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Here is an interesting article by Homer Smity
THE SCHMOO LEVEL This posting is early and wrong. The problem is not AN INDECISION TO LIVE OR DIE, the problem is a A DECISION TO LIVE AND DIE AT THE SAME TIME. Humans get stuck in indecisions. Gods get stuck in ANDS. 3/20/2012 ((My comments in double parentheses - Homer)) THE SCHMOO LEVEL Session Notes 11/22/94 ACT - 83 23 November 1994 Copyright (C) 1994 Homer Wilson Smith Redistribution rights granted for non commercial purposes. Been running, "Is there an indecision on whether to live or die?" "What is the problem with living?" "What is the problem with dying?" Spectacular. Life saving. The basic problem is a conflict caused by a first postulate later countered by a second postulate. The first postulate is made from a timeless position of power when a game or goal is first created. The basic underlying theme of any first postulate is, "I want to be here." The second postulate is made during a moment of severe loss, either physical, emotional, mental or spiritual. These are the engrams, secondaries and heavy facsimiles of Scientology. They can be moments of physical impact strong enough to cause death or near death experience, exteriorizations, etc., or they can be simply moments of losing wherein the game is no longer worth playing. (The second postulates that are made during an actual death incident are the most important. This can be a death of a body, the death of an fragile-immortal theta body, or the 'death' of a thetan.) The STOP that is experienced during the inner core of the second postulate 'incident' as Allen calls it, forces the being back to the timeless state, the same timeless state in fact that he was in when he made his first postulate to be here and have the goal or game. During the enforced timeless state that occurs during the loss, the being makes the second postulate, and because it is made from the same timeless state of power, it has the same force and power as the first postulate, no more, no less. Thus you have a perfect ridge. No one wins, no one loses. This is the anatomy of a GPM. The basic underlying theme of the second postulate is, 'I don't want to be here." Or one might say also it is, "I want" (first postulate) "I don't want" ("because I can't have", second postulate). The second postulate is not an actual negation of the first postulate, it is only an apparent negation, it is "I don't want BECAUSE I CAN'T HAVE." That's not the same as simply "I don't want." It is in fact a case of cosmic sour grapes. Thus the first postulate is still desired and never given up, but the being no longer wants to want the first postulate, even though he still wants the first postulate, so rather than giving up the first postulate utterly, he holds onto it fiercely and fights it with the second postulate. "I don't want to want you, but I want you anyway." This forms a ridge and is "what is wrong with you". Having and owning such a ridge makes it impossible to think clearly on any of the major problems of your life, and if you are failing in life, this is why. What you are looking for then in auditing is the first moment the person changed from "I want to be here" to "I don't want to be here." That will be the key moment that once found will spring his emotion and goals back to the surface. Watch out if your confront as an auditor is low, or if your conception of the cosmic all is rather small, better have your goggles on. The "I don't want to be here" chain of course has many such moments that extend all the way to present time, and it has its first serious occurance in this life, and then again in the 'worst' past life the pc has suffered, and then the worst past life where the pc has caused another to "not want to be here" and then even before bodies when thetans were playing the game of wanting to be here and not wanting to be here, and making others want to be here and not want to be here. This is not a small chain, this goes back to the Sovereignty of the thetan and the first time he considered he wasn't Sovereign, AND HAD NEVER BEEN. Beings give birth to themselves with some rather strange realities in place. "Well lookee here, I was just made by God and my job is to go out and subjugate all the heathens. Jesus, what a horrible thought, but hell, it's all I got, it's better than nothing, right? OK, here we go, "Now Grovel you heathen dog or suffer the flames of Eternity!" And away we go. The underlying postulate is right there, "This is horrible, but its better than nothing, I guess I will make the best of it I can." You see? That's "I want to be here". It's not TOTAL wanting to be here, but just enough to power the game and get the guy to pick up his sword and start lopping heads. The problem of course is there is a hidden postulate in the major theme which is, "I did not create this universe, I did not put myself here, I don't REALLY want to be here, I was MADE, I wouldn't have made things this way if I had had a choice about it, but here I am, I will make the best of it." So that all adds up to Non Sovereignty, see? He has started off his very first game with a postulate of total Non Sovereignty and a very shaky "wanting to be here." So what happens to this guy? He has a lot of fun nailing people to crosses, burning people at the stake, doing 'heathen checks' by dunking people in water, and extorting confessions from people with crowbars under their spine, until one day it starts to happen to HIM! Then he is not so pleased any more. Suddenly he wants out of the game real bad. You see that's what he has been doing to others, right? "I will make you regret the day you were created!" is the underlying theme. So of course now that's what others are doing to him, and suddenly he gets this twinge of regret, and he wishes the whole thing hadn't happened or that he at least hadn't partaken in it with quite so much zeal, and bang! he is stuck in the incident and can't get out. He is not only not making having been put in the universe in the first place, he is not making the fact of others putting the crow bar under his spine, because he is trying to get them to NOT DO THAT, because he is trying to undo having done it himself! Thus he is not making more of it, and so of course he gets stuck with it, because you can't unmake what you are not making (more of). Thus reality is sort of a chinese finger trap, the more you try to get out of it being there, without PUTTING IT THERE IN THE FIRST PLACE IN ALL ITS GORY GLORY, the more you get stuck in it. That's because the underlying theme is "I didn't put this here in the first place, something else or someone else did, and I didn't know it would get this bad, and I am sorry for what I did, but I can't undo it, because once something is done it is done, and these guys aren't listening to me anyway, oh hell let them torture me, one day it will happen to them and it will serve them right, just at it serves me right", and at this point you have abject apathy talking and you are going to get this guy to give up his engram in session without a fight? Right. That engram won't run out without PUTTING in the 'making more of it' where it should have been in the first place when the incident took place. Essentially the only way to get rid of a REAL engram is to DO IN THE ENGRAM WHAT YOU SHOULD HAVE DONE WHEN THE ENGRAM WAS HAPPENING THAT WOULD HAVE PREVENTED THE INCIDENT FROM HAPPENING AND THUS FORMING AN ENGRAM IN THE FIRST PLACE. I mean if an OT doesn't like what's going on, he can just change channels, right? Well the magic is that you can't change FROM a channel unless you first changed TO that channel. If you lose sight of having changed TO a channel, you can't change FROM IT ever again. An engram is the persistence FOREVER of something that you wish never happened at all. That's irony. If "you didn't start it", you can never stop it. If "you didn't stop it", you can never start it. That is why Hubbard defines insanity as that moment when the being first becomes totally devoted to stopping something. He has let go of starting it, and this is a break in responsibility. He is now trying to stop something he considers he didn't start, and that is insanity. The joke of course is that the way to stop something is to start it again! This is the "make more of it" and "The way IN is the way out." of Adore. The reason is that coming in puts you out so that you CAN come in. Trying to get out, assumes you are in, so you can't get out. Trying to COME IN, assumes you are out, so you can come in. To get out and stay out, just practice coming in, until you get bored with coming in, and then just don't come in any more. The way to STAY in, is to assume you didn't COME IN, and then continue to try like hell to get out. That is the basic way any thetan keeps anything around, he makes something and then assumes he didn't make it, which makes him want to get rid of it something terrible, and that sticks him with it, so he settles for it and makes the best he can of it, and you have a universe with no Sovereignty. Any persisting universe works by this rule. And of course any persisting universe is detested. So it goes on because he is trying to stop it without the consideration that he started it. Persisting Time is a subtle nightmare. The underlying theme of that nightmare is Non Sovereignty. So here is the point, you start off a game where the very first postulates are "I didn't make this or put me here, I am not Sovereign, something else is Sovereign that I can not understand, but it's ok I am here I suppose", and a long time later you end up with "I don't want to be here at all, but I can't get out." You can't leave by choice what you didn't enter by choice. That is the anatomy of a trap, and the track of the dwindling spiral from "I want to be here" to "I don't want to be here." Now there is something very interesting here. There is a little chart that can be drawn relating danger and safety to disability and ability. Danger and Safety are considered to lie on a gradient scale going from total danger to total safety. Most people find that life is either much too dangerous for them, or much too safe. They try to optimize their danger levels without letting things get out of hand. Disability and Ability are also considered to lie on another gradient scale that goes from total disability to total ability. Again people like to optimize their abilities, so that they are not so able that there is no challenge in life, and not so unable that they they can barely stagger onto the playing field. It is the UNCERTAINTY of winning or losing that makes a game a game and worth playing, AS A GAME. Too much ability and too much disability alike ruin the uncertainty of winning and losing, and thus ruin the enjoyability of a game. CORRUPTION, TEMPTATION AND SEDUCTION There is an interesting twist which can be added into games, which ties the ability to play future games to the winning of present games. In other words if you lose the present game, you don't ever get to play any games ever again. This twist can ruin the fun of any game, making it super dangerous to even play the game, lest you lose it. This tends to skew the person's natural desire to have games that he doesn't know if he is going to win or lose, towards having only games that he is absolutely certain he is going to win. In fact such a person will often force others to play his games for him if he can, to take the risks of losing and give him the rewards of winning. Such games, where the ability to play future games is permanently linked to whether you win present games or not are uniformly resented by the players who are forced to play them, and this gives the whole "life is a game" idea a bad name. Once you unlink the future playing of games from the winning of present games, the whole thing straightens out and people become willing to win, lose and play games again. This is in part what "going eternal" does to a meatball, as he stops thinking he has only one chance to play and win every game in existence, in the short span of 70 years if he lives that long. Mortality is a classic case of the kind of game where if you lose the game now, you will never be able to play any game again, and in the end you are going to lose the game permanently no matter what you do. And mortals have the audacity to tell you 'life is fine'. Mortal meatballs, because they firmly believe that the playing of future games is dependent on the winning of present games, are cess pools of Corruption, Temptation and Seduction. Their basic game is to get others to play for them, to take the risks for them, and give them the rewards of winning. There isn't an upstanding meatball in the lot of them. OK, but baring the darker side of life, an eternal being in relatively sane condition can enjoy games, create games, play games, win games, lose games, and come through it like it never happened. It is to this kind of person that I wish to direct the discussion of the Danger/Safety - Disability/Ability chart. It is pretty clear that a being who is very unable in a game, is in great danger IN THE GAME. He has no ability to defend himself or his friends, and no ability to offend the enemy forces or their friends. That's a sure formula for losing. It is also pretty clear that a being who is very able in a game, has tremendous margins of safety. He has great ability to defend himself, and his friends, and to offend his enemies and their friends. So we make a simple chart that shows this relationship. Safety | / | / <--- Normal Game | / | / | / | / Danger |--------------- Unable Able So it should be clear that as a being increases his ability in a game he increases his Safety and as he decreases his ability he decreases his Safety. OK, so now let's make it a bit more interesting. Sometimes in games you get under the thumb of a seriously powerful enemy who really has no love for you or the game at all in his heart, all he wants to do is either enslave you, kill you or imprison you, pretty much in that order. They don't want to play at all, they just want to win, and they don't want to have to play to get there. We call such people SP's, they are terrified of their own existence even though they have a lot of power, and they don't want to be playing the game they are in, so they would rather not have any competition or a good competent opponent. They prefer to WIN ALL THE TIME to having a good play. SP's are very often convinced that the continued existence of games to play depends utterly on winning their present game, therefore they are not interested in PLAYING their present game, they are interested in WINNING it, and thus the last thing they want is a challenging opponent who will give them a good run for their money the way a sane player would. This in fact demarks the difference between an SP player and a sane player. The SP wants to WIN BECAUSE HE DOESN'T WANT TO PLAY, the sane player wants to PLAY FIRST, MAYBE WIN OR NOT SECOND. The SP thinks that losing a game means not being able to play a game ever again, the sane player thinks that playing a game means not being able to lose (the playing of games!) ever again. Thus the SP is happiest when everyone around them is sick, dead or dying. The more able you are, the more of a danger the SP considers you to be to him, because you might win and cause him to lose, which means he would be out of a game forever, and so the more able you are the more he tries to be dangerous back to you. The less able you are the more the SP considers you to be unimportant to his safety, and so the more he ignores you, which makes things safe for you again. Kind of like your average Parent and Child relationship, eh? Ok, so this is how we graph this. Safety |\ | \ | \ <---- SP Game | \ | \ | \ Danger |------------\-- Unable Able This shows that the more able you are, the more danger you are in from the SP and his police state civilization around you. The less able you are, the safer you are. For example if you are strong and healthy, intelligent and knowledgeable, outspoken and forthright, independent and resourceful, this SP and his civilization will consider you fair game, because that is the last kind of being they want in their political slave camp. So in order to survive, to just stay alive and not get tortured to death along with all of your friends, you have to tone back some of your abilities, to make yourself less dangerous to the SP's that surround you. You become weak, sick, dumb, ignorant, reticent, covert, mute, dependent, and always at a loss, and you work for the SP and do his bidding and accept your meager pay no matter how much it hurts you inside to do this. But look, didn't we just say that being unable INCREASED the danger in the game? And so it does, and you will quickly notice that if you make yourself too weak, too sick, too dumb, too ignorant, too reticent, too covert, too mute, too dependent and at a loss, you will soon die of total incapacity to take care of yourself, you won't even be able to work for the SP let alone piss him off! I mean who ever heard of these things being survival characteristics in the wild? Hell you would be eaten before you were two days old. So tuning down your powers to make yourself more acceptable to the SP, puts you in more danger from the normal environment of life around you, and so the SP kind of puts you between a rock and hard place. There is a limit to how unable you can make yourself to make yourself safe from the SP's before you make yourself so unable that you are in catastrophic danger from the everyday forces of life around you. And this is exactly what happens to some people. They make themselves so unable just to be acceptable to the SP parents that bring them up, that they can't live at all, and indeed they don't. They ultimately die, usually after a prolonged, miserable, agonizing struggle with life, possibly even long after their parents are dead and gone and 'no longer suppressing them any more'. But what usually happens to the vast majority of people is that they find some 'workable' compromise between being so able that the SP starts to hunt them down, and being so unable that life itself takes them out. The SP is constantly pushing them down towards more disability where they will die from life, and life is constantly pushing them up towards more ability where they will die from the SP. That middle ground then, is the happy medium that people call their 'lot in life', their little package of moans and groans, and which they choose early in life, and is their Service Facsimile Computation on how to live safely in a dangerous environment BY BEING UNABLE. It's an effort to be able to survive by being UNABLE. It's the effort to WIN (stay alive) by not being able to PLAY (big basic purpose games). It's the effort to (be allowed to ) continue PLAYING by not being able to WIN. It takes great finesse to exactly tune your abilities down so that you are no longer a danger to those who don't want you to play or exist at all, without starving yourself to death through total inability to play or work. Affluent survival on this planet takes tremendous courage, enthusiasm, foresight, honesty and outspokenness, all of which are traits that SP's hate as they mean you are a worthy opponent to them. But the SP doesn't want to PLAY, they want to just WIN, to get the risk of loss over with, so they will break the rules of the game and kill you, simple as that. Imagine a tennis player that won his match by killing his opponent before the game? Well that's an SP for you, in the game of life. Now if you couldn't play tennis at all, he would leave you alone, you see? So you learn to win (survive) in the game of life by not being able to play, and you learn to be able (allowed) to play by not being able to win. So let's take a look at how this looks on the chart, by combining the two charts above. Safety |\ / | \ / <--- Normal Game | \ / | \ / | x <--- Schmoo Level | / \ | / \ | / \ <--- SP Game Danger |/---------------\-- Unable Able The person starts off in the lower left corner being very unable and in great danger from normal life itself. He increases his abilities and thus increases his safety until he hits the 'x' in the middle of the diagram. At that point if he continues to increase his ability, rather than increase his safety like in a normal game, he will in fact increase his danger because the SP will start to take notice of him. Thus the 'x' spot marks the place of ability that maximizes his safety from the two opposing forces of life itself and the SPs that surround him, and it is well below optimum challenging play. This is the Schmoo Level. You ever see someone who is just sort of schmooing along in life, like a worm on a stump? Well that's a God playing it safe because there are a few too many SP's in his environment who don't enjoy having a good game they might lose. So the first thing you need to do to get yourself out of this mess is to spot your Schmoo Level, and then take a look at your computations on the subject of being able by being unable, winning by not being able to play, and be able to play by not being able to win. By the way you are going to run into the Qualms running this stuff. If you don't you aren't running the right thing. The underlying theme to the Qualms is being terrified of not being terrified any more. Homer ----------------------------------------------------------------------- Homer Wilson Smith This file may be found at ho...@rahul.net ftp.rahul.net/pub/homer/act/ACT83.MEMO Posted to usenet newsgroup: alt.clearing.technology
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