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here is another article from Ivy Magazine reprinted with kind permission of Ant 
Phillips.
note the suggested variations on running timebreaking and RI

pete



Book
News:

TROM: A
Better Bridge?

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 of Mind: A Games
Manual has achieved this more direct connection.

 

Background

 

Stephens' major
process is centered around knowing. On page 10 of TROM 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 Dict 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 conviction, and
all failure is basically postulate failure (note: an overwhelm, either as
motivator 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 responsibility, 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 difficulties, 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 Dict 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 experience 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 terminals 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 impressing a child
with the importance of knowing the capital of Denmark; or a mother berating her
son about the importance of wearing his rubbers'. This can help to
improve awareness of any compulsive "mustness" elements in
one's life.

1          Rubber
Boots, Wellington Boots.

 

 

Timebreaking

 

In "The Creation of TROM,"
(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 havingness 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 willing 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 correspond 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 Service 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. 

 

 

http://www.ivymag.org/IVy.html

 

IVy, the familiar
name for "International Viewpoints"






      
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