- sensibilium
- » writings
- » Miscellanea Sensibilium
- » Page 24
Miscellanea Sensibilium
A collection of articles by our members.
SINK - a psycho-social interpretation.
For those who have not played SINK, let me quote Principia Discordia:
SINK
A GAME
by Ala Hera, E.L., N.s.; RAYVILLE APPLE PANTHERS
SINK is played by Discordians and people of much ilk.
PURPOSE: To sink object or an object or a thing...
in water or mud or anything you; can sink something in.
RULES: Sinking is allowed in any manner. To date,
ten pound chunks of mud were used to sink
a tobacco can. It is preferable to have a pit of
water or a hole to drop things in. But rivers -
bays - gulfs - I dare say even oceans can be used.
TURNS are taken thusly: who somever gets the junk up
and in the air first.
DUTY: It shall be the duty of all persons playing
"SINK" to help find more objects to sink, once; one
object is sunk.
UPON SINKING: The sinked shall yell "I sank it!" or
something equally as thoughtful.
NAMING OF OBJECTS is some times desirable. The
object is named by the finder of such object and
whoever sinks it can say for instance, "I sunk
Columbus, Ohio."
Introduction
I would like to take this opportunity to thank Horab Fibslager for his observation: "I often get the thought in my head and it turns into a train". This is the starting point of my closer look at the game of SINK. The phrase "train of thought" is old, but, as many things old, it holds a certain truth. Ones thoughts often find themselves trapped on a track. Destination unknown.
It is not my intention to drown the essence of SINK in theoretical gibberish or to attempt to lessen the experience by attaching interpretations to the dynamics of the game. However, I do not assume this to be of such magnitude that it will stay in the conscious minds of my readers. Rather I imagine/hope it will sink in, and produce slightly more complex unconscious activity, come your next game of SINK.
Purpose
"To sink object or an object or a thing..." I found this part sheds light on the inseparability of the Real, but metaphysics of this degree is up to the individual reader to investigate/meditate upon. I will, throughout this article, focus on an interpretation of the "object" as a thought. The path of thoughts, to be more precise.
Our intuitive conception of SINK is throwing rocks in water. We all throw rocks in water at one stage in our life. This is an indication of the universality of SINK. Now the natural progress of a game of SINK is to firstly find an object, then throw/drop/eject said object through air into a different medium.
If we view the object as though there is a clear resemblence of how the mind works. The thought is found within oneself, this is unconscious in origin. Buddhists will go on and on about this. It is either picked up or disregarded. Once it is picked up it may be held in the concious mind. This is the parallell to throwing the object through the air. (The reader of occult interest will notice the meaning of the element air.)
The different mediums that objects can be sunk in are a parallel to all the different social contexts that thoughts are communicated in. Note how most objects will have a clear and describable path while in air, but that randomness and unpredictacility increases in denser mediums. Have you ever had a thought that seemed just right when you had it in your head, but crumbled when you introduced it to others? Some other obvious implications of this transition from air to other mediums, such as water, is increased fluidity. Fluidity often accompanies creativity.
Rules
Well, basically there are none. This should not surprise anyone. The rules section goes on to describe how anything may be used for the sinking. This describes the many contexts in which thoughts are communicated, and observes how they are social constructs (this point is made under "rules", which is a social construct indeed). Implied in the wording of "...I dare say even..." is the recommendation to search for new mediums/social contexts in which to expose ones thoughts.
I also note that the rules section is overly "wordy" compared to other sections. It contains many unnecessary words - as most rules.
Turns
Well, turns is a residue of over-emphazised order, and should naturally be ignored in a game of this caliber. However the section emphasizes that junk is the name of the game. In other words: Don't worry about what your thoughts are. Let them fly.
Duty
Find more objects. Throw new thought into the social context. If you wish to play, honour the game.
Upon sinking
For those of you familiar with the consept of "Sleight of mind" (Liber Kaos, Peter Carroll) this makes sense. The mechanisms of the game are played out in a chaotic order (read: disorder) and is as such partaking in the flow of chaos. If you stay in the borderlands between your conscious and unconscious, chaos will have all the better chance of manifesting itself.
Naming
Well, naming ones thoughts is another way of keeping track of the thoughts. So there, circle complete. I started out with "train of thought" and ended with keeping track of ones thoughts. The trains seem pretty much on track. Perhaps not on time, but that's another topic altogether.