THE FILECLERK'S GUIDE TO THE PDC


Intro Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9
Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter B1 Chapter B2 Chapter B3 Chapter B4 Chapter B5 Chapter B6

CHAPTER 12- GAMES AND GOALS

If a man ever could walk away from his greatest triumph with his hand empty and his pocket empty and with just the shirt on his back, he would live to triumph again and again."
L. Ron Hubbard
 

THE SPIRIT OF PLAY

There is a Spirit of Play which has to be recovered for your preclear. The guy's got no goal when he steps out of his head. He has no goal. He doesn't think there's anyplace else to go. He doesn't realize that there is a sensation above any physical or mental sensation he has ever felt, and that is called the Spirit of Play. It is more absorbing, more engrossing and headier than any other kind of activity he can do. It is the first and foremost ingredient which causes a thetan to come into this universe or start to build his own. What a child feels as vividness of play is much less interesting and exhilarating than the commonest feeling of being alive high on the tone scale. Spirit of Play is the only way we can translate this feeling here.
These things called universes are games. And really the most valuable thing that a thetan possesses is his spirit of play. It's sensation of play, and is not just energy. A guy has practically lost it if he's here on Earth at all. One of the spirits of play is "let's pretend," which is a very important thing, because of course the game is a pretense and it couldn't be anything else than pretend. Space has a great deal to do with "Let's pretend," because when you see lots of space you know there's lots of room to set up lots of things in it.
If you want to repair the ability of a man to pretend or to assume, show him that he can keep manufacturing space and putting things in it almost ad infinitum. And he'll get more and more expansive. It's actually more important than anything else to demonstrate lots of space.

At 20 on the Tone Scale we find out that space and particles are equally valuable. You have to have a vastitude of particles and a vastitude of space, really, to start making this game interesting and really get action. That game could be played brutally, which is heavy wave, or aesthetically, which would mean very tiny wave. Very often you will get the aesthetic team versus the brutal team.
Seriousness is solidity. Nothing succeeds like insouciance. Never let your preclear get serious about his sanity.
Anything theta can do, after it's been corrupted by MEST, turns into a mockery. "We've got to make fun of it because we can't do it" is a form of apathy, a guy who does that one has already quit.

When a man loses his Spirit of Play, he's dead. That means that guys start dying at about 3.0.
All universes are to some degree games, and no universe would exist if there was not the spirit of play in the thetan.
On Earth and amongst other political confederations, the spirit of play is almost forgotten. It's found in little children and even there it is found in a hectic state.

SELF-DETERMINISM

Basic rights of a thetan are his right to his own sanity and his right to leave the game. He doesn't have those two rights in this universe. Where a thetan has those two rights, you don't get a theta trap of this magnitude setting up. For homo sapiens, they are the right to his own sanity and a right to his own life.
There is a dichotomy of some sort from which other data can be extrapolated: Self-determinism as the highest level, versus Automaticity, the automatic interdependencies of survival as they work out and affect genus homo sapiens.
The more self-determined we make a preclear, the better he gets. His self-determinism keeps rising - he gets better and better.
Self-determinism is the ability to determine space, time, energy and matter. The self can go out so far as to include many friends, but when it starts out beyond a group size of certain dimensions, too much randomity ensues.
It's impossible to operate in charity, because the individual's self-determinism is already at such an ebb that he can't support a little less self-respect, when somebody has to help him. That's the last ditch. Don't believe that there is no love in the universe, simply because it doesn't work in this society. When you start to engage upon charity, you'd better take some guns and bayonets along with you, because before you get through you'll need them. You start in this society to help people, you get the very definite answer straight back, "You're trying to tell me that I have to be helped."
Because in trying to help people, you place them in time and enforce or inhibit their possession, and so they flash back on it.

Do not tell a man to be certain. Give him a skill, give him an exercise, suggest something for him to do, but do not tell him where he is or what he is doing. Let him tell you and you find out where he is and what he is doing.

Your levels of certainty in his own universe lead directly to knowingness - not conviction. But if you ask him to be convinced by reality, he will go down scale. You can get resurgences by making him suddenly aware of reality. But you're not interested in reality - you're interested in actuality. And the only actuality there is for this man is the actuality of what he can do with his own mind and all of its skills. And you build on certainties, and certainties lie in the field of actuality. (Remark: reality - in the MEST universe; actuality - in one's own universe).

Reason which is afraid of force, and reason which exists to keep force from hurting one is not reason. That, too, is a form of slavery. But reason which exists to go up from the level of force must first be able to confront force. Only then can such reason take responsibility for those things which reason alone can produce.
Too much protest against handling energy inhibits an individuals willingness and becomes aberrative. Unable to handle energy, unwilling to handle energy - same thing. The next thing that comes about is he becomes an effect of energy. If you're unwilling to handle force, and unwilling to handle energy, just automatically you become shy of handling material objects - acquiring them, getting rid of them, placing them around or anything of the sort. Oddly enough, an individual's perceptions turn off to the degree that he's unwilling to handle energy.

A person who can equally create and destroy anything finds himself associated with a group and has actually what could be considered to be the ninth dynamic which will be aesthetics, and the tenth dynamic, which would probably be ethics, if you were going to go way out beyond this universe, saying that the eight dynamics we have apply to this universe
 

SURVIVAL AS A GAME

The right to leave a game boils down to the right to have an exertion of self-determinism, and the right to locate himself in some other universe if he suddenly chooses to. If people don't have the capability, the right is meaningless. So the right depends to some extent upon an education about the right.
What's wrong with the MEST universe? Self-determinism is the placement or location in space and time. Here the thetan has been located forcefully, convincingly by an exterior, forceful thing in space and time not of that being's creation. That's all that's wrong with him.
If you can't play a game, don't fool with reality. If you were capable of the spirit of play and playing a game and pretending, if you're capable of action which you postulate should be undertaken and still know the fact that it's only being undertaken because you've postulated that it should be, you're in a position where you can play the game called reality. But the game called reality cannot be played safely by somebody who is in a state where it is real, important and serious and where he must agree with it or where he's even abandoned agreeing with it because it is so strong and powerful.
Intervening distances between you and other people - that gives you an identity, that gives them an identity. That gives you something to perceive across.
Let's go downscale and look at this game called 'being a human being' and we find out that there's damn little space and terrific number of particles. The game is rendered utterly haywire by this factor: People still think they're top scale - guys have to own lots of particles, space is still of no value. That's really aberrated, because we're so short on space.
Down here they can play chess and think it's a game.

Man is trying to survive. There's no reason why he's trying to survive. It's just a game, it's something to do and he got in too deep. And then he got to be a broken piece and then he couldn't help himself out.
I think he could've helped himself out, myself.
 

ELEMENTS OF GAMES

The magnitude of the game depends upon the space-mass ratio involved. If you've got a very little mass for lots and lots of space, you're going to play a game that is very airy and of very quick duration - very fast game.
Lightning bolt flashes, the game has begun and ended.
So you get terrific value per particle.

Let's crush it down to about half, and you have the space and the particles balancing in value.
At the beginning of the game, space is completely without value. There's so much of it, and value is established by scarcity.

Anybody has a right to play in some game.
People who are playing a game have a right to exclude people from playing that game, but they do not have a right to set it up so that those people can't play in another game.

The wienie - that's old Hollywood writer slang - is a treasure, the girl, the position or what everybody in the movie was after. You take the wienie out of a picture or story and it goes right straight out of the game classification and ceases to be a story. Inelegant term, but quite expressive. It's got to be an indestructable particle.

NOTES ON GAMES

"The aberration above time is 'There must be a game'".
Therefore it enters into a flow, and there must be a game and there must not be a game. So you have the Un-maker of Games quite as important as the Maker of Games.

"The rules of games are as follows:
- Limitations on self and others,
- obedience to rules,
- unconsciousness of rules to add reality (we pretend the rules are real)
- ARC with others to play
- Pain as a penalty which will be obeyed (you have to have a penalty that will be obeyed. Otherwise, nobody will stick with the rules).
- Agreement to rules and penalties is necessary to continue a game
- Deterioration of a game until no game (the wienie finally becomes everything there is, and there is no action even to get the wienie)."

"Work is admission of inability to play a game of complexity and levels."
The tone scale is such a game. It's just a map of MEST universe games.

"Peculiarity or liability of a Maker of Games, people attempting to play the game of Maker of Games. The game called Maker of Games results in No Game. And the game called Unmaking Games results in a game. 8008."

"There's a game called Freedom," which is what you're playing right at this minute.

"Games contain trickery and misdirection to win".

"The prize of winning is making a new game, or permitting a new game to be made or making it possible for a new game to be played." Those are all the prizes there are; these wienies - everybody just knows that they're spurious as hell.

"The necessity to have a new game coded before one ends the old game". Otherwise, everybody becomes a maker of games with no game.

"The value of pieces. Ownership of pieces may be also the ownership of players.
- The difference between players and pieces.
- The difficulty of pieces becoming players. (you've got to hide the rules from the pieces, otherwise this is going to happen).

"The caste system of games consists of this:
- The Maker of Games: he has no rules, he runs by no rules;
- The Player of the Game, rules known but he obeys them; (remark: to avoid the penalty)
- The assistant players merely obey the players;
- The pieces obey the rules as dictated by players, but they don't know the rules.
- There's broken pieces, and they aren't even in the game, but they're still in the game. They're in a terrible maybe: 'Am I in the game or am I not in the game?'"

"How to make a piece:
- First, deny there is a game.
- Second, hide the rules from them.
- Three, give them all penalties and no wins.
- Four, remove all goals.
- Enforce their playing. (Inhibit their enjoying. Make them look like but forbid their being like players)".

"To make a piece continue to be a piece, permit it to associate only with pieces and deny the existence of players." Never let the pieces find out that there are players.
 

DISCUSSION

There's an aberration, if you might call it that - an enforcement and a necessity just above havingness, just above time - and that is this: there must be a game. That is your highest level Desire there is - "There must be a game".
The limitation contained in the rules of games, on self and others, is necessary for there to be an interplay. That limitation can be as light as an ethical understanding only. When you have an unlimited thing, in order to produce any action or randomity you've got to limit it to some degree.
A game which has no rules is no game. The game only becomes very upsetting when the agreements become compulsions on individuals. A piece then degenerates into a broken piece - nothing is making any sense to him.
The broken piece continually asks to be needed. He wants to be wanted. That's sub-zero on the tone scale.

A good rule is a rule which aligns action and permits compliance. A rule which doesn't apply to all hands isn't much of a rule. Then you've got a specialized caste system going which is too complex.
Unconsciousness of rules to add reality.
After you've got the rules (ceased to be a piece and become a player) if they're real good rules you can duck 'em.
Pain is penalty which will be obeyed. How do you enforce the rules? You put an automatic enforcement around that everybody desires to use. The second everybody desires to use the enforcement, they will obey it too. They obey it to set an example. Pain is the enforcer in this universe.
Agreement to rules and penalties is necessary to continue a game. Fellow has to agree to a game before he can participate in it.
You have to get a more interesting game, before you end an old game. Why does your preclear stay around his body? He hasn't found, one, that his mock-ups are more interesting than reality, and, two, communication, in the state which he is in, with others. So he feels there couldn't be any ARC and he's liable to cut himself off completely. These things have to be rehabilitated.
In the state of Theta Clear he can still operate as a mortal, and be immortal. And boy, that's sure having your cake and eating it too.
A poor goal is better than none. There is no goal vast enough to absorb your total capabilities. Because your total capabilities are so vast that they make goals. Goals set up in the capacities of Be, Do and Have. The start of a goal is beingness, and the end of the goal is havingness, in this universe.
 

FREEDOM FROM GAMES

Out of these you're going to get games. Here's a process that has to do with the making of games, and all this process adds up to, is you just address those factors which I just gave you, run Change Postulates and any Creative Process that you can think of and shift postulates around - you get a whole process.
Remember that up at the top of it there is a big postulate, "There must be a game". Therefore if you want to regain the Spirit of Play, people have got to unmake postulates they've made all along, saying,
- There mustn't be a game.
- It can't be a game.
- Don't play with me.
- I mustn't be played with.
- Life is serious.
- This isn't a game.
- We're playing for keeps.
- I'll never get out of this.
and so forth. In other words, postulates which they've made to convince themselves that these are the rules and the only rules that can be played, and these that I've just read off to you. It's actually the backbone of what we are doing.
The hardest thing for any liberator to face is the fact that a large percentage of the people he was trying to free wanted desperately to be slaves. But the guys he did liberate were worth liberating.
There are universes which know every law you've got in the MEST universe. And don't know the rules of games. So you could set yourself up to be an inter-universal umpire team. You could. And get away with it.

GOALS

It's an incredible thing that anything like the MEST universe could be built on a 180 degree reverse vector. Never give a win without giving a lose. Never let anybody get ahead unless they're backwards.

You very often find your preclear suddenly complaining that every time he goes into a between-lives area, or what he calls that, he's being promised that if he goes back just one more time, he'll practically be ruler of the universe. And this time he has to accomplish a very specific goal. And then they booby-trap it. They give him this goal and then give him an aberration that makes it impossible to accomplish that goal.

Actually, who's they? They are people remarkably like theee and me, a little further down or a little further up on the tone scale, what you call a player, an assistant player - the game divides down into players, assistant players, pieces and broken pieces.

You can take any preclear - they don't know anything about past lives or between-lives or anything of the sort - you put them on the E-meter and you say, "All right, do you have any basic goals?" And the fellow says, "Oh, I don't know," - the E-meter goes bang! And you say, "Well, at the beginning of this life, did you have a certain job to do? "Well, I kinda felt like it, I've often often had the idea," and the E-meter goes, bang, bang! And you say, "Did anybody tell you, before you were born, that you should do so-and-so and so-and-so? And the E-meter will go off its pins.
Tracing this down you find out that all his life this individual has been trying to accomplish this thing, but he can't accomplish it because he has an aberration does not permit him to accomplish this goal.

The individual who is given a basic goal in any between-lives area is also given much more abundantly the reasons he has to lose. And you will trace for any lifetime or for spirals or for the whole track, these various efforts to get something done. The pc definitely has the idea that he is an integral part of a large goal, that something is really trying to be done in this universe. And the most upsetting thing is that he has never at any time on the track been able to accomplish wholly one goal, because every goal he has ever been given has a big lose tacked to it.

His whole modus operandi keeps getting jammed and he can't figure out quite why this is. Well, he'll jam it himself. You watch this odd phenomenon of a fellow going around right straight toward a goal and he's just evidently succeeding beautifully on this goal and then, the next thing you know, bong! He's wrecked his car or he's thrown something in there. Something weird has entered in suddenly that kept him from reaching that tall cliff.

Of course, if any piece won, that piece would be a player. Here on Earth, by and large, you don't even have pieces, you have broken pieces. And a fellow gets up to being a piece again and he wants to go right into action unless you've pulled the trip on this goal.

This goal is a phony. The big secret about the MEST universe is that there is no secret.
Ron tells a story, by Lord Dunseny, of a monastery that fell, according to prophecy, on a certain day.

The body that's held in pawn, the goals which are extended to him, these big volunteer projects, started out something in this fashion. There was a big building, he was curious... This is an incident called the Emanator. He finds this enormous stone hanging suspended in the middle of a room. The Mohammedan Lode Stone is a mock-up of the Emanator. Only the Emanator is bright, not black. And your volunteer goes in and this thing in the middle of the room is going wong, wong, wong, and he says, "Isn't that pretty?" It sure is. And then he says, "Neeeooow, ponk." They cart him from there and they take him in and they do a transposition of beingness, which would be taking the person who is here and under influence of hypnosis or something of the sort, persuading him to be somewhere else and then monitoring him somewhere else by addressing the body which is kept in a state of trance or drugs here.
Your preclear as you're processing him on mock-ups will occasionally open his eye and look around the room just to make sure he's here.

If the fellow is ill, you'll wonder why spaçation, mocking up anchor points, makes a fellow feel so much better. Actually, most of your people have been transported and supertransported too wildly for their own credibility. He doesn't have any other anchor points than his own anchor points, but somebody could come along with trickery and drugs and persuasion and shift him from one place to another just grandly, and here you have, then, your preclear losing space and appearing in one space and in another space.

This material becomes deadly when your psychotic is faced with it. He has adequate reason to be completely fruitcake, anybody has. But a psycho, all of a sudden, faced with some terrible problem in his life, starts to look for the answer, God help him, in his facsimiles. And he knows less and less, because he's finding out past identities, but these identities were not his identity.

Your preclear will try to hold on to something because he's liked some of it and you proces him for a little while and all of a sudden - boom. He finds out that wasn't the case, that he had himself kidded one way or another about that.

When you look at your preclear, you're looking at a puzzle that every time an individual started to go in one direction to meet a goal, the game was so rigged that he wound up with just exactly the opposite polarity of goal.
Believe me, it can get a lot wilder than I'm talking.

You've got somebody that every time he postulated a goal, he postulated simultaneously his failure in the goal and didn't know it. He wanted to do this and this, and he'll find himself finally having accomplished something that now has an opposite meaning. The goal is pleasure, so you have pain. The goal is pain, you'll have pleasure - goes in opposites.
We can bust that cycle. We can break it to smithereens. All you're got to do is just step off that line. Just step off that endless belt, just skip its idea of every time you win you've got to lose, and every time you lose there's some win connected with it and it's all parity and that sort of thing. You can actually turn around just off of that (throgh) use of creative processing and the rehabilitation of your own universe and your own capabilities.

THE FILECLERK'S GUIDE TO THE PDC


Intro Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9
Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter B1 Chapter B2 Chapter B3 Chapter B4 Chapter B5 Chapter B6

CHAPTER 12