WHAT DEWEY SAYS Religion THE BIG QUESTION How do you stack one world on top of another? STARTING POINT Some people are born to see double. They have one eye for the everyday, for street signs and prostitutes and mini-marts. And the other eye drifts.
We call those people "prophets" or "visionaries" or, if they spend too much time looking at that other world, "loonies." But as long as we've been human, we've been rapt by their stories, and believed them when they've told us that life isn't all it appears to be.
Whatever religion is - and a saunter through the 300s will give you some ideas - it has been a home to those people. And where a religion takes root, it creates times and places where two worlds walk together.
The Committee is the Ten Year Game's High Church. It tends to plan and execute those epic events, where all the players tiptoe through the hidden meanings.
CENTRAL PRAXIS Pilgrimage
OTHER PRAXES You might think The Committee have a leg up on praxes, and you wouldn't be wrong. Their Dewey domain bursts with them. Pilgrimage, where the physical road leads through your heart. Sacrifice, where that inner war between compassion and cruelty gets brutally played out in real time. Mysteries - those ancient, interactive rites where people gather to literally get ecstatically led. Exorcisms. Rain Dances. High Mass. Battles. Games. Processions! The most extravagant rites are here.
Something that bears mentioning - each omada initiates new members during the year, and passes the torch to the group at year end. For The Committee, this is important stuff.
And of course, all experiments and insights end up in The Committee Wiki. It’s only open to players who belong to The Committee, and every year adds to the storehouse.