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QAnon & Cthulhu

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QAnon is essentially a conspiracy street sausage: scrap and leftovers of past conspiracies wrapped in the intestines of an apocalyptic cult and served up to people not very particular about what gets into their mind. But it is also a fascinating bit of story design that mirrors some classic techniques of horror adventurers and tales. Put a bit simply, QAnon is a conspiracy theory alleging that there is a worldwide cabal of Satan-worshiping (possibly cannibal) pedophiles operating a sex-trafficking ring. Since these are criminal activities universally condemned as morally horrific, the story of QAnon should be in the police procedural genre: if the evidence QAnon claims existed, then there should be worldwide arrests with great public support. While there have been arrests and investigations  featuring the likes of Jeffrey Epstein and Ghislaine Maxwell, there is no evidence of activity against this alleged cabal. This is not surprising—the authors of the conspiracy seem to be using a classic technique used in horror adventures, that of negating the authorities to make room for the heroes. In horror role-playing games such as Call of Cthulhu, one takes on the role of a hero attempting to thwart or at least delay the machinations of evil. One obvious practical concern is providing a rational explanation as to why the heroes are the ones who must save the day. The heroes are usually just a random collection of people thrown into the horror—they are almost never in positions of meaningful power or authority—as such, they are not the ones to do the job because they have an army or police force to back them up. They are the ones to do the job because they are the heroes. There must also be a rational explanation that explains why the authorities are not the ones solving the problem—otherwise there would be no need for the heroes. There are a variety of ways to handle this negation of authority. One classic is isolation—the heroes are someplace where there are no. . .

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News source: A Philosopher's Blog

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