Role-Playing World Of The O9A

°°°°°°°°°

Order of Nine Angles

O9A

Editorial Note: In line with our policy of publishing some articles about the ONA/O9A, from a variety of sources – given various rumors and allegations about “Anton Long” – we republish here one the most popular articles from an O9A supporting blog.

°°°°°°°°°

The Fantasy Role-Playing World Of The O9A

The Order Of Nine Angles (ONA, O9A) could be considered to be a φαντασία, that is, a making visible (of some-thing). A phrenic image, an imagining; a phrenic apprehension of an object of perception; an ingenious invention or design; a visionary notion, a fantasy.

In less pedantic, and more practical, terms, it could be understood as a new genre of fantasy role-playing games: a modular game that occurs and is acted-out in real-life with the player interacting with real people and assuming various roles. A game with no set rules, no manual, only guidelines some of which conflict with other ones and some of which are, or seem to be, confusing and/or polemical and/or distracting.

It is a game with no time limit whose only goal is pathei-mathos (a learning from practical, hard, experience) via playing the game. It is a modular game because the player can choose to construct their apprehension, their version, their fantasy, of the O9A from various modules such as ‘satanist’, or ‘Rounwytha’, or ‘Drecc’, or ‘pagan sorcerer’, or ‘Balobian’ or ‘seeker along the seven fold way’, or anarchist, or ‘neo-nazi’ or even ‘terrorist’, with one of the guidelines of the game being that any player can invent or design a new module (in O9A esoteric-speak, a new Insight Role, a Grade Ritual such as that of Internal Adept) and add it to the game.

It is also a game of conflict: conflict with other ‘satanists’ or with other ‘sorcerers’ or conflict with those whose apprehension or fantasy of the O9A differs from theirs; and/or conflict with those who oppose the ideology, the actions, the beliefs, of whatever “Insight Role(s)” the player has adopted. There could even be conflict with and within one’s self: between one’s ‘dark’ or sinister (amoral) side and one’s ‘numinous’ or emphatic (moral) side.

Being a fantasy role-playing game, it does not exist in cyberspace but rather in both the lives of those who play the game for however short a time, and in the making visible – the presencing, the fantasy – that a player may have of the game. For it exists as an apprehension by the player and/or by the opponent, but which apprehension may include an image or images of it (or modules relevant to it) accessible via cyberspace.

As a particular type of fantasy role-playing game it has no ‘leader’, needs no organization, requires no hierarchy of instructors, and is not and cannot be copyrighted. In sum: the fantasy O9A can be whatever the player desires it to be or believes it should be. Rather like modern satanism itself.

In the original, classic game – as played back in the day by aficionados of ONA 1.0 – there were (i) real-life Insight Roles such as neo-nazi activist, anarchist, being an assassin, a police officer or a member of the armed forces, and (ii) Grade Rituals such as Internal Adept (spending at least three months living alone in the wilderness) and The Abyss (living alone in an underground cavern for a lunar month).

Happy Gaming!

T.W.S.
2018 ev
ONA 3.0
v. 3.5

°°°°°°°°°