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Interesting parallels between some of TROM's elements and LRHs work. 

Creation of human ability (COHA) covers one or two processes that deals with 
importance and game processing but not on the scale and with the depth that 
TROM does TROM being a tech all on its own. 

I think one of the reasons why RI is crucial to the whole process is that since 
the being is in a compulsive game with his her own mind vanishing the mind also 
vanishes the mind as  opponent in the game and without an opponent one has no 
game which often puts the bing into apathy. This is the biggest game the being 
has been playing for the longest time so it's a huge "loss" when it vanishes 
the mind. Hence RI. And it does equate to havingness. 

The mind (I think, I have memories, I recall etc) all give identity and the 
loss of identity is a kind of death and a huge shock to most people. People 
cling to their identities because its their game strategy and game 'piece' or 
"chip" other than the body of course. Indeed physical death is such a huge 
shock to many because of the loss of the game more than the game piece so they 
immediately get hold of another to just be able to keep playing the game of 
life. 

When kids don't have friends to play with they created imaginary friends and we 
are doing the same by using RI I suspect. 

Coleen, the processes involving asking Who am I tend to bring someone to the 
point that the ego structures start dissolving. Another is Where am I. Most 
people think they are where their bodies are but really the being is not 
located in time and space so therefore has no location as such but the body 
creates the apparency of location. 

So in TROM we are dealing with primal forces and fundamental reasons as to why 
the entire universe possibly came into being to begin with: to have a massive 
game that could entertains us forever if we so choose ...

Eljay

On Feb 17, 2014, at 4:01 AM, trom-requ...@lists.newciv.org wrote:

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> Today's Topics:
> 
>   1. RE Opposition Postulates and Going Complementary
>      (Colleen K. Peltomaa)
>   2. Life and Life Forms (Colleen K. Peltomaa)
>   3. Frank Gordon on TROM (In Particular: Commentary on RI)
>      (David Pelly)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Sun, 16 Feb 2014 18:09:31 -0500
> From: "Colleen K. Peltomaa" <cygnifi...@gmail.com>
> To: trom@lists.newciv.org
> Subject: [TROM1] RE Opposition Postulates and Going Complementary
> Message-ID:
>    <CAF4m2-3dVEORLUeChOWP81f46D_LcN-gDFH=g8iy9qkymsw...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
> 
> Hello Cory, I love the questions you asked and it's a great question to
> pose to oneself because it is seeking of wisdom
> about life and seeing the spiritual quality of life -- beyond the forms we
> take.
> 
> Dennis realized -- and scientology too -- that we first need to key-out
> from overt/motivator sequences, the seriousness I mean.
> 
> Grade 2 of The Grades in Scientology also relieves one of constantly
> employing and resisting covert games strategies and is helpful for one who
> has a lot of attention on this.   Too many overts in an area and then one
> occasionally flips into a "protect" mode during their cycles of existence.
> 
> To help with shifting back and forth between various viewpoints there are
> some ascension processes that really changed things for me.   The simplest
> one is "Who am I/"/"Who am I not?".   Also, "Do I really exist?".   These
> can be positive meditational processes.   Sedona Method uses such processes
> in their "The Fifth Way".   It's a bit like having a near-death-experience
> where one sees interactions through the eyes of a creator and as a result
> is never the same again.  Wordless consciousness.
> 
> Seeing suffering and inequity can be restimulative of past incidents.
> Removing your own charge will at least help you be more effective in doing
> something about it, bringing peace.
> 
> Colleen
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> ------------------------------
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> Message: 2
> Date: Sun, 16 Feb 2014 20:47:12 -0500
> From: "Colleen K. Peltomaa" <cygnifi...@gmail.com>
> To: Trom@lists.newciv.org
> Subject: [TROM1] Life and Life Forms
> Message-ID:
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> 
> This is the heading near the front of the TROM Manual.  Since it is near
> the front it might be important to thoroughly understand before going on to
> read the rest of the manual.  This is one of those places where I wish
> Dennis had elaborated on his discoveries
> 
> What does he mean when he says "hierarchy of life?"
> 
> Different classes of apes have different social and cultural mores.
> Of all the spiritual teachers Dennis is the only one I've heard putting so
> much emphasis on the body in this way.  And in no other place does he
> mention it any further, so how important is it really?  If one simply does
> TROM and handles the mind, does it not all get resolved?
> 
> How has mankind suffered by ignoring the cultural and social tendences of
> the human ape?   Different apes have different cultures ranging from
> warlike to peaceful.
> 
> colleen
> 
> *Life and Life forms.*
> 
> Life is undoubtedly the most abundant phenomena on the surface of this
> planet, as it is in the entire universe. Only the most superficial glance
> through a microscope at a drop of pond water, coupled with the realization
> that every cell in the body is alive in its own right, is sufficient to
> convince all but the invincibly ignorant of the fact. A life form is an
> aggregation of cellular life organized and directed by 'higher' life in a
> hierarchy that leads up to the being who answers up when his name is
> called. He is the one who does the exercises.
> 
> The human body is thus a life form and a complex cellular structure. It is
> also a mammal, and a member of what is called the higher ape family. A
> knowledge of the eating, mating, cultural and social habits of this ape are
> invaluable to any being who wishes to walk this route. Know this ape whose
> body you currently consider yourself a part of, for such knowledge will
> bear you in good stead. Many a person has spent half their lives at war
> with one or other of this ape's inherited social or cultural habits, and
> have at last gone to their graves defeated in the struggle. When you try
> and fight this ape's evolutionary history you always lose. He has certain
> basic requirements, and a number of quaint behavior patterns. Learn to live
> with them, for you will not change him by fighting them; you'll only make
> him ill and yourself miserable. Ignorance of the true nature of the human
> ape as a life form has caused untold misery down the ages. If you walk this
> route far enough you will one day walk away and leave this ape, but you
> will never be free of him until you understand him intimately.
> 
> 
> 
> .
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> Message: 3
> Date: Sun, 16 Feb 2014 20:11:44 -0500
> From: David Pelly <david.pe...@gmail.com>
> To: The Resolution of Mind list <trom@lists.newciv.org>
> Subject: [TROM1] Frank Gordon on TROM (In Particular: Commentary on
>    RI)
> Message-ID:
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> 
> April 1997 IVy 31 29
> Book News:
> TROM: A Better Bridge1?
> by
> Frank Gordon,
> USA
> At the end
> of Dianetics: MSMH,
> Hubbard implores
> us: "For God's sake, get busy and build a better
> bridge!" To me, such a bridge would include a
> more direct connection between the philosophical
> principles of Hubbard's Scientology and their
> application. Dennis Stephens in
> TROM: The
> Resolution o f Mind: A Games Manual
> has
> achieved this more direct connection.
> Background
> Stephens' major process is centered around
> knowing. On page 10 of
> TR O M
> he lists the
> many combinations of postulate pairs involving
> know: must know, must be known, mustn't
> know, and must not be known, as either games
> or overwhelms. This focuses directly on what
> Scientology is all about, knowing about knowing,
> or science of knowledge,
> {Tech Diet
> 1979, p.370
> and
> Scn 8-80,
> p.8).
> Dennis also focuses just as directly on games,
> another key basic.
> Hubbard on games
> In
> Scn: A New Slant on Life,
> Ron discusses "The
> Reason Why," and the answer is to have a game.
> Thus: "Life is a game. A game consists of freedom,
> barriers and purposes." p.38.
> The only clear-cut process Hubbard gave for
> games appears in
> Dianetics 55
> on p.158 as a
> One-Shot clear process:
> "Having established the fact that an auditing
> session is in progress, and established some
> slight communication with the preclear (note:
> slyly implying that this is a weak spot with
> many auditors), the auditor says, 'Invent a
> game.' When the communication lag on this is
> flat the auditor then uses the command,
> 'Mock up somebody else inventing a game.'
> It is a workable process, it does function,
> it is fast, but...it has the frailty of the ability
> of the auditor. It has the frailty of failing
> when a two-way communication is not
> maintained with the preclear..."
> Ron then noted in
> Tech Vol II,
> p.417:
> "It is evidently true that no part of games is
> processable and the entering into games is not
> necessarily therapeutic, except this idea of
> overwhelming things. This process is What
> would you permit to overwhelm?' What would
> you permit to be overwhelmed?""
> So at this point, it appeared that games could
> not be processed directly.
> Dennis Stephens on games
> In
> TROM,
> under Theory, p.7, Dennis approaches
> games at the postulate level:
> "Conflicting postulates are called a game.
> The purpose of a game is to have fun. All
> conflicting postulates are essentially a game...
> Due to contagion with opposing postulates all
> games tend to reduce the ability of the being
> to postulate.
> "...all games are essentially contests in con-
> viction, and all failure is basically postulate
> failure (note: an overwhelm, either as moti-
> vator or overt).
> "It is a rule of all games, that intentionally
> lowering one's ability in order to be more
> evenly matched with the opponent leads
> 
> 
> inevitably to the state of an en-
> forced loss of the game...Thus the
> paradox of all games:
> a. All games are played for fun,
> b. To always win is no fun, and
> c. To invite a loss is to eventually have a loss
> enforced upon one. Thus, eventual failure is
> the end result of all games."
> Dennis then discusses the assignment of responsi-
> bility, blame and guilt by the loser at end of a
> game. This parallels the Service Facsimile as an
> analytical game tactic. He also notes that treating
> GPMs formerly as reactive led to many difficul-
> ties, and that game postulates are analytical.
> Other views of games are given in: "Can Games
> be Processed Directly?"
> IVy
> 9, p.29;
> Games
> People Play
> by Eric Berne, and
> Scripts People
> Live
> by Claude Steiner.
> 
> 
> The repair of importance
> There is an interesting parallel between Dennis's
> Repair of Importance (RI) and Hubbard's Repair
> or Remedy of Havingness, where Ron's definition
> of importance in the
> Tech Diet
> is:
> "Importance, is mass. In thinkingness when
> you say importance, you mean mass."
> Hubbard noted "The Importance of Havingness"
> (PAB 72,
> Tech Vol II,
> p.371), and stated that,
> "Without the repair and remedy of havingness
> no real gains become apparent." He also notes
> that any process will run better if interspersed
> with havingness, which parallels the use of RI.
> An early definition of havingness was:
> "Havingness is that which permits the expe-
> rience of mass and pressure." And his final
> definition: "The concept of being able to reach"
> might also be expressed as: "The concept of
> being able to experience, or permitting oneself
> to experience."
> Why doesn't Dennis use "havingness" instead of
> importance? Probably to emphasize the "mustness"
> of anything important. The "mustness" which
> makes games compulsive.
> Using RI(3) to repair importance, "Create
> an importance," while emphasizing the
> issue of "mustness" between two termi-
> nals seems workable and echoes Ron's
> "Invent a game" as an all the way process in
> Dianetics 55.
> Examples of mock-ups used to
> repair importance might be: a teacher impress-
> ing a child with the importance of knowing the
> capital of Denmark; or a mother berating her son
> about the importance of wearing his rubbers1.
> This can help to improve awareness of any com-
> pulsive "mustness" elements in one's life.
> Timebreaking
> In "The Creation of
> T R O M "
> (IVy
> 17, p.23),
> Dennis tells about how he developed
> TROM,
> and that he devised timebreaking by using
> Hubbard's concept that mental automaticities
> can be brought under control by doing them
> consciously.
> Thus, when working with postulates like "must
> know," if a past incident pops up automatically,
> it is not run as a lock or engram, but the A=A=A
> is broken by differentiating the past incident
> from the present; much as in the early process
> of comparing and differentiating between two
> objects.
> Complementary postulates
> Dennis has a lot of cautions, so in order not to
> get in over my head, I've begun exploring his
> approach with complementary postulate pairs.
> He says complementary postulates reduce
> game-playing compulsions and increase affinity,
> but they can include overwhelm phenomena
> where they have resulted from force or undue
> influence. To avoid this, I can prefix these
> complementary postulate pairs with "the
> desire to, willing to, permitting oneself to,
> feeling free to, etc."
> I found using the pair "know and to be known"
> relaxing, with an immediate sense of release.
> This, and also the pair "desire to know and the
> desire to be known" were fun. On the subject of
> havingness, I used the postulate pair: "willing
> to have (for self) with the object (the other)
> willing to be had." Nice!
> 
> 
> Also the pairing of "to have" and "to be
> had" may be applicable to various hav-
> ingness processes. E.g., "Look around the
> room and find something you could (or
> are willing to) have", as the Self-Determined
> postulate seems to work better for me if I put in
> the Pan-Determined postulate "could (or is will-
> ing to) be had," on the other end of the line.
> Ron's material on GPMs was so thoroughly
> oppositional, that thinking about postulate
> pairs like "to know and to be known" or "to have
> and to be had" is refreshing.
> The CDEI scale
> Dennis uses "must" or "must not" which corre-
> spond to "enforce" and "inhibit" in the CDEI
> (curious, desire, enforce, inhibit) scale.
> Since the goal of TROM is to convert compulsive
> "must" games into voluntary enjoyable ones, I've
> explored the possibility of expanding the usage of
> the CDEI scale, using curious as "desiring to
> know (or to have) paired with desiring to be
> known (or to be had)," and with "desiring to
> not-know or not-have" being a kind of "cultivated
> indifference."
> And perhaps between "enforced" and
> "inhibited," one can assume a balance
> point or free area, with the concepts of
> "permitting oneself to, freedom to, may,
> can, etc." which can be combined with "know or
> have."
> Dennis gives a list of junior packages which have
> been found to be erasable: to create, to love, to
> admire, to enhance, to help, to feel, to control, to
> own, to have, to eat, to sex; with complementary
> ones as: to be created, to be felt, to be sexed, etc.
> Summary
> In my opinion, Dennis has taken a very direct
> approach to using the key elements of Scientology:
> knowing how to know, living as a game, becoming
> responsible and assigning importances.
> He has also expanded the concept of the Sendee
> Facsimile (a game tactic) with his thoughts about
> blame (the assignment of wrongness) and guilt
> (accepted blame), along with shame (guilt exposed)
> and ridicule (the exposure of guilt). This area with
> its many charges and counter-charges may provide
> another entering wedge into ongoing games.
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> End of Trom Digest, Vol 115, Issue 50
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