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The following message is relayed to you by  trom@lists.newciv.org
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This being has come a long way since it decided to have such a visceral
experience, playing with cause and effect. There has not been much to write
home about because I've created an environment wherein not much severely
aggravates the unconscious reactive mind, although I'm aware it is still a
sleeping giant and the work is not done; however I have not been
aggressively handling my mind other than a daily practice of RI, and some
occasional timebreaking, for example my recent handling of fear of spiders,
and then another larger, related fear underneath that.

Recently I re-listened several times to Dennis' two lectures - The
Philosophy of TROM and The Game Strategy - to inspire me and to stir up my
case. It worked!

Over the past few days my case did get stirred up and I forced myself to
take a look at my compulsion re the junior goals package of "To Help". No
matter how life-oriented a goals package is, when it is compulsive I run
the risk of violating the ethics of force and prevention when interacting
with the considerations of force and prevention that another holds onto.

This is where I realized it is important to understand the components of
game strategies.

There are four legs or basic choices of any goals package and I am as happy
as I can correctly decide how to employ them when interacting with self and
others.

I was at the same time falling in love with the goals package of "To
Reason, to Logic". All life oriented goals packages are beautiful and when
employed WITHOUT ANY BIAS for one leg or another one's life is beautiful
and one gets along quite well in this universe with the creator's
intention. This is where Dennis' Level Five activities resolve that problem
once and for all.

Non-life goals, such as "To Hate", "To Degrade" are nested under their
respective life-oriented goals package. For example, "To Degrade" is nested
under "To Enhance". Dennis gives very strict instructions that when
encountering a non-life goal to never attempt to resolve it other than
through resolving held onto importances from the past of the associated
life-oriented goals package. So, in an extreme case regarding "To Degrade"
I would be plugging in each of the four legs of "To Enhance" and timebreak
any charge and past scenes tagged with them and so bring the whole goals
package into balance, unaffected negatively by anything from the past; nor
would I be using that as a cover for some game strategy.

I would then be able to interact with others in a perfectly balanced and
rhythmic exchange with the basic life-oriented postulates of this universe.
No more hate and degradation. No more insistence on forcing or preventing
help. No more stuck game strategies as ways of being.

While meditating upon all this I took a look at the public persona of
Eckhardt Tolle and as far as I could detect he seemed to me to be an
example of one who is not particularly stuck in any one leg of the "To
Know" goals package. At least not compared with my own condition. I don't
perceive that he particularly "must know" or "must be known" or "must not
know" or "must not be known", and he seems to be able to interact with
people who seek him out without overwhelming them. I wouldn't however say
the same for the Dalai Lama. This is where I need to learn more about game
strategies because wholly successful personas can be created to be a game
strategy. We believe we really are that identity and we get largely
rewarded for it.

This is where the study of "The Game Strategy" becomes important for
getting wise about games and staying out of trouble. In his lecture, Dennis
gives the four necessary components of a game strategy. From Dennis'
observations, almost anyone who had a childhood has extant game strategies.

So, coincident with listening to Dennis, my case got jumpstarted a few days
ago when I received a surprisingly negative phone call in the dark of the
night from someone who violently opposed my attempt to help in a situation.
I went reactive and nursed my injury while I was trying to understand "what
just happened?!". I immediately saw my own to-help compulsion and took some
charge off it, but something still hung fire.

There was a secretive aspect to what I did to help, however logically,
using reason, there really was no way I could have created a real threat as
I was being accused, so the "other" was also blowing up because a
successful and fixed way of being was under threat. The powderkeg Dennis
talks about in his lecture, The Game Strategy.

Of course, senior to "To Help" is my favorite leg of the "To Know" package,
i.e., "Must be Known". Must create an effect to be known by, and what
better effect than to help. It ever hardly occurs to me that it might be
better in a situation to "not help". If I had only knocked out the
compulsive aspect of my help and chosen to wait to communicate and get
agreement, or no agreement .... my compulsion would not let me do that.

However, I was not lacking in reason and logic backing up the help and so
that is where not knowing the other's mind made it a larger problem than it
should have been.

Here is a living example of what Dennis is talking about when he discusses
game strategies: I have an aunt who was married to an alcoholic. One day
she is safely naive in the arms of her lover and the next day after
"helpfully" mentioning that he might be "alcoholic" she was literally out
on the street and replaced with a female of like alcoholic condition. No
second chance. He would rather have killed himself drinking than have his
entrenched and secretive (secretive even to himself) way of being taken
away from him. Well, sometimes getting "fired" can really be a good thing.

These were all things I was realizing while attempting to handle that
unjustly wounded feeling I was feeling. Today I started to take more action
to remove the sting from my own mind and do some real Timebreaking of
pivotal past scenes. I had already seen it was related strongly to "To
Help" and I knew I could not run it negatively and I knew I could not run
the whole package per Level Five.  I was finally able to quiet down enough
to persist with some RI to de-stress and I could more effortlessly look on
this "to help" trap I created for myself.

Using the Six Directions process I took each leg of To Help one by one and
I moved the concept all around me six directions until related scenes from
the past started appearing, which I could then timebreak. Not surprisingly
all of them came from childhood associations with my parents and were about
their personas of good juxtaposed with the bad, and my susceptibility, and
so I was able to see and timebreak the basic this lifetime restimuators of
the most recent incident....

OKAY. It's always nice when I can see that the incident really was not
about that person but really about the contents of scenes from the past
involving other people which the present time person was simply a reminder.
Ultimately I could see, and say it was really not even about "people" but
about postulates butting up against each other in ways that were memorable.

"Get the idea of 'to help' and put that above you .... now put it below you
.... now put it to the right of you ....." a scene with Dad pops up ....
now look around the room and tell me how something is different from Dad
(rudimentary Level Two timebreaking). Yawns of discharge, realizations. For
example, I was amazed to see how my Dad had spun me in with his own
successful game strategies.... Back to causepoint after timebreaking that.

The RESOLVE, after all this trouble I caused for myself, is to direct my
Level Three timebreaking of all known incidents involving my parents. I
certainly have the tools to safely do that.

Dennis would heartily approve because he affirms that almost all game
strategies and prior restimulators are picked up in early childhood and
were successfully worked on us, and then we saw how they could be worked by
us on others. This would be an appropriate activity for a Level Three
practicer.

By the way, I wanted to mention that I also saw how right before the recent
incident I was restimulated by some scenes from childhood, and that
realization reinforces my decision to dig in and timebreak childhood
incidents: people we interact with now can innocently remind us of people
from the past.

The Six Directions process, with people from the past as the subject, would
help bring up occluded scenes which can then be timebroken. This is a
masterpiece of tech used extensively by Robert DuCharme and Paul Adams, and
it never failed me.

Trom has been working for me to the extent that I study it and do it
correctly.

colleen
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