from that setting, a movie poster, or book cover, for example, then focus just on that artifact. 

Next, we go to a Daydream phase. Take your foci and find a quiet, relaxing, private location. Inspect your foci, look beyond the obvious, look for context, meaning. What does the artist say to you through their work? Ponder the theme, the tone, the energy of the art. Don’t get caught in your thoughts, just allow yourself to become aware of the foci. 

Now. Use the foci as a doorway to your daydream. Relax. Feel your body connected to the floor and just be aware of your body. Breath. Inhale. Exhale. Continue breathing naturally. 

Release your thoughts about the Foci. Don’t let them catch you, let them filter past, watch them come and go. Leave your mind free to travel. 

Find your entrance. A long hall, a long stairway down, something from your foci leads you to a new setting. Pass through this long transition in your mindseye until you emerge to a new place. 

The themes of your foci are now alive. Oceans crash in the distance. Sands of a desert swirl past you. A cool breeze across your face. Whatever elements you have tuned into from your foci are here now. A road, perhaps, or a path opens. Go explore. Look for places, people, animals and landscapes. Smell the world. Taste the salt in the air. Have fun. 

On this initial foray into the world, when you arrive the sun looms high in the air. And as you proceed, the sun slowly sets. Turn your attention to the sun often to track time. 

When the sun has set, return to your entrance. Find your calmness of breath. 
Open your eyes. 

Take a break. Get something to drink, eat. 

Now, begin a Notation phase. 

Find a large piece of paper. 14in x 17in is a good size, but you can go larger. 
Place your foci next to the paper. 

In the upper left corner describe your entrance, was it a door, a hallway, perhaps a smooth flowing escalator. Then around it write the keywords to described it. From the entrance draw an arrow to the center of the page. 

From the center of the page begin your mind map. Label and circle all the things that stood out to you on your first journey into this particular world. Feel free to draw small images, use different pen colors, symbols, codes; whatever notation works best for you. 

At this juncture, make a special effort to highlight locations and themes. 
If you encountered any characters during your first daydream phase, you can make a simple note of them now. If you realized relationships between characters, find a way to make that notation. But character interactions will happen later. Don’t glom onto characters just yet. But, if you bumped into a character that has captured your imagination, go ahead and write that character on a three-by-five card, in addition to writing them on your mind map. 

Make an effort to not return to the daydream world in this phase. You have a specific task of documenting and analyzing the content of your daydream. Focus on the task, not the dream. 

Take another break. Maybe even break for several days. Your notes are there to get you back in the process, so no fear of forgetting. 

When you return to the game, you will start the Systemization cycle. In the systemization phase you will expand on the theme, develop your character and introduce plot elements. 

Pick one of the following secondary themes. Or write your own. 

-	Control in the face of chaos. 
-	Dominance in the face of doubt. 
-	Desire in the face of caution.
-	Relationships in the face of isolation.  

Next you will mask to character. In the literal sense of the concept, you make a mask, put it on and look into the mirror (Johnstone). That is an option, but not necessary.  

You must first decide if you are going to insert a copy of yourself into this daydream fantasy, or will you take on the mask of some other character. Perhaps an idealized character, perhaps a character with serious (though interesting) flaws. 

If you decide to insert yourself as is into the daydream, then you’re done, just proceed. 
If not, there are several options. The options being the wealth of “crunch” focused RPG rule systems. By crunch, look for a system that has a particular constraint on purchasing skills and attributes. The system, whatever you chose, will help you develop the character you will use as your mask when entering the daydream phase. 

Go ahead now and write up your character. Use a character sheet if need be. Place next to your Foci. 

That ends the initial setup structure for the game. From here on out you will jump between the phases as you see fit.  There are just a few more techniques, notes and considerations within each phase to review. 

Daydream Phase

For the most part this phase will take care of itself. You’ll get better maintaining and holding this mental state with practice. Because this phase leans on what some neurologists call the default network, you should stay away from task based activities when attempting the daydream phase. 

The default network are anatomically specific portions of the brain active when “individuals are not focused on the external environment,” but when doing daydream like activities. (Buckner, 2015). Which makes this particular game tricky, as the notation and systemization phases are tasks. Tasks will kill your daydream. 

When urged to break the dream and make a note, do it quickly. Thank your brain for giving you that note, but do not dwell on it. Jump right back into your daydream. 

Headphones and music may or may not work for you, but they are certainly not absolutely forbidden. If you can make a playlist that fits the theme and tone of your setting, try it. Also, the playlist can make for a good time keeper. Songs end, time to stop the phase. 

Go for a walk. Physical motion away from the desk provides one of the best ways to avoid the temptation to do task like work. Also, it puts a start and stop point for the phase. Plot out a walk, plan on walking about three miles per hour, then with a bit of math you can get home right when you want the phase to end. Just take care out there, safe, low-traffic areas are a must. 

Notation Phase

Even if you don’t feel particularly artistic, the notation phase lets you bring in a fun different aspect to the process. Your foci, your mind map and your three-by-five collection can become something quite special. A way for you to always return to the experience, long after it has passed. 

Though the rules here explicitly require you not to enter the daydream phase during notation, there is the possible exception. Painting and art throw much of the notion of task and daydream on it’s head. Once you get the system down, return here with an experimental mindset.

Make three-by-five cards your friends. Any key character, location, item, or theme can earn itself a three-by-five. Once on the cards they can then participate directly in the systemization phase. 

Systemization Phase

Below are various and optional systemization methods, use all or none, depending on preference. 

PAST and FUTURE

Reconsider the above list in terms of three-by-five cards. 

-	Control in the face of chaos. 
-	Dominance in the face of doubt. 
-	Desire in the face of caution.
-	Relationships in the face of isolation.  

Once you get more than 10 or 15 cards, give them a shuffle and then draw and place four of the cards in a specific pattern:

 X
XX
 X

The top card represents the first word in the item you picked from the list. 
The bottom card represents the last word. 
The first card represents the past. 
The last card represents the past. 

Most likely the connection will become metaphorical. Place this pattern next to your foci before starting your daydream phase. 

MYSTERY and ORACLES

When you first start the daydream phase, we can get away with some simple minor tasks. You might not be completely ramped up yet, so the task could be a worthwhile risk. 

As you enter the daydream something is amiss in the world. If you want something quick and easy:

Draw a random three-by-five card. 

Roll a simple die
1 - A dead body
2 - A frightened mass of people.
3 - Smoke on the horizon
4 - A mysterious object in your pocket
5 - A suspicious person or animal trying to run away from you
6 - A building on the horizon. 

If you want something more complex and rich. Find your nearest web browser and type in “IAWA Oracle.” Depending on your theme and setting, you might be able to use these. You will also most likely need to make some more three-by-five cards for additional characters. 

CONFLICT

If you have characters or even environmental features (doesn’t a storm have it’s own impulses) run into conflict, try looking at the conflict in terms of more than all or nothing. How could motivation be realized, but at some other cost? 

Roll a simple die:
1 - but it did not persist. 
2 - but it did not have a large scope
3 - but it came at a cost to love
4 - but it came at a cost to life
5 - but it came at a cost to happiness
6 - but it opened up the door to other dangers. 

Try to do this outside the daydream phase, but if you are in a pinch, if the daydream starts to dissolve because you need a bit of a nudge, use this dice. 
 
Other Considerations

Evidence and research strongly suggests that the brain, when it enters these daydream like states, works very hard. Neuroimaging shows a wide variety of brain regions on both hemispheres recruited. Creativity and problem solving often stem from this mental state. The rudimentary methods provided by this game are geared to promote this mental state, more than they are what one would consider standard “game mechanics.”  In many ways plugging in task like behaviors to the creative process runs counter to the the creative daydream zone. And yet, those tasks also provide the seed for creativity. 

The challenge then and the skill to develop here, turns on the ability to toggle the focus of consciousness at the most opportune times.  As with all skills, it comes with practice. 

Good luck and happy dreaming.

Sources and Links

Buckner, Randy L., The Brain’s default Network Anatomy, Function, and Relevance to Disease, Ann. N.Y. Acad. Sci. 1124: 1-38 (2008)

Glausiusz, Josie, Living in an Imaginary World. Scientific American Vol. 23. 2014. http://www.scientificamerican.com/article/living-in-an-imaginary-world/

Johnstone, Keith, Impro: Improvisation and the Theatre. Routledge 2015

Rae, Colleen M., Movies in the Mind, How to Build a Short Story. Sherman Asher Publishing. 1996

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