*************
The following message is relayed to you by  [email protected]
************
I use MAKYO in the sense of a wasting time that leads to delusion 
instead of focusing on what you are doing.
Example : you start doing RI ,you get some somatics , then the phone 
rings , you answer and a friend ask you to go out with him. You stop 
doing RI , you left the somatics unresolved and you go out .So you 
follow the demons instead of doing the RI.
The opposite of MAKYO it is AMHYO. AMHYO is total trust in yourself, 
100% trust in yourself, you create something and you know you will bring 
it into existence absolutely. You decide to do something and YOU DO IT 
or you decide to not do something and you don't do it !  Our original 
state as spiritual beings was 100 % trust in ourself. But on the way of 
creating we lost some of it. we have to get it back .
A description of AMHYO and MAKYO is from the Crimson Circle lectures  , 
here is the link :  
http://www.crimsoncircle.com/Library/ShoudVideos/tabid/2020/Default.aspx 
. Interesting point of view.
good work
alessandro.


Il 15/02/11 17:52, [email protected] ha scritto:
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> Today's Topics:
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>     1. Re: Trom Digest, Vol 79, Issue 13 (Svoboda Vladimir)
>     2. Re: Makyo (Aarre Peltomaa)
>     3. A book review of (Pete McLaughlin)
>     4. A book review of TROM (Pete McLaughlin)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 15 Feb 2011 17:46:52 +0300
> From: Svoboda Vladimir<[email protected]>
> Subject: Re: [TROM1] Trom Digest, Vol 79, Issue 13
> To: [email protected]
> Message-ID:<[email protected]>
> Content-Type: text/plain; charset=koi8-r
>
>   Greetings, Peter.
> My message in the digest 13 was empty. There was probably any error during 
> sending or a moderation.
> I duplicate the message once again:
>
> "I heard about  Makyo in Zen. When you sit with the straightened back, like 
> the emperor, in zazen and create nothing in the mind, meaningly staying off 
> side, and as result it: demonic delusions or devil dreams come to you. It is 
> automatism. We break this automatism: "Create something"(consciously).
> Many masters the Zen so are radical, what even abilities and perfections  
> (zeriki or siddhi) are declared as Makyo. All Makyo have a huge importance".
>
> Aarre wrote:
> "Is Makyo a short form (acronym) for something?  I haven't heard of that one
> before."
>
> 15.02.2011, 15:00, [email protected]:
>> Send Trom mailing list submissions to
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>>
>> ???1. Makyo (Svoboda Vladimir)
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Tue, 15 Feb 2011 02:18:17 +0300
>> From: Svoboda Vladimir<[email protected]>;
>> Subject: [TROM1] Makyo
>> To: [email protected]
>> Message-ID:<[email protected]>;
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>
> ------------------------------
>
> Message: 2
> Date: Tue, 15 Feb 2011 11:36:54 -0500
> From: Aarre Peltomaa<[email protected]>
> Subject: Re: [TROM1] Makyo
> To: The Resolution of Mind list<[email protected]>
> Message-ID:
>       <[email protected]>
> Content-Type: text/plain; charset="koi8-r"
>
> Thanks so much,                      Feb.15/'11
>
> Is Vladimir your first name?    I will continue to look up these words to
> get even more understanding.  Thank you for helping me on this.
>
> Aarre Peltomaa
> [email protected]
> (647) 202-7267
>
> 2011/2/14 Svoboda Vladimir<[email protected]>
>
>> *************
>> The following message is relayed to you by  [email protected]
>> ************
>>
>> Aare wrote: "Is Makyo a short form (acronym) for something?  I haven't
>> heard of that on?  before.
>>
>> I heard about  *Makyo* in Zen. When you sit with the straightened back,
>> like the emperor, in zazen and create nothing in the mind, meaningly
>> staying off side, and as result it: *demonic delusions or devil dreams*come 
>> to you. It is automatism.
>> *We break this automatism*: "Create something"(consciously).
>> Many masters the Zen so are radical, what even abilities and perfections
>> (zeriki or siddhi) are declared as Makyo. All Makyo have a huge importance.
>>
>> _______________________________________________
>> Trom mailing list
>> [email protected]
>> http://lists.newciv.org/mailman/listinfo/trom
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> ------------------------------
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> Message: 3
> Date: Tue, 15 Feb 2011 08:50:52 -0800 (PST)
> From: Pete McLaughlin<[email protected]>
> Subject: [TROM1] A book review of
> To: TROM<[email protected]>
> Message-ID:<[email protected]>
> Content-Type: text/plain; charset="us-ascii"
>
>
>
>
>
>
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> Message: 4
> Date: Tue, 15 Feb 2011 08:52:33 -0800 (PST)
> From: Pete McLaughlin<[email protected]>
> Subject: [TROM1] A book review of TROM
> To: TROM<[email protected]>
> Message-ID:<[email protected]>
> Content-Type: text/plain; charset="iso-8859-1"
>
> 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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