((My comments in double parentheses - Homer))
                                ACT - 60
                             26 April 1994
                 Copyright (C) 1994 Homer Wilson Smith
       Redistribution rights granted for non commercial purposes.
     The problem with telling a pc he is cause, is that it doesn't work.
     This doesn't mean that you should tell him he is an effect of
SOMETHING ELSE either.  It's not an either or situation.
     You can for example get him to see that his cause is somehow out of
control and that he is being the effect of his own cause.  BY HIS OWN
CHOICE.  He may not presently agree, but he can at least understand this
in theory.  There are probably many such 'views', one of which will
click on your pc.
     Probably the biggest problem a pc has, is HE HAS A PROBLEM AND
     Thus he comes in complaining about all these 'things wrong with
him' and he 'wants to get rid of them all'.  The truth is he wants to
remember what the hell the original problem was in the first place that
made him mockup all these disadvantages (surviving by succumbing etc.),
and then perhaps to get some help with that prior problem and regain
some ability to CONTINUE to mockup disadvantages if necessary to help
him better deal with the problem.
     ONE of the disadvantages he mocked up was not knowing what the
problem was.  But that froze him in that state of advantage or
disadvantage from there on out, as he was no longer able to monitor the
problem or how he should change with it as time and circumstances
changed around him.  The problem did change, but his state couldn't, so
he got worse in life, rather than continue to track the problem and have
fun with it playing the game.
     Life seems to consist in part of solving problems by mocking up
disadvantages for oneself, or at least there are alley ways of play
where in this skill is desirable.  SOME disadvantages, not all, when
mocked up, prevent one from unmocking disadvantages already created, or
mocking up new ones.  THIS IS A FROZEN STATE of advantage and
disadvantage, and this is what the pc wants handled.  The short term
solution became a long term problem.
     The biggest disadvantage there is is the inability to create and
destroy DISADVANTAGES and advantages.
     Flexibility with creating and destroying advantages and
disadvantages is the essence of good play.  One doesn't really ever HAVE
to stick oneself with a condition one can not get rid of to win.  You
got to be good at withholding that the condition is not real though.  It
was a mistake to make the disadvantage permanent even in the being's own
eyes.  It was also unnecessary to the play of the game.
     You can convince others with out convincing yourself.

     But sometimes that's not so fun.


     Define NEED as won't survive without.

     Get the idea of needing to forget.
     Get the idea of needing to remember.

Homer Wilson Smith           This file may be found at
homer@rahul.net              ftp.rahul.net/pub/homer/act/ACT60.MEMO
Posted to usenet newsgroup:  alt.clearing.technology