Cobralingus #2 (Game Over)

edited February 2015 in Story Games
Thanks to ASif for this!
This is a PBF approach to the surrealist technique called "Cobralingus" and invented by author Jeff Noon, who wrote with great conviction that, played with intention, this technique never fails to pull together a meaningful (if highly symbolic) story or poem. The PBF version uses a 17-sided die, which fortunately we happen to have: <roll>1d17</roll>.

THE GAME IS PLAYED by taking an "INLET" text, considering it as a "SIGNAL", and putting it through a random series of transformations or "FILTER GATES" until arriving at an "OUTLET" text (which happens when someone rolls "Save" on the d17), whereupon the game is done.

TO TAKE A TURN, make a post in which you do nothing but roll the d17. Consult the table below for your filter gate. Then post again, typing the name of your move in CAPS and then run the signal through that filter gate (i.e. perform the indicated transformation on the text). Note that this is a cumulative procedure, so each person will be acting on the state of the signal which was left behind by their immediate predecessor.
TABLE OF FILTER GATES:
1 = CONTROL
2 = DECAY
3 = DRUG
4 = ENHANCE
5 = EXPLODE
6 = FIND STORY
7 = GHOST EDIT
8 = INCREASE SENSE
9 = MIX
10 = OVERLOAD
11 = PLAY GAME
12 = PURIFY
13 = RANDOMIZE
14 = RELEASE VIRUS
15 = SAMPLE
16 = SEARCH & REPLACE
17 = SAVE
NOTES:
1. No one may make two moves in a row.
2. If "Save" is rolled on the first turn, replace the INLET text with a new one.


DEFINITIONS:

INLET
The start-up text. The initial signal on which the device will act.

OUTLET
The final result of the filtering process.

SIGNAL
The text itself, as it passes through all its filter gates.



FILTER GATES:

CONTROL - Brings the text down to earth. Forces language to behave itself.

DECAY - Gently breaks down the text. Dissipates. Introduces corruption to the signal.

DRUG - Injects artificial stimulant into the language. Type of drug will always be specified. (e.g. Anagramethane, Metaphorazine, Fecundamol)

ENHANCE - Creates elements of beauty.

EXPLODE - Breaks up signal into highly disordered fragments. To be used with caution.

FIND STORY - Forces text into the nearest possible narrative, however nonsensical.

GHOST EDIT - Kills the text. Calls up a ghost to haunt the language.

INCREASE SENSE - Significantly enhances text. Increases readability.

MIX - Combines all elements into a single entity.

OVERLOAD - Drastically increases image density of text. To be used with caution.

PLAY GAME - Mischief maker. Encourages craziness. Results may surprise the user.

PURIFY - Loses deadwood. Selects images or phrases from the text.

RANDOMIZE - Disorders text. Parts of text may be lost or changed.

RELEASE VIRUS - Attacks text, changing words of choice into others of a similar sound. Recommended for advanced users.

SAMPLE - Introduces new element to signal. Source of sample to be specified.

SEARCH & REPLACE - Uses machine function to introduce new elements to text. Elements always specified. For example, 'Search and Replace: day with night.'

SAVE - Denotes that the OUTLET text has been attained and the Cobralingus device has been deactivated. End of game.


NEW INLET:
You are sitting in a tavern. The dwarf is drinking ale by the pitcher, grumbling his impatience at the lateness of your employer. Merrifflewyr, the half-elf bard, idly strums his lute, making bedroom eyes at the cow-eyed barmaid. You lean back against the wall, scanning the room for potential threats, noting how the oversized human fighter rests her weight so that, even while half asleep, her sword is unimpeded, and ready to draw. You idly carve at the table with your dagger. where is that fool wizard anyway? He's hours late.

Comments

  • (Rolled: 1d17. Rolls: 12. Total: 12)
  • PURIFY

    You're in a tavern with a drunk dwarf, a flirtatious half-elf bard and a sleepy human fighter. You're waiting for the wizard who employs you.

  • (Rolled: 1d17. Rolls: 3. Total: 3)
  • Drug acid

    You're in a tavern full of exceptionally brown wood. The walls fold inward in that manner which you remember your mother doing. The drunk dwarf pulls at the teat of some half-mad god, no, it's a stein. A thing pours forth compliments from the sex dimension, drawing all around into it's pointy-eared charisma. Don't look at it. Don't look at it.
    The great bruin of slumber paws at it's side, and returns to rest. You wade through the shores of time, catching the last dust of a distant star. There was supposed to be a wizard.
  • (Rolled: 1d17. Rolls: 1. Total: 1)
  • edited February 2015
    CONTROL

    You're in a tavern. The tavern is made of wood. The walls of the tavern fold. You remember your mother folding.

    There is a dwarf. The dwarf is drunk. Ambiguity: the dwarf pulls at the teat of some half-mad god / a stein pulls at the teat of some half-mad god / a stein is half-mad / the dwarf pulls at the teat of a stein.

    There is a thing. The thing compliments. There is a sex dimension. The compliments are from the sex dimension. There are all. All are around. The thing's compliments draw all. The thing has charisma. The thing's charisma has ears. The thing's charisma's ears are pointy. Don't look at the thing. Repitition: don't look at the thing.

    There is a bear. The bear is of slumber. The bear paws its side. The bear returns to rest.

    There are shores of time. You wade through them. There is a star. The star is distant. The star has dust. The star's dust is the last. You catch the distant star's last dust.

    There is no wizard.
  • (Rolled: 1d17. Rolls: 3. Total: 3)
  • edited February 2015
    DRUG: intravenous stream of consciousness


    You're in a tavern, made of wood; the walls are folding, just like your mother, she used to fold, in just the same way.

    There is a dwarf, a drunken dwarf, a drunken dwarf who pulls at the teat of some half-mad god, or is it a stein? a stein or the drunken dwarf, one of them pulls at the god, and maybe it is the stein or the dwarf that is half-mad, and if there is no way of telling for sure who among the dwarf, the stein or the god that is pulling at the teat of whom, then who is to say they're not all half-mad, I wonder.

    There's another thing, too, complimenting from another dimension; a pleasant, pleasurable, pleasuring (pleasurised?) place, a sex dimension. The compliments are all around, and all is drawn to its charisma, to its pointy ears; all is drawn to it but you can't look, no, despite the lure of the compliments from the sex dimension you must limit yourself to noting only fragments of the being at a time; don't look at it, I said don't look!

    The bear is sleeping, peacefully; then half-waking for a moment to paw at its side, before returning to rest. You, on the other hand, cannot rest, no, not while you're wading through the shores of time, journeying to a distant star, obviously in search for something only this distant star can provide, but what could that be? it must be stardust, of course, and why not the last stardust this star will ever give up, what else would be worth journeying to a distant star for, and so you catch the last stardust this star will ever give, and you feel like this is the kind of situation that really ought to include a wizard, but it doesn't.
  • (Rolled: 1d17. Rolls: 9. Total: 9)
  • MIX - Combines all elements into a single entity.

    You are in, and you are, a wooden tavern in a sex dimension. You are also the sex dimension and the half-elven bear that is one with it, you are folded into the dwarf that is you and the ale in the both of the all of you. It is pleasant, it is pleasurable to suckle and be sucked as a stein and all has the charisma of stardust. There are no fragments nor distance and no way to look, where can light journey from that is not your eye?

  • (Rolled: 1d17. Rolls: 1. Total: 1)
  • CONTROL

    So, you are in a bar. And you're also the bar itself. Uh?
    The bar is made of wood. It's in a place called a "sex dimension". OK there.
    You are the sex dimension. Wait, weren't you a bar?
    You are also a bear. Well, not exactly a bear: a cross between a regular bear and something geeky.
    Then you become a dwarf, apparently small enough that you can bathe in beer. (I'm refusing to parse "in the both of the all of you", thank you).
    You're suckling someone while someone's suckling you and it feels good. It feels as good as David Bowie at the peak of his glam phase.
    There aren't any small pieces. Nothing is far. You can't see a thing. You're not quite sure whether you have a light source replacing one of your eyes, or the source of the light is found elsewhere.
  • (Rolled: 1d17. Rolls: 12. Total: 12)
  • PURIFY

    A bar. Sex. A geeky bear. A dwarf bathing in beer. Suckling. Glam David Bowie. The light in your eyes.
  • (Rolled: 1d17. Rolls: 2. Total: 2)
  • Decay

    Bar. Sex. Beer. Bathing. Bowie. Lighted Eyes.
  • (Rolled: 1d17. Rolls: 9. Total: 9)
  • MIX

    The one with bright eyes lives (literally) on the edge and likes to party hard but knows how to relax sometimes.
  • (Rolled: 1d17. Rolls: 3. Total: 3)
  • DRUG: Amphetamine

    The one with bright eyes rides the edge hard and diligently. Partying must continue until all partying objectives are accomplished. Once partying is complete, extreme relaxation is mandatory.
  • (Rolled: 1d17. Rolls: 8. Total: 8)
  • INCREASE SENSE

    "Bright Eyes" goes really wild at parties, caring not for the consequences. Getting drunk, getting high, getting laid, rocking the dance floor… It's like she's really set on crossing out all these items from a list, or she won't stop. When the party's over, she drops asleep, helpless and satisfied.
  • (Rolled: 1d17. Rolls: 3. Total: 3)
  • Drug: nicotine

    "Bright Eyes" goes really wild at parties, you know? *Tamps out a butt* It's like she doesn't care about the consequences. Hand me that lighter will you?

    It's like, *inhale*, she's got this list. Get drunk, get high, get laid. She can sure shake it, though, I'll give her that. *exhale*

    She just wont stop till it's all done, and then when the party's over, *inhale*, she's just gone, you know? *exhale*
  • (Rolled: 1d17. Rolls: 12. Total: 12)
  • edited February 2015
    PURIFY

    Bright eyes. A wild girl. Don't care the consequences. Share a lighter. Inhale. Shake it. Don't stop till you drop. Gone. Exhale.
  • (Rolled: 1d17. Rolls: 17. Total: 17)
  • SAVE

    OUTLET:
    Bright eyes. A wild girl. Don't care the consequences. Share a lighter. Inhale. Shake it. Don't stop till you drop. Gone. Exhale.
  • Interesting.

    Would anyone care to start a new game thread?
  • Am I the only one who caught that the example drugs for "DRUG" are literary thingamabobs, and not actual drugs? Anagramethane, Metaphorazine, I don't get the last one.

    Not that I don't like the acid, amphetamine and nicotine additions though, they were cool and interesting as well.
  • Am I the only one who caught that the example drugs for "DRUG" are literary thingamabobs, and not actual drugs? Anagramethane, Metaphorazine, I don't get the last one.
    Fecundamol, the drug of choice for endless yammering and excessive verbosity.
  • Yeah, I understood the correct DRUG filter instructions directly after posting, whoops.
Sign In or Register to comment.