.ll 72
.fo off
.co on 
.ce ((Editor's comments in double parenthesis - Homer))
.ce Copyright (C) Flemming A. Funch
.ce Redistribution rights granted for non commercial purposes
Technical Essay # 32 - FAF 1 February 1991

.ce Order of Clearing

Let me expand a bit on what to clear and what not to clear.

For the purposes of playing games theta sub-divides into two parts, a known and an
unknown. We can describe that a number of different ways: what one is responsible for, and
what one isn't responsible for; what one is, and what one isn't; what one looks at, and what
one doesn't look at; and so forth.

We can call this plus- and minus-theta. Basically the cycle is that theta as full knowingness
decides to not-know something in order to create games and experiences of various kinds.

The dynamics can be said to represent various balances of know/not know, and as a gradual
way of becoming able to experience all the stuff one has not-known.

Seen from above (higher dynamics) the urge is to not-know what one knows in order to
create a life-game. Seen from below (lower dynamics) the urge is clear not-know and re-
establish know.

Erasure is the conversion of a specific not-know into a know. A true know can not be erased.

Now, there are several kinds of not-know. The not-know could be said to be divided into two
parts which are lower harmonics of know/not-know.

In any game there is a portion of
	know: goals, freedoms
and a portion of
	not-know: barriers, opponents.

Both the know and not-know portions of a game are ultimately created by not-knowing.
Something had to be not-known to make goals and freedoms persist. And something had to
be not-known to make barriers and opponents persist.

That gives us two directions of know/not-know.

This can be seen in relation to the coordinate system in TE#26 "Clearing Coordinates". There
is know/not-know in at least two different directions. The vertical direction above could be
said to correspond to Exteriorization and the horizontal direction to Havingness.

In session we are clearing unwanted vertical not-know. Thereby we optimize the life-game so
that it is more playable. The horizontal know/not-know makes up the desired game we play in
life, not in session.

Now, that tells us a great deal about what it would be desirable to clear. It also tells us what
happens if we concentrate on clearing different aspects.

If we concentrate on clearing the Know part of the game we will erase goals and
freedom in the game; and we leave the barriers and opponents. That makes for
an unbalanced, overwhelming game.

If we concentrate on clearing the Not-know part of the game we will erase
barriers and opponents and leave goals and freedoms intact. That might make
too easy a game.

If we clear both the know and not-know parts simultaneously we would probably
erase the game as a whole.

None of those three options produce a very desirable result, they all screw up the game in
one fashion or another. None of them are desirable objects of clearing, in that they are all
needed for a balanced game.

Again, what we want to clear is the undesired game elements. They follow the same pattern,
the only difference being that they are unwanted.

Unwanted game elements can be manifested as unwanted know, that is unwanted goals or
freedoms. They could be unwanted not-know, that is unwanted barriers or opponents. Or,
they could be complete unwanted games. Spotting which category would contribute to
clearing it.

If it is not quite obvious what we are trying to clear, the safest choice will always be to clear
not-knows; barriers and opponents. If we ever try to clear a know we have to be very sure that
it is unwanted.

So, what do we regard as unwanted? Remember, just because something is there doesn't
mean we want to get rid of it. And if you did want to get rid of everything you should better
start with the not-knows, anyway.

The most optimum order of clearing seems to be in the order of the dynamics and focusing on
unwanted elements and leaving desired aspects alone, at least until such point where one is
ready to be full cause over their creation.