The Oldest Continuous Publication in Dianetics and Scientology From L. RON HUBBARD Via Hubbard Communications Office Brunswick House, 83 Palace Gardens Terrace, London W. 8 1 December 1956 | The Oldest Continuous Publication in Dianetics and Scientology From L. RON HUBBARD Via Hubbard Communications Office Brunswick House, 83 Palace Gardens Terrace, London W. 8 1 December 1956 |
GAMES CONDITIONS THEORY | GAMES CONDITIONS THEORY |
THEORY: The most adequate answer to life's puzzle is GAMES. The ordinary concept of games or play is comprehensible to anyone. | 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. | 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 himself a solid — yet he makes solids across spaces out of game impulse. | 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 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-games condition. Always process games conditions. Never process no-games conditions. This is more complicated than you think. | PRACTICE: Always process toward a games condition. Never process toward a no-games condition. Always process games conditions. Never process no-games 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. | 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 the most processable games conditions and the most-to-be-avoided no-games conditions. | In the following list we have the most processable games conditions and the most-to-be-avoided no-games conditions. |
Each column of the list could be KNOWING or UNKNOWING—”knowing games condition” or “unknowing games condition,” “knowing no-games condition” or “unknowing no-games condition.” | Each column of the list could be KNOWING or UNKNOWING—”knowing games condition” or “unknowing games condition,” “knowing no-games condition” or “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. | Using both lists at a knowing games level, we have sanity. At an unknowing games level we have aberration, neurosis or psychosis. |
GAMES CONDITION - NO-GAMES CONDITION | GAMES CONDITION - NO-GAMES CONDITION |
(Knowing or Unknowing) | (Knowing or Unknowing) |
(Knowing or Unknowing) | (Knowing or Unknowing) |
Not-know | Know |
Not-know | Know |
Forget | Remember |
Forget | Remember |
Interest | Disinterest |
Interest | Disinterest |
Attention | No attention |
Attention | No attention |
Self-Determinism | Pan-Determinism |
Self-Determinism | Pan-Determinism |
Identity | Namelessness |
Identity | Namelessness |
Individuality | |
Individuality | |
Problems | Solutions |
Problems | Solutions |
Can't Have | Have (games have some havingness) |
Can't Have | Have (games have some havingness) |
Alive | Neither alive nor dead |
Alive | Neither alive nor dead |
Opponents | Friends alone |
Opponents | Friends alone |
Facsimiles | No pictures or universes |
Facsimiles | No pictures or universes |
Continued Solidity | No spaces or solids |
Continued Solidity | No spaces or solids |
Continued adherence | No friends or enemies |
Continued adherence | No friends or enemies |
Loyalty, Disloyalty | Betrayal, Help |
Loyalty, Disloyalty | Betrayal, Help |
Motion | No motion |
Motion | No motion |
Emotion | Serenity |
Emotion | Serenity |
Continued action | Motionless |
Continued action | Motionless |
Hot, cold | No temperature |
Hot, cold | No temperature |
Thinking | Knowing |
Thinking | Knowing |
Hate | (some Love) |
Hate | (some Love) |
Continued doubt of result | Win-Lose (Expecting a Revelation) |
Continued doubt of result | Win-Lose (Expecting a Revelation) |
No effect on self | Effect on self |
No effect on self | Effect on self |
Effect on others | No effect on others |
Effect on others | No effect on others |
Stop communication | No ARC |
Stop communication | No ARC |
Change communication | No no-ARC |
Change communication | No no-ARC |
Into it | Out of it |
Into it | Out of it |
Agitation | Calm |
Agitation | Calm |
Noise | Silence (some Silence) |
Noise | Silence (some Silence) |
Control | No control |
Control | No control |
Start-Change-Stop (Change the most important) | |
Start-Change-Stop (Change the most important) | |
Responsibility | No 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-Games Conditions.
Inspecting these two lists we find all unlimited and highly workable processes under GAMES CONDITIONS. We find all limited and unworkable processes under No-Games Conditions.
We process the preclear playing as a game in all phases. We then avoid No- Games Conditions in processing.
We process the preclear playing as a game in all phases. We then avoid No- Games Conditions in processing.
It is true that the Games Condition List contains a regimen unworkable in life. It isn't supposed to be. It's aberrative and we process it.
It is true that the Games 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-Games Conditions are Consequences (the penalty resulting from) and “Mock up a confusion to which (the no-games condition) could be a stable datum.”
The ONLY certain processes which can be run on No-Games Conditions are Consequences (the penalty resulting from) and “Mock up a confusion to which (the no-games condition) could be a stable datum.”
Now behold that the list of No-Games Conditions is a summary of the NATIVE STATE of a thetan. That means that the Native State not only does not process but winds the preclear up in difficulties if processed.
Now behold that the list of No-Games Conditions is a summary of the NATIVE STATE of a thetan. That means that the Native State not only does not process but winds the preclear up in difficulties if processed.
To establish the native state run out the UNKNOWING GAMES CONDITIONS of the preclear.
To establish the native state run out the UNKNOWING GAMES CONDITIONS of the preclear.
From native state a thetan apparently descends thusly:
From native state a thetan apparently descends thusly:
Processing, however, does not take the exact reverse route. Operating at a level of knowing games conditions, auditing converts the unknowing games and no-games conditions of the preclear into knowing games conditions and into further knowing games conditions. A further goal of auditing may very well be the attainment of no- game. It would be a knowing no-game, however, not an unknowing, and it would not be actually a condition.
Processing, however, does not take the exact reverse route. Operating at a level of knowing games conditions, auditing converts the unknowing games and no-games conditions of the preclear into knowing games conditions and into further knowing games conditions. A further goal of auditing may very well be the attainment of no- game. It would be a knowing no-game, however, not an unknowing, and it would not be actually a condition.
Bad condition of case would be unknowing condition concerning games. Good condition is knowing games condition. No condition would be native state.
Bad condition of case would be unknowing condition concerning games. Good condition is knowing games condition. No condition would be native state.