A Games Manual by Dennis H. Stephens
THEORY:
1. It can bring things into existence.
2. It can take things out of existence.
3. It can know.
4. It can not-know.
These actions are accomplished by postulates. A postulate is a causative consideration.
1.The purpose of bringing an effect into existence is to make it known.
2.The purpose of taking an effect out of existence is to make it not-known.
4.The purpose of not-knowing is to not know.
Thus, 1 & 3 and 2 & 4 are complementary postulates. They enhance affinity. Thus, 1 & 4 and 2 & 3 are conflicting postulates. They lower affinity.
A game is won when the loser becomes convinced of the opponents postulates. Thus, all games are essentially contests in conviction, and all failure is basically postulate failure.
The difference between win/lose and overt/motivator is a very fine one, and is determined solely by the considered value of the game.
In that the winning of a game brings about the end of the game - and thus the loss of the game itself -
a. All games are played for fun
b. To always win is no fun.
c. To invite a loss is to eventually have a loss enforced upon one.
Thus, eventual failure is the end result of all games.
considered serious, the loser’s only recourse is to blame the victor for overwhelming him.
Games are played in space and need time for their completion. In the absence of games, space and time cease to exist.
Complementary postulates enhance life; conflicting postulates detract from it.
The four basic actions of life each have a twin postulate structure:
2.The postulate taking the effect out of existence, and the postulate that it shall be made notknown.
3.The postulate to know the effect and the postulate that it shall be made known
1.Make known. Know.
2.Make not-known. Not-know.
3. Know. Make known.
4. Not-know. Make not-known.
All games contain conviction. Conviction, by definition, is an enforcement of knowingness.
Enforcement of knowingness is called importance.
In games of play our four basic abilities become:
1.Must be known. Must know.
2.Must not be known. Must not know.
3.Must know. Must be known.
4.Must not know. Must not be known.
Any importance is relative to, and can be evaluated against, any other importance. There is no absolute importance.
Thus, any field of knowledge which postulates an absolute importance is at variance with natural law.
The amount of conviction required to convince a being of the existence of a postulate is relative to the being and the games he is playing.
In that it is not possible to play a game with an effect until it has been brought into existence, all games with an effect start at (1);
The being at (1) is in opposition to (4), whom he is endeavoring to convince that the effect should be known;
This cycle is known as the Postulate Failure Cycle regarding an effect.
The past of the being, then, will be found to consist of the various vicissitudes he has encountered on the legs of the goal ‘To Know’ regarding a succession of effects and substitute effects.
There is a valence shift on the Track between 1 and a new substitute effect entered at 8B. Also a valence shift occurs between 5A and 4B.
The repository of these experiences on the goal ‘To Know’ regarding a succession of effects and substitute effects we call the mind.
Any attempt to create an effect upon it (Must be known) will cause it to resist the effect (Mustn’t know).
Any attempt to withdraw from it (Mustn’t be known) will cause the mind to seemingly pursue the being (Must know). Hence, the well known feeling of being ‘stuck with’ ones own mind.
2) Prevented from being known, (Motivator).
Leg 2. 3) Preventing from knowing. (overt
4) Forced to be known. (motivator).
Leg 3. 5) Forcing to be known. (overt).
6) Prevented from knowing. (motivator).
8) Forced to know. (motivator).
Preventing from being known. Rejection
Preventing from knowing. Deprivation
Forcing to be known Revelation
Leg 1 commits the overt of Infliction, and suffers the motivator of rejection.
Must be known. Outflowing. Extrovert. Persuasive. Creative. Often prone to jealousy.
Mustn’t be known. Restrained outflow. Retiring. Devious. Secretive. Obsessed by ‘privacy’.
by being overwhelmed by a Mustn’t know while being in the Must be known leg; he now dramatizes the Mustn’t be known PD postulate of his overwhelmer.
The entire secret of making any mental mass vanish is to reevaluate its importance to present time realities to the point where it is considered so trivial that there is no longer any need to keep it in existence
Mind considered as a series of past scenes.
Mind considered as pictures of past scenes.
The truth is that we have a being who can look at scenes. He can look at ‘now’ scenes, and he can look at ‘then’ scenes.
Any changes you bring about, whether changes in ‘then’ or changes in ‘now’ you bring about now.
The Law of Duality.
The general action of simultaneously viewing a ‘then’ and a ‘now’ scene is called Timebreaking.
That which has been Timebroken no longer has a command power over the being.
Timebreaking is the basis of all psychotherapy. When the patient tells his therapist of some past happening he is Timebreaking the happening, for the therapist and the incident are thus brought into the same moment in time - now.
The mind is like an itch.
ADDENDUM to THEORY
.
E.g. A girl has completed Levels 1, 2, 3 and 4 of therapy, and has nulled the basic package as far as possible at Level 5a.
and
2)A modesty function of hiding her body.
Addressing each of these in turn she first formulates the ‘To Display’ goals package which she discovers to be erasable.
The position now, she realizes, is that the class of Dresses, although reduced, has not yet erased from her mind, so she hunts around for some other function of a dress.