Before we play the Mindset game, let me be clear. Mindset is no game. Having a good mindset can make all the difference between victory-defeat, good days-bad days, pretty much all of happiness and sadness in life. You convince yourself that you can do anything. You tell yourself that there’s a silver lining behind every cloud you tell yourself there’s magic in every little thing you do in the world and things start happening. Yes they really do. People have been playing with Mindsets forever. There’s prejudice, judgmentalism, chauvinism (male and female), favouritism and the list could go all day.
There’s no good or bad mindset, its a set of mental armour for different terrains of life. Thing is, people often talk about having a good one but avoiding a bad one. But then fixing oneself into a specific perspective can blindside you to many others. It might help you make quick decisions but then again, the quick ones aren’t always the best ones. So for the sake of flexibility, contemporary wisdom and fun, I give you…
The MINDSET game
Alright, some ground rules first…
- All six elements have been given a symbol and a cool nickname. If you think of anything better, do share. It’ll be a good way to remember things.
- Since human beings have a two sided brain that’s equal parts logic and reason along with emotion and intuition, every one individual has two openings.
- All situations to be dealt with are to be treated with same respect and care as a human being. Thus, they get a dominant and submissive slot. Since life can be unpredictable, and situations can affect you as much as you can affect them. The submissive slot is only visible after you truly understand the nature of the situations and the reason or motive behind them.
- At all times, the first slot is symbolised with sensations, physical reactions and the body while the second is related to logic reasoning and perspective.
- At all times the first element is to be considered dominant because it governs the reactions and sensations, thereby directing the chain of thought that is governed by the second slot. Thus making the mindset susceptible to advantages and weaknesses based on the dominant element.
- An individual can choose to fill only the first(physical) slot. It is called a basic mindset because 90% of the decisions made here are based on appearance while the second(mental) slot is automatically filled with conventional/habitual wisdom common to the element itself. While conventional wisdom is generally effective in most cases, it will not be as effective as an element itself. And one can deal with only one task at a time.
- An individual can fill both slots with different elements for a more complex outlook. This is called a compound mindset. Because of the nature of the elements, physical and mental reactions might conflict with each other giving a person the ability to be effective but only one task at a time.
- An individual can fill both slots with the same element. This is called a purebred mindset. Because of the familiarity of the Mindset in that one particular element, the mental slot automatically devices a multitasking approach native to that particular element.
- In case of a purebred Mindset, the mental slot can deal with as many as three situations at once, effects on the particular situation may vary due to the nature of the element with increased or reduced effectiveness. Since attention and energy are divided while multitasking, the effect is one-third of the designated element.
- Due to a lot of variations in individual characteristics, no two Mindsets, even though with the same composition can be the same. Variations may occur due to any number of reasons and the player is encouraged to creatively name and frame their own Mindset.
- Due to the multilayered nature of life, Any individual can face many problems at once. Due to our limited attention span, only three situations at a time can be dealt with. The Individual can face them alone or with a team of friends/allies with their unique or similar mindsets. Like the situations It can be no more than three versus three. Teamwork tactics and individual effectiveness may vary, so choose well and fight hard.
Elements
The Beast
An eternal favourite of the Machismo machines. The beast represents the Animal side.
Physical slot: Intense animalistic strength and endurance. It is a result of the most naturalistic form of lifestyle and intense mind numbing calisthenic workout. An adventurer’s approach to problems and a browbeating physical presence.
Drawbacks: Excessive focus on physical needs. Base nature that gives no depth to existence and leads to an unremarkable life.
Weakness: The Alien (-25%). New and brilliant ideas confuse the beast. Brains defeat brawn.
Worst enemy: The Tech (-50%). Advanced technology confounds and outpaces the raw physicality of the beast.
Mental slot: Intense single-minded presence in the moment. Seeing and perceiving things as they are without judgement. Even the slightest clues never escape you with your animal senses present in the moment. Linking every challenge to innate survival instinct ensures lasting passion and deep satisfaction.
Strong against: The Magic (+25%). Faith and wonder never feel as real as a beating heart and aching muscles.
Dominates: The Warrior (+50%). Trained skill and techniques fall short to The beast’s razor sharp reflexes and absolute single-mindedness. Will defeats skill.
Generalistic tendency: Calls for reinforcement and aid from friends and familiars. Like a wolf to his Pack.
The Warrior
A Hallmark of skill and endurance. The Warrior represents the fighting spirit.
Physical slot: Well formed skill and endurance. Similar to that of runners, cyclists swimmers, dancers and martial artists.
Drawbacks: Too much reliance on habits and tools. Inability to improvise. Ones own habit’s skills and awareness turned against them, enslaving them and sometimes even failing them.
Weakness: The Tech(-25%). Automated technology renders skillfulness obsolete as machinery quickly replaces skilled labour with productivity increase.
Worst enemy: The Beast (-50%). Trained skill and techniques fall short to The beast’s razor sharp reflexes and absolute single-mindedness. Will defeats skill.
Mental slot: Technique, skill and craftsmanship. Endless repetitions give the warrior a muscle memory that sees an opening and hits on its own. A warrior can turn ordinary objects into tools and works of art.
Strong against: The Morbid (+25%). The dead set focus and immense immersion of the Morbid leaves them open to any number of approaches by the warrior. The fluidness and options of their approach finds a way around the morbid’s penetrating sight.
Dominates: The Magic (+50%). Faith, hope and joy fade away against hypnotic routine of the warrior. Wonders of the unknown feel less tangible than skill and competence in the moment.
Generalistic tendency: Drops all tools and faces the situation head on. Fighting with his bare hands.
The Magic
A symbol of childish naivety joy and wonder. The magic symbolises faith and the miracles it shows us.
Physical slot: Unexplained wellness and radiance, childish energy, by only a positive outlook calmness and moderate amount of spiritually inclined exercise like yoga and aerobics.
Drawbacks: Wishful thinking, denial, to much dependence on faith and manifestation alone. Procrastination, too much daydreaming.
Weakness: The Beast(-25%). Faith and wonder never feel as real as a beating heart and aching muscles.
Worst Enemy: The Warrior(-50%). Faith, hope and joy fade away against hypnotic routine of the warrior. Wonders of the unknown feel less tangible than skill and competence in the moment.
Mental slot: Ability of empathy, understanding human minds, hidden intentions. Wisdom gained by a lifetime of physical and emotional observation. The ability to understand and predict someone’s mind and actions, and sudden movements to surprise and even counter them with fearsome speed. Faith as a constant source of empowerment. Positivity and manifesting ability constantly fueling the lifestyle.
Strong against: The Alien(+25%). New Ideas and approaches need a magical sense of enthusiasm and belief to back them up. Without it or against it, They fall to pieces.
Dominates: The Morbid(+50%). Dead set in their ways and traditions, the Morbid’s concentration is often charmed away by the magic. All the familiar things must make way for the magical to be for in their dark world, they yearn for the slightest bit of light.
Generalistic tendency: Adopts a manipulator’s approach, lovingly talking and caressing the problem while using their weakness to poison their resolve and break their will. Much similar to the insidious ways the world attacks their inner child.
The Morbid
A mark of individuals who need not be Poltergeists, zombies or vampires to be scary. Their deadly obsessive resolve and focus is more real and intimidating than any ghost story.
Physical slot: An addiction to painful growth, scary in its own messiness, hinting at the obsessive passion of approach and self-control, or shocking organisation hinting at an immense strength of pitting one part of oneself against another like in Isometrics or pilates.
Drawbacks: Losing oneself in the pursuit, losing the ability feel anything but the thrill of victory and the frustration of delay, losing the ability to stay in the present moment.
Weakness: The Warrior(-25%). The dead set focus and immense immersion of the Morbid leaves them open to any number of approaches by the warrior.The fluidness and options of their approach finds a way around the morbid’s penetrating sight.
Worst Enemy: The Magic(-50%). Dead set in their ways and traditions, the Morbid’s concentration is often charmed away by the magic. All the familiar things must make way for the magical to be for in their dark world, they yearn for the slightest bit of light.
Mental slot: Like the death defying ghosts and zombies in the story, Only a deepend trauma can give a human the maddening willpower to break the laws of reality and barely notice hellish pain. Their ability to immerse into the situations rivals that of a ghost possessing a human body, gaining control over the ins and outs of any situation and controlling them as if they have come alive.
Strong against: The Tech(+25%). Any combination of parts, methods, techniques and plans is susceptible to the morbids deep Immersion, giving them unparalleled control over it’s functions, it’s outcomes and it’s weaknesses.
Dominates: The Alien(+50%). Any new approach needs hope and optimism, which is snuffed out in the presence of the Battle-hardened Morbid. Their grim outlook comes from many failed plans, which gives them a fatalist’s insight into multiple ways any approach can fail.
Generalistic tendency: With utter disregard of their own well-being, the morbid attacks the problem with self-destructive abandon. Much like a suicide bomber or a self-mutilating stalker.
The Alien
What is different may not always be wrong, but is almost always alienated. This is the symbol of the oddballs and black sheep that have made the human society to what it is.
Physical slot: It’s hard to explain how frail yet powerful the alien is. With butterflies in its stomach, always coming up with ingenious yet unheard of ways that hit right at home. Spas, special diets, surgeries, drugs, acupuncture, aroma therapy You name it, they made it.
Drawbacks: While useful at many things at once, the alien is well-versed at nothing. As a master tactician, can turn odds in their favour but dooms the long-term goal due to lack of foresight and strategy.
Weakness: The Magic(-25%). New Ideas and approaches need a magical sense of enthusiasm and belief to back them up. Without it or against it, They fall to pieces.
Worst Enemy: The Morbid(-50%). Any new approach needs hope and optimism, which is snuffed out in the presence of the Battle-hardened Morbid. Their grim outlook comes from many failed plans, which gives them a fatalist’s insight into multiple ways any approach can fail.
Mental slot: The power of the Alien comes from beyond the mind. Dwelling on intuition, one can see things never seen before, work angles and methods never thought possible. The creativity and flexibility of the alien bubbles to the surface with a happy and nervous energy and butterflies in their stomach.
Strong against: The Beast(+25%). New and brilliant ideas confuse the beast. Brains defeat brawn.
Dominates: The Tech(+50%). Established ideas and plans and techniques are taken apart and unraveled by the inventive insights of the Alien. Unseen elements and unpredictable solutions are foreseen by the alien and with small and concise solutions the alien changes the game.
Generalistic tendency: Rejected by popular culture, The alien develops a hardened sense of elevation to feel superior to those that ostracize them. As they consider them rash and foolish, they develop a false wall of an arrogant demeanour. Rejecting them like a giant crushes lesser beings with ever step.
The Tech
Ruled completely by methods, techniques and plans, The tech is the symbol for those of us that function like clockwork. Planning to the last detail, they use their logic and know how to break down or even invent a new solution.
Physical slot: A methodical approach to physicality leads to neatly measured portions, timed meals, specific muscles and repetition targets and a very aesthetically pleasing and attractive physique. The process is controlled at every step so that the outcome is decided to the final detail. Use of gym machinery and monitoring devices ease the process.
Drawbacks: The excessive focus on detail often loses to charm and passion over the process. The calculations thus happen mostly in theory, which might not be as useful in practice as even the last precaution can miss out on a crucial detail or any new development can unravel the purpose.
Weakness: The Morbid(-25%). Any combination of parts, methods, techniques and plans is susceptible to the morbids deep Immersion, giving them unparalleled control over it’s functions, it’s outcomes and it’s weaknesses.
Worst Enemy: The Alien(-50%). Established ideas and plans and techniques are taken apart and unraveled by the inventive insights of the Alien. Unseen elements and unpredictable solutions are foreseen by the alien and with small and concise solutions the alien changes the game.
Mental slot: The Logic is the domain of the tech. Using the basic to do what’s possible and then using it all together to do the impossible. Thus, even the impossible is stripped down to its basic by the Tech’s approach. Not many have the ability to be as thorough.
Strong against: The Warrior(+25%). Automated technology renders skillfulness obsolete as machinery quickly replaces skilled labour with productivity increase.
Dominates: The Beast(50%). Advanced technology confounds and outpaces the raw physicality of the beast.
Generalistic Tendency: Singles out a specific target, and exposes chinks in their reputation to let public criticism burn them alive in the world of overactive media forms. Using connectivity as a destructive weapon.
(Since the game is fairly detailed…I’ll have to truncate this post right here…You have the ground rules and the basic elements, Your life is the playground, situations are your opponents…lets’s start playing already, the game is fun and the rewards are endless…All you need is a shift of perspective…More on this soon in the next installment)
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