If PARANORMAL RESEARCH Is A Game, Here Are The Rulesby Ric Carter |
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The Paranormal Investigation Game has many facets, many areas of play, a near-infinitude of alleged phenomena and experiences to probe. That these areas have been explored for centuries without returning much in the way of solid results, shouldn't disturb or deter you - the quest IS vital. Those who don't seek, shall never find... The ToolsWith so much ground to cover, major resources may be needed, and many props may be required. Depending on the area of the paranormal you plan to investigate, you may need: dice, for probing telekinesis and modified probability; forks and spoons, to bend mentally; Rhine cards, for tracing telepathic communications; chalk, for drawing pentagrams; playing cards and Tarot cards, to evaluate cartomancy; notepads; pencils; many, many erasers; calculator; statistical tables; computer with Internet access; UFO beacons; fake cows, to lure mutilation-minded aliens; stroboscope; tachistoscope; spectrometer; pinhole camera; high-speed optical camera; kirlian photography apparatus; brain-wave monitors and generators; polygraph; analog and/or digital signal and data recorders; electronic transmitters and receivers and scanners for any possible frequency, and their associated antennae; ultra-sensitive microphones and aquaphones; signal processing equipment; astrological tables; kabbalistic diagrams; alchemical formulae and apparatus; drugs; sexual aids; yarrowstalks, et al. The list of possible props is nearly endless. The more hardware, the better - potential supporters are impressed by the necessary infrastructure. And if you can obtain government or corporate or collegiate or other organizational funding, sufficient grants will allow you to continue your research indefinitely, regardless of results, whilst buying the latest toys, er tools.
In the newer occultism of parapsychology, technical-sounding names have replaced the age-old colloquialisms. Prophesy and divination of the future becomes 'precognition'. The warlock's art of descrying the past becomes 'postcognition'. The soothsayer's reputed faculty of seeing events at a distance becomes 'paranormal cognition' or clairvoyance. The witch's ability to read the thoughts or influence the actions of other people at a distance becomes 'telepathy'. With this change of nomenclature disappear also the old incantations, spells and farraginous ritual, leaving, the psychical researcher believes, the transcendental faculties of the mind unhampered by the superstitions of the past!. —D.H. Rawcliffe The RulesBut all those props, although pleasant to have around, especially when dazzling the dollar- providers are really irrelevant to paranormal research. What's important is adherence to the simple rules of this game.
THE ABOVE RULES apply to active workers in paranormal investigations - the researchers themselves and their assistants and subjects. Other rules apply to other players in the Paranormal Research Game - the skeptics, publishers, critics, consultants, mavens, experts, and fan clubs. To be continued... There are two possible outcomes: If the result confirms the hypothesis, then you've made a measurement. If the result is contrary to the hypothesis, then you've made a discovery. —Enrico Fermi |
ResourcesPARANORMAL: Buddha ChemTrails Crop Circles (De)Materialization InnerSpace Exploration Levitation Lycanthropy Mental Radio NewAge Buzzwords Perpetual Motion Pyramidology Self-Delusion TeleKinesis Time Travel Vampirism Vril Power X-Entities HYPERNORMAL: ArchiSculpture Barbecuing Deconstruction Existence Evolution Knowledge & Belief Logic Millennial Madness Proof Redefining Time ReDoing |
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DRSB !
Bisbee !
Coati Works !
Elvis !!
Ric Carter, ric@sonic.net, www.sonic.net/~ric, copyright © by OTRSS |