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ENGLISH DOCS FOR THIS DATE- Games Congress, Shoreham Hotel - B560831 | Сравнить

CONTENTS GAMES CONGRESS, SHOREHAM HOTEL BEST PROCESSES VACUUMS RESTIMULATION TO SEPARATE VALENCES VALENCES Cохранить документ себе Скачать
WASHINGTON DC - Via HCO LONDON
BRIEFING BULLETIN
STAFF AND SEMINAR LEADERS

GAMES CONGRESS, SHOREHAM HOTEL

31 August — 3 September 1956

THEORY: The most adequate answer to life's puzzle is Games. The ordinary concept of games or play is comprehensible to anyone.

Games have many factors. Some work well in processing, some don't, all explain life.

The basic game of a thetan is evidently nothing versus something as in the process "make it solid". He can never really be something, thus can never really duplicate in himself a solid — yet he makes solids across spaces out of game impulse.

PRACTICE: Always process toward a games condition. Never process toward a no- game-condition. Always process games conditions. Never process no-game conditions. This is more complicated than you think.

All games are aberrative. All games are continuing by definition since an unstarted game isn't a game and a finished game isn't a game.

In the following list we have most processable games conditions and the most to be avoided no-game-conditions.

Each item on both lists could be "knowing games condition" or "unknowing games condition", "knowing no-games-condition", "unknowing no-games-condition".

Using both lists at a knowing games level, we have sanity. At an unknowing games level we have aberration, neurosis or psychosis.

GAMES CONDITIONNO-GAMES-CONDITION
KNOWING OR UNKNOWINGKNOWING OR UNKNOWING
Not know
forget
Interest
Disinterest
Know
remember
AttentionNo Attention
Self-DeterminismPan-Determinism
Identity
Individuality
Namelessness
ProblemsSolutions
Can't Have
(games have some havingness)
Have
AliveNeither alive nor dead
OpponentsFriends — alone
FacsimilesNo pictures or Universes
Continued SolidityNo spaces or solids
Continued Adherence
Loyalty, disloyalty
betrayal, help
No friends or enemies
MotionNo Motion
EmotionSerenity
Continued ActionMotionless
Hot
Cold
No temperature
ThinkingKnowing
Hate
(some love)
Continued Doubt of Result
(Expecting a Revelation)
Win — Lose
No Effect on SelfEffect on Self
Effect on othersNo Effect on others
Stop CommunicationNo A R C
Change CommunicationNo No-A R C
Into ItOut of It
AgitationCalm
Noise
(some silence)
Silence
Control
Start — Change — Stop
Change Most Imp
No Control
ResponsibilityNo Responsibility

Inspecting these two lists we find all unlimited and highly workable processes under Games Conditions. We find all limited and unworkable processes under No- Game-Conditions. We then avoid No-Game-Conditions in processing. We process the pc playing as a game in all phases.

It is true that the Game Condition List contains a regimen unworkable in life. It isn't supposed to be. It's aberrative and we process it.

The only certain processes which can be run on No-Game-Conditions are Consequences (the penalty resulting from) and "Mock up a confusion to which (no- game-cond) could be a stable datum."

Now behold that the list of No-Game-Conditions is a summary of the native state of a thetan. That means that the native state not only doesn't process but winds the pc up in difficulties if processed. To establish native state you run out the Unknowing Games Condition of the preclear.

BEST PROCESSES

Control Processing — Start — Change and Stop on objects or pc's body, emphasis on change.

Fight the Wall — Have pc with actual body or mock-ups fight the walls of room or objects in outside environment.

Opponents — Lie about, invent, opponents. This goes all the way south.

Individuality — Lie about, invent, an individuality that would impress people (8 dynamics).

Escape Processing — Mock up a mock-up and say bodies, Mest U, can't have it.

Effect Processing — Lie about an effect you're having. (I'm not having any effect from my tooth.)

Lie about an effect you are having on ____________.

Problems — Lie about, invent, problem of comp mag to __________. How could that be a problem to you? Also consequences of solutions.

Solids — What are you looking at? Make it solid.

VACUUMS

A vacuum is a super-cold object which if brought in contact with bank, drinks bank. Objects at 25°F or less have high electrical capacitance, low resistance. This was psychiatry billions of years ago. Shocks, ether, can act similarly. This is how one mechanically forgets past. He depends on pictures, loses pictures to a vacuum incident. Vacuums restimulate and drink up pc's havingness. They are just incidents. This is brainwashing. You encounter these running solids. Opponents, individualities, more solids, problems, undo them.

RESTIMULATION

When one violates a game-condition, intends to have an effect on something and doesn't, he often puts the effect on his body. He thus gets a no-effect on opponent, makes an effect on self.

This is restimulation. It is also stimulus-response.

"Effect you could have on __________ (people, pcs, etc)" remedies this. Self audit while auditing same thing. Same process resolves.

* * * * * * * * * *

TO SEPARATE VALENCES

The separation of valences is done by the following steps:

  1. Get pc under control with start-change-stop. Lots of it.
  2. Unjam track with "What are you looking at — make it solid." —(anything jamming track can be run as a valence below.)
  3. Choose valence or valences, weakest universe preferred.
  4. "What would interest __________ (universe so chosen)?"
  5. "Invent an opponent of comparable magnitude to __________."
  6. "What would get the attention of __________?"
  7. "What __________can’t have. (objectively only on room)"
  8. "What could you protect __________from?"
  9. "What communication could you prevent __________ from originating?"
  10. Problems of comparable magnitude to __________
  11. "Invent a game you could play with __________."
  12. "Make __________ fight the wall."

Then run 4 to 12 again to check.

VALENCES

L. RON HUBBARD LRH:re.bh
30/7/56