There's roleplaying game titled: 'Call of Cthulhu'.
Some players play spiritually, I think... to build supernatural powers for the team and game master/storyteller ... and to coordinate themselves.
There's adventure called: 'Horror on the Orient Express'.
Why to play this adventure campaign?
For example to have more control over the supernatural hazards on the pilgrimage/trade routes to Tibet via the Orient. Both Far East and Middle East are Orient as well.
Since a while i had insights (thoughts appearing in mind) that something has to be done about some players, as they went way too far in that...
I've planned to use Mage: the Ascension for this, but then a friend from my past contacted me in my mind.
Her name is Martha, and she studied Necronomicon since youth. She's dangerous occultist i think, but this time she sided with me, for now at least.
(In Buddhism, friends - by definition - help each other to develop, both spiritually and in more mundane ways).
I think that someone who researched Necronomicon has power over Cthulhu Art & Games, as the Cthulhu Mythos has roots in Necronomicon.
It seems - for now at least - that 'Horror on the Orient Express' is no longer a threat.
At least for as long as Martha is on our side.
--
I was thinking about myself, and I think that I am a Computer-Oriented Magician, styled as a 'Virtual Adept'.
(Word 'Oriented' is intended, to emphasize my affiliation with Tibetan Buddhism).
... I hope that Technocracy won't be such a big issue for me, and for my friends. I can involve myself in Apple's and Google's technologies and solutions, perhaps someday make deals with Apple and Google, perhaps with Microsoft and/or more as well.
What's the difference between Virtual Adepts and Technocracy?
Virtual Adepts teach and help, while Technocracy protects their secrets to rule and to swim in riches.
But i think that Technocracy has it's good side too - even if it's rare and often fake.
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