Cobalt
Short background: My GameMaster's hardline religious beliefs are causing tension with my partner, who sees harm in some of those specific values (and/or the application thereof), to the point that he no longer wishes to attend game and which effectively removes me from it as well.
Question: What else should I know about the tension in my roleplaying group?
Using this Celtic Cross spread.
Card 1: The present. Three of cups. That was a surprise, because as I see it this is a card about joyous reunions, of having enough in two cups to fill a third. Considering that this situation is about people who aren't getting along and are therefore not able to create something awesome together... I'm confused.
Card 2: The immediate challenge facing the querent. Ten of swords. I can tell already this spread isn't going by half measures. Everything sucks, something important (the game, likely) is dead, and the only up-side is that it's all uphill from here because really... how much worse can it get? Don't answer that...
Card 3: Distant past, foundation. The Devil. To me this is a card about allowing oneself to be enslaved by your passions. Compulsion, addiction, etc. Perhaps this is about my tendency to get really emotionally invested in my creative works, to the point that being disappointed in them is a far more crushing blow ("withdrawal" is not a terrible term here) than it ought to be.
Card 4: More recent past, including events. King of Cups. My partner is the only guy in the house (which makes him the man of the house by default) and he is very much a sensitive and emotional type. He's been stressed this last semester, which might be making him more volatile and less tolerant of the GameMaster? Another tricky one.
Card 5: The best that can be achieved. Four of Swords. Stasis after the bad crap blows over. I got this in another reading, and I think it's suggesting that we take a break from roleplaying in general to make sure we can all recover our strength before potentially setting ourselves up to be disappointed or hurt again.
Card 6: Immediate Future. This indicates events in the next few days or week(s). The Empress. Fertility and rejuvenation. Perhaps fertility of ideas here? A new game? But gestation takes time, and perhaps this will need time to grow into something healthy and good (which would fit with the 4 of Swords earlier).
Card 7: Factors or inner feelings affecting the situation. The Sun. This fits the joyousness of the situation card, which is confusing. I'd think that if The Sun were the main factor we'd be seeing some good vibes and not this tension. Though perhaps the presence of the child on the card indicates that someone is being childish?
Card 8: External influences. Knight of Wands. I think this is our GameMaster, which is definitely something not controllable. Enthusiastic, passionate about his family and his religion and very protective of these things... to a fault. I cannot change that he's uncritically devoted to beliefs he hasn't thought through, because he will fight any challenge to them. More importantly, my partner cannot change this, either.
Card 9: Hopes or fears around the situation. Page of Wands. Message about a leadership position? Am I afraid I'll find out that I have to start GameMastering if I want things to begin going right? Yeah. Am I sure that's what this card is talking about? Not entirely.
Card 10: Final outcome. The Fool (drawn from the back of the deck because it kept slipping out and clearly wanted to be included). New possibilities (which are good), and rushing headlong into them (which is not always as good). I'll have to listen to the 4 of Swords and the Empress and try to keep ahold of the reins.
Anyway, I've got a few confusing cards here. Any insight?
Question: What else should I know about the tension in my roleplaying group?
Using this Celtic Cross spread.
Card 1: The present. Three of cups. That was a surprise, because as I see it this is a card about joyous reunions, of having enough in two cups to fill a third. Considering that this situation is about people who aren't getting along and are therefore not able to create something awesome together... I'm confused.
Card 2: The immediate challenge facing the querent. Ten of swords. I can tell already this spread isn't going by half measures. Everything sucks, something important (the game, likely) is dead, and the only up-side is that it's all uphill from here because really... how much worse can it get? Don't answer that...
Card 3: Distant past, foundation. The Devil. To me this is a card about allowing oneself to be enslaved by your passions. Compulsion, addiction, etc. Perhaps this is about my tendency to get really emotionally invested in my creative works, to the point that being disappointed in them is a far more crushing blow ("withdrawal" is not a terrible term here) than it ought to be.
Card 4: More recent past, including events. King of Cups. My partner is the only guy in the house (which makes him the man of the house by default) and he is very much a sensitive and emotional type. He's been stressed this last semester, which might be making him more volatile and less tolerant of the GameMaster? Another tricky one.
Card 5: The best that can be achieved. Four of Swords. Stasis after the bad crap blows over. I got this in another reading, and I think it's suggesting that we take a break from roleplaying in general to make sure we can all recover our strength before potentially setting ourselves up to be disappointed or hurt again.
Card 6: Immediate Future. This indicates events in the next few days or week(s). The Empress. Fertility and rejuvenation. Perhaps fertility of ideas here? A new game? But gestation takes time, and perhaps this will need time to grow into something healthy and good (which would fit with the 4 of Swords earlier).
Card 7: Factors or inner feelings affecting the situation. The Sun. This fits the joyousness of the situation card, which is confusing. I'd think that if The Sun were the main factor we'd be seeing some good vibes and not this tension. Though perhaps the presence of the child on the card indicates that someone is being childish?
Card 8: External influences. Knight of Wands. I think this is our GameMaster, which is definitely something not controllable. Enthusiastic, passionate about his family and his religion and very protective of these things... to a fault. I cannot change that he's uncritically devoted to beliefs he hasn't thought through, because he will fight any challenge to them. More importantly, my partner cannot change this, either.
Card 9: Hopes or fears around the situation. Page of Wands. Message about a leadership position? Am I afraid I'll find out that I have to start GameMastering if I want things to begin going right? Yeah. Am I sure that's what this card is talking about? Not entirely.
Card 10: Final outcome. The Fool (drawn from the back of the deck because it kept slipping out and clearly wanted to be included). New possibilities (which are good), and rushing headlong into them (which is not always as good). I'll have to listen to the 4 of Swords and the Empress and try to keep ahold of the reins.
Anyway, I've got a few confusing cards here. Any insight?