TROM I
 
 
 
 
 
             ((My comments in double parentheses - Homer))
 
                      TROM, The Resolution Of Mind
                         By Dennis H. Stephens
 
                                ACT - 70
                             10 August 1994
 
                 Copyright (C) 1994 Homer Wilson Smith
       Redistribution rights granted for non commercial purposes.
 
 
     TROM, The Resolution of Mind by Dennis H.  Stephens is a must read.
It is available from Flemming.
 
     In my own words,
 
     The basic premise is that life is a game, and that games derive
from one basic GPM having to do with KNOWING in the creating and
destroying sense.
 
     The GPM has four parts from which all conflict arises, and they
are,
 
         Self  -  Opposing -  Others
 
     1.) To Be Known          To Not Know
     2.) To Not Be Known      To Know
     3.) To Know              To Not Be Known
     4.) To Not Know          To Be Known
 
     To Be Known is the goal and act of creating a mockup or importance
or 'existence' of anything and showing it to others.  It is an outflow,
and tries to get the other person To Know the mockup which is an inflow
from their point of view.
 
     Thus To Be Known is cause and is an outflow, and To Know is an
effect and is an inflow.  The opposing party creates a game by
responding to your mockup with To Not Know (about your mockup) which of
course conflicts with your goal To (have your mockup) Be Known.
 
     This is a rather new use of these terms, and may confuse
Scientologists, but try to follow it.
 
     All games come under the above 4 lines of the GPM.
 
     Games come about from one side trying to impose its goal on the
other side, and the other side refusing to accept the goal and positing
the opposite goal instead.  Force is used to win these games.
 
     Thus the above GPM becomes
 
         Self   - Opposing -    Others
 
     1.) Must Be Known          Must Not Know
     2.) Must Not Be Known      Must Know
     3.) Must Know              Must Not Be Known
     4.) Must Not Know          Must Be Known
 
     When one side wins that is an overt for that side and a motivator
for the other side.
 
     When one side loses that is a motivator for that side and an overt
for the other side.
 
     For example if Self wins at 1.) Must Be Known, that is Forcing the
other side To Know against its wish to Not know.  Thus the overt of Self
is Forcing the other side To Know.
 
     If Self loses at 1.) Must Be Known, it becomes Prevented from Being
Known.  Thus the motivator for Self is being Prevented from Being Known.
 
     Thus there are 8 possible overwhelms, 4 happening to Self as
motivators when Self loses, and 4 happening to the other side as overts
from Self when Self wins.
 
     They are, (M = Motivator relative to Self, O = Overt relative to
Self.)
 
     1.) To Be Known                  1.) To Not Know
     M = Prevented from Being Known   O = Forcing To Know
 
     2.) To Be Not Known              2.) To Know
     M = Forced to be Known           O = Preventing From Knowing
 
     3.) To Know                      3.) To Not Be Known
     M = Prevented from Knowing       O = Forcing To Be Known
 
     4.) To Not Know                  4.) To Be Known
     M = Forced to Know               O = Preventing From Being Known
 
     One can easily recognize Enforced and Inhibited Knowing and Not
Knowing in the above data.
 
     It is asserted that the mind is merely the accumulated recording of
all the games ever played and lost by the being, all of which are
patterned on one of 4 line items of the above GPM.  It is further
asserted that the being has come to a point where his mind itself has
become a problem to him and thus a game.  However rather than resolve
it, he PLAYS against it using the very patterns that are stored in the
mind, so he loses.
 
     He wants to know about the mind, so it makes sure he can't find
out.
 
     He wants To Not Know about the mind, so it makes sure he does find
out (hallucinations etc.)
 
     He wants to be known to the mind, so it makes sure he is ignored
utterly.
 
     He wants to be not known to the mind, so it makes sure he knows he
has no secrets from it.
 
     Since the being is PLAYING a game with the mind in his efforts to
resolve it, he is inherently opposing it.  He has never won such a game
for long with anyone else, why should he win it with the mind?  The mind
in fact is a record of all his losses in these games, so it has a lot of
power to make him lose.
 
     The answer then to erasing the mind, is NOT to play a game with it,
but to mock it up as it is, to make more of it.
 
     One does this by spotting the 8 flows of overwhelm and running the
various as-isness type processes on them that Stephens recommends.
 
     Highly recommended.
 
     Homer
 
 
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Homer Wilson Smith           This file may be found at
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