Patrons are expected to act in a civil and courteous manner to each other and to staff. Troublemakers may be ejected and prohibited from future entry. |
Patrons are expected to act in a civil and courteous manner to each other and to staff. Troublemakers may be ejected and prohibited from future entry. Unfortunately, there is a loophole to the anti-entropic nature of the Museum: It IS possible to suicide one's self through sheer force of will within the confines of the Museum, but it takes a truely diseased mind to acchieve a feat like this. It is much more common to see this happen within the Theater of the Mind since it multiplies will to levels capable of doing this much more easily. |
Musical Theme: Modest Mussorgsky - Pictures at an Exhibition - Promenade.
Constructed of memories, powered by dreams, the Museum consists of three circular halls (Ruby, Amber, and Sapphire) connected by six nexus points (Light and Dark variations of Garnet, Emerald, and Amethyst): an arrangement known as an armillary sphere.
The Museum is not necessarily located within the Puzzlebox, but perhaps right next to it. Transporter gateways to and from each nexus can be found in the Mess, one to each Warp, generally in historical/intellectual areas.
The Museum itself is controlled by a massively distributed nanomachine AI which dedicatedly maintains the physical parameters of those creatures, places, and things within it, using an Anti-Entropy field: no damage or harm, whether accidental or purposeful, can come to anyone or anything within the Museum's halls.
More than mere warehousing, though, the Museum's goal is preservation of artistic expression: the artist's own personal, subjective viewpoint. To this end, the Museum also generates a Subjectivity field, which allows the visitor a subjective influence on the Museum environs: to be able (depending on mental discipline and practice) to move objects, oneself, and others about through mind power, and even to generate new items, possibly for exhibit. Unlike the Puzzlebox's Instantiation system, this Subjectivity field is geared less toward function and utility, and more toward expression and craft.
Finally, deep within the Museum lies an area where the Subjectivity field is so strong that one's every thought is instantly made real and solid, referred to as the Theater of the Mind.
Although access to the Museum is completely free, Mel has been known to personally give out tickets to prospective patrons.
The Museum's anti-entropic infrastructure is built something like Oliver Wendell Holmes's [one-hoss-shay]: every part is just as strong as the rest, so that no effort, short of destroying the entire Museum at once, can damage it. Unlike the Puzzlebox, though, the Museum cannot reconstitute itself if destroyed, so it gains in prevention what it loses in healing.
For an exhibit which contains its own pocket world or dimension, that exhibit's own physical attributes will be maintained within it. The following laws apply to the Museum's halls, offices, and direct vicinity.
Patrons are expected to act in a civil and courteous manner to each other and to staff. Troublemakers may be ejected and prohibited from future entry.
Unfortunately, there is a loophole to the anti-entropic nature of the Museum: It IS possible to suicide one's self through sheer force of will within the confines of the Museum, but it takes a truely diseased mind to acchieve a feat like this. It is much more common to see this happen within the Theater of the Mind since it multiplies will to levels capable of doing this much more easily.