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TROM: A Better Bridge? (From IVy 31, p.29)
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, 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 opponeent
leads inevitably to the state of an enforced 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 imporance 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 rubber 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," and 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 increases 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 (self)
where the object (the other) was 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 corresponds 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 "permitted,
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 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.
***
SOME ASPECTS OF TROM (IVy 37, p.10)
by Frank Gordon USA
I. The goal of Scientology and TROM
Hubbard stated: "The goal of Scientology is the rehabilitation of
the game." Tech Vol II, p.366. Then in Tech Vol II, p.556, he
considers "Games Conditions Theory." He states: "..we find all
unlimited and highly workable processes under Games Conditions. We
find all limited and unworkable proceses under No-Games conditions
.. It is true that the Games Conditin list contains a regimen
unworkable in life. It isn't supposed to be. It's aberrative and
we process it." He then gives a summary at the end:
Native State Serenity Knowing, No-Games
Operating Thetan Tone Scale Knowing Game Conditions
Bodies Antagonism Unknowing Games Conditions
Reactive Banks Minus Tone Scale Unknowing No-Games Conditions
"Operating at a level of knowing games conditions, auditing
converts the unknowing games and no-games conditions of the pc
into knowing games conditions and into further knowing games
conditions. A further goal of auditing may very well be the
attainment of no-game. It would be a knowing no-game, however, not
an unknowing, and it would not be actually a condition."
II. Dennis Stephens' goal for games
Dennis Stephens concentrated on games in his TROM.(1) I expected
him to state his goal at the beginning, but he does not do so
until p.45:
"The route out is from the compulsive playing of games (Hubbard's
Reactive Bank level above), through the voluntary playing of games
(Hubbard's Operating Thetan level above) to an ending of all games
by the adoption of complementary postulates and so the achieving
of a non game situation: Nirvana."(2)
In Hubbard's terms, Nirvana would correspond to native state, or
the shifting border between life static (knowing no-games) and
Operating Thetan (knowing games); Samsara would be a compulsively
repeated cycle of action at the level of the Reactive Bank (an
unknowing no-game condition); and Karma would be the influence of
unknowing overt-motivator packages. These fit into Hubbard's
theta-mest (static-dynamic) framework.
Since the Buddhists themselves argue about whether Nirvana is
annihilation or a state of conscious bliss - See e.g., the book
"The Conception of Buddhist Nirvana" - I think it is best to use
Hubbard's simpler formulation.
III. Applications of TROM to earlier materials
In "TROM - A Better Bridge?" (IVy 31, p.29) I discussed how TROM
was evolved from earlier materials. Now, let's look at how it
might illuminate and expand these earlier materials.
Overt-motivator-withold
In "O-W A Limited Theory," (Tech Vol IV, p.186, Hubbard states:
"O-W ... sets in when aberration sets in. It is not a high natural
law. It is junior to the various laws of Communication, Control,
and Help ... O-W can occur only when help has failed ... When help
comes up, O-W as a mechanism drops out. We could run a full case,
it would appear, with Help. However, in practice it is better to
run lots of O-W with failed help as they complement each other."
Level IV of TROM examines Overt-Motivator mechanisms (overwhelms);
and these are parts of games. From the above, it seems that one
could rise above these O-M-W game mechanisms by running Dennnis'
help postulates.
By running these postulate pairs: to help, not to help, to be
helped, not to be helped; one could then eliminate the need for
running overt-motivator pairs.
Non-life goals
Dennis Stephens mentioned that TROM may be used as a fundamental
kind of psychotherapy.(3)
"The whole of the 'to degrade' goals package is within the
negative legs of the 'To enhance'(4) package. This life package,
when erased, also erases the 'To degrade' package amongst others.
"Such is the power of the 'To degrade' postulate in the universe
these days that the basic upset in any person's life is invariably
an overt attempt to degrade them by others...By addressing the 'To
enhance' goals package in the form of the 8 classes of overts and
motivators, just as given for the 'To know' package earlier, any
psychotherapist could rapidly 'spring' this basic lifetime
degradation into view and permit its re-evaluation to pt (now)
realities."
Thus, the package to be run is "to be enhanced, to enhance, not to
be enhanced, not to enhance." The particular verb would be the one
most meaningful for the person.
In my case, I found that: "to be admired, to admire, not to be
admired, and not to admire" provided a meaningful starting point.
Hubbard defined admiration as "slightly of the frequencies of
wonderment and acclaim." And stated "An enormous amount of
particles or flow were tested to isolate admiration as the most
effective frequency or wavelength of thought." In "Admiration
Pocessing," 15 April 1953. Tech Vol I, p.311. See also "Another
Look at Admiration," IVy 13, p.9. Admiration has many related
concepts which are all related to affinity in its many forms(5).
This gives us another look at the goal of Dianetics:MSMH, as
devoted to erasing degradations and enhancing the pc.
It also gives us a guideline in fomulating rules. E.g., "Do not
evaluate for the preclear" is in the form of "Do not degrade the
preclear," and tends to focus attention on resisting a
degradation. A better rule might be: "Direct the pc's attention to
those things which will encourage and improve his ability to
evaluate." Here the attention is focused on the positive "ability
to evaluate," and what has to be done to improve it.
Cross-packaging and the reactive bank
"When a junior package is not erasing cleanly the most common
fault is that the package is not a true package. This is known as
cross-packaging. It is one of the "deadly" sins. When two or more
junior packages are crossed up into one package neither of the
packages will erase, and the whole mish-mash just ginds on
forever. The therapist who tries to resolve a man's drinking
problem by addressing his infantile sex life is guilty of corss-
packaging." TROM, p.57.
"Never waste time with crossed-up packages. Your whole mind is a
vast crossed-up package - which is why you are holding it in
suspension trying to figure it out (NOTE: if you are). Crossed-up
packages can never erase; they just sit there forever all crossed
up...Cross-packaging is the primary method of enslaving spiritual
beings that has been used in this universe."
Some examples of cross-packaging would be: the car won't start,
kick the tires, have a headache, take an aspirin; feel nutty, see
a psychiatrist and be given tranquillizers, fight an idea with a
gun, "train" someone by overloading them with data in which they
have no immediate interest ("education"), and so on.
This brings up the possibility of bringing order to the reactive
bank by developing methods to increase one's overall ability to
spot cross-packaging.
Desire - postulate - reasons why
There may be some question as to whether "to know" is the highest
level postulate. Dennis states in TROM, p.53:
"Once you grasp the truth about the subject of postulates and
reasons why you will also learn to cut through the smoke screen of
reasons why that others throw up to justify their postulates, and
be able to see their naked desire and postulates clearly exposed.
The brush salesman may give you a thousand convincing reasons why
you ought to buy his brush, but all of them come later than the
fact that he desires to sell a brush to you.
"Life gets very simple when you realize that the correct sequence
is: Desire - Postulate - Reasons why (invented) for postulate."
One desires that for which he feels an affinity (an ideal scene),
postulates its achievement (or reality), then communicates this
with the intention of getting it duplicated and understood.
This - contrary to Hubbard who considers affinity the weakest
corner of the ARC triangle - would put affinity and desire in the
driver's seat. But in Hubbard's alignment of ARC, he has the
following, which equates affinity with theta itself:
Affinity - space - beingness
Reality - matter - havingness
Communication - energy - doingness
Considering that Dennis has desire (or affinity) as basic to any
postulate, the question arises as to whether it would be helpful
to use this in some form of: "to be desired, to desire, not to
desire, and not to be desired?"
Using this form gives a connection to the Buddhist idea that
desire leads to suffering on the "wheel of Samsara;" and could
illuminate and be illuminated by these Buddhistic concepts.
Many fiction stories or "games" invented by an author are about
achieving desired affinities. As far as I know, Hubbard never
wrote a love story, and in "Ole Doc Methuselah" his closest
sidekick was the gypsum-eating Hippocrates.
Comparing games and problems
Since a major difficulty in the running of TROM is the loss of
importance or havingness, there is a continuing need to keep this
remedied. Dennis does this with his RI (repair of importance). It
can also be done with a process parallel to "Invent a problem of
comparable magnitude." That is, "Invent a game of comparable
magnitude." In this way, old games can be replaceed by new,
voluntary, and more desireable ones. It appears that much of
Judith Methvin's success with TROM was achieved by doing this.
One can use Logics 7, 8, and 10 to clarify the similarities
between games and problems, since both have intention counter-
intention, or postulate counter-postulate structures. There is
also the possibility of forming a gradient scale including both
problems and games, which extends upward to "the spirit of play"
or art-form contests; and downward to the rigidity, solidity and
mustness of MEST.
It is interesting that mustness and certainty are related, and
that MEST can then be considered as either a solution to
uncertainty or as a big problem.
***
1 The Resolution of Mind: A Games Manual by Dennis H. Stephens,
p.45. This is the Flemming Funch version.
2 Antony objected to this using of Nirvana as the goal of TROM,
and suggested that it be censored out. Rather than censoring, I
would suggest a clarifying footnote: Nirvana: (Skt. literally act
of extinguishing). The final beatitude that transcends suffering,
Karma, and Samsara and is sought esp. in Buddhism through the
extinction of desire and individual consciousness. Samsara, the
wheel of: (Skt. literally passing through). The indefinitely
repeated cycles of birth, misery, and death caused by Karma. (Or
viewed more positively, the joyous repeat of a beloved cycle of
action). Karma:(Skt. fate or work) the force generated by a
person's actions held...in its ethical consequences to determine
his destiny in his next existence.
3 TROM, p.58. He states: "..it should come as no surprise to us to
learn that non-life goal packages not only never erase, but
produce a steady worsening of the state of the being while erasure
is being attempted ... I can give you the basic non-life goals
package ... so that you can avoid it. A spiritual being cannot be
destroyed. He can only be degraded..."
4 enhance vb. to advance, augment or elevate; to make or become
greater, as in value or desirability. A lifting above the norm or
the average in desirability or attractiveness. Related concepts
are: to improve, contribute to, organize, clarify, make more
understandable, increase in value, educate, train, make more
admirable, etc.
5 Related concepts to: "to be admired" are: to enchant (rouse to
ecstatic admiration, enthrall (enslave by beauty), bewitch, charm,
fascinate, allure, delight, cast a spell over, intrigue, and
attract. Related concepts to: "to admire" are: respect, esteem,
appreciate, acknowledge, pay attention to, love (a blend of
sympathy and admiration according to Hubbard), worship, adore,
value. Related concepts to: "not to admire" are: to ignore,
overlook, disregard. That admiration is very basic is shown by the
importance of the beauty of anything that is pinned to theta in
Scn 8-80.
-------------
Some Aspects of TROM II(1) From IVy 39, p.28
by Frank Gordon USA
When I first began reading TROM,(2) I had not viewed my life as
playing a game, and as a first step I wanted to get some reality
on this. As Judith Methven states:
"Most people don't even realise that they are participating in a
game...
"In our native state we are spirits, and spirits spend their time
creating and playing games. Looking carefully at life, one finds
that absolutely everything a being does has the attritutes of a
game. Simple chores, complex actions, be they fleeting or long
term, are all built on the structure of a game..."(3)
Getting a reality on games
My first example of game playing came from observing a friend. He
told me, "My girlfriend said I was stupid! So I'm going to read
all of the Encyclopedia Brittanica, and PROVE to her that I am
not!"
He had decided to play her game, one he could not possibly win. No
matter how much he learned, she could maintain that it wasn't
enough. Here his game was to prove that he was not stupid.
A second approach would have been for him to view the game
differently. Not that he was "stupid," but that she was upset. So
the game would then become; finding out what she was upset about,
and reducing it.
A third approach would be for him to agree with her postulate "It
must be known that you are stupid," by providing the complementary
postulate "I must know that I am stupid."
"Really? Tell me more," he could say, with agreeable comments
like, "Since a stupid person would be too stupid to know that he
was stupid, I really appreciate you telling me about this."
Example two
A student spent the night and asked me to awaken him at 6:15 the
next morning. I did. When I said, "It's 6:15." He arose, looked at
the clock, and snarled, "I KNOW IT!" as though I had done
something wrong. I went into the kitchen and gritted my teeth
(obviously getting caught up in some game of his). After all, he
had asked me to wake him at 6:15!
When he came out into the kitchen, I asked him why he had snarled
at me, and he said that whenever his mother said what time it was,
she was actually criticizing him for still being in bed. I told
him that all I was doing was giving him a piece of information,
and that he could have handled it with a "Thank you." At this
point I stopped gritting my teeth, and realized that I had gotten
caught up in someone else's game.
A more personal example
Something happened the other day, which gave me the feel of what
life might be like as a conscious game.
I was waiting for the bus to the supermarket, when I saw a girl
apparently waiting for the same bus but on the wrong side of the
road. She finally moved over to my side, but stood about 20 feet
away from me down the road, saying in effect, I'm a pretty girl
and I'll ignore that old man who is probably dangerous. This
annoyed me.
Normally I would have walked down and joined her - "Make life easy
for others." - but decided to wait and see who the bus stopped for
- making a contest out of it.
It stopped for her, and I then "strolled" down to the bus - so he
had to wait for me. Again, my first impulse was to "hurry," but I
didn't.
So I got on the bus finally, and just sat there. Surprisingly, I
was amused all the way to the supermarket. I had definitely
"played a game."
So, playing a game has a certain kind of pleasure connected with
it. It would seem that most of my life has been in a "no-game"
condition, i.e., pretty much going along with others, and helping
them or "making it easy for them."
Getting a feel for games from TROM's postulate cycle
When younger, I had enjoyed solving cryptograms. So I picked a
battle of the cryptographers in World War II to see how this would
play out on Dennis's postulate contest cycle.
For this I kept his Postulate Cycle chart on p.10 in front of me.
Motivator:prevented from knowing
Here the game cycle from 3A to 4B applies. To keep their military
messages secret, 3A Origin - "Mustn't be Known," the Germans had
developed a complex encrypting machine, the Enigma Machine; which
placed the British, the receipt point in the condition of "Mustn't
Know."
The game begins
Naturally the British did not wish to be prevented from knowing
what the German military plans were, and decided (3B at the
receipt point) that they "Must Know."
The game continues
The British then implemented their "Must Know" while the Germans
maintained and improved their "Mustn't be Known."
To accomplish this the British set up a large decoding team at
Bletchley Park (4A, "Must Know" as a now active Origin point).
With information about the design of the Enigma Machine from the
Poles, and using computers, they succeeded after enormous efforts
in decoding the output of the Enigma Machine,
Overt:forcing to be known
In this way the British were forcing the German messages to be
known at 4B, changing them from a "Must not be Known" to a "Must
be Known."
By finding an example like this for the cycle from 3A to 4B given
on the Postulate Cycle Chart, I could get a further feel for
games.
Other approaches to games
Eric Berne's Games People Play (4) used the framework of
Transactional Analysis (how people interact) as his model. Berne
worked with groups and structured games in terms of Parent, Adult,
and Child roles.
The first game he discovered, he called "Why don't you?" - "Yes,
but -". One member of the group (the victim), would present a
problem and others would offer help (the rescuers). Each offer of
help would be found inadequate, and the "payoff" for the victim
would result when everyone gave up.
Berne's work was continued by Claude Steiner.(5) Steiner brings up
the interesting point that games are more effectively analyzed in
a group setting, and this may explain Hubbard's conclusion that
".. no part of games is processable .. except this idea of
overwhelming things."(6)
But Hubbard had concluded this from his experiences within the
one-on-one auditor-preclear framework. Steiner's work with groups
provided a larger field of action.
Freud's psychoanalysis
I have never seen Freud's psychoanalytic theory viewed in a game
context. But if you look at the language used in "The Mechanisms
of Defense"(7) it is obviously game language, e.g., "..the ego's
struggle against painful or unendurable ideas or affects." She
summarized the ego's available defences as: regression,
repression, reaction-formation, isolation, undoing, projection,
introjection, turning against the self (reversal), and
sublimation.
So, instead of Berne's Parent, Adult, Child we have Freud's Super-
Ego (social mores, religious demands, Hubbard's rigid "Standard
Procedure," etc.) with the Ego (the assertive practical reality-
tester) balancing the Super-Ego's demands with the instinctive and
child-like needs of the Id. Enough conflicts and games for anyone!
Economic game theory
There is a whole area of economic game theory. There are many
referencs to this in a recent book about John Forbes Nash(8) who
won a Nobel Prize for his theory about bargaining.(9)
Much of this economic game theory is very complex and
mathematical, but one simple idea is that of "marginal
utility."(10) If I have two large pizzas and you have four soft
drinks, we can both gain by exchanging a pizza for two soft
drinks. This provides a clue as to how to move from win-lose games
(those considered by TROM) to win-win games.
Summary
In order to perceive more clearly the game structure of life, it
can be helpful to examine the many different ways in which this
can be viewed.
***
1 This expands on "Some Aspects of TROM" which appeared in IVy 37,
p.10.
2 The Resolution of Mind: A games Manual by Dennis H. Stephens.
This is the Flemming Funch version.
3 Judith Methven <[email protected]> TROM List E-mail Fri, 11
Jul 1997.
4 Games People Play, The Psychology of Human Relationships by Eric
Berne M.D., Grove Press, 1964-1971 was a very popular book which
went through forty printings.
5 Scripts People Live: Transactional Analysis of Life Scripts, by
Claude Steiner, Grove Press, 1974. This was recommended by
Geoffrey Filbert in his Excalibur Revisited.
6 See TROM: A Better Bridge?" IVy 31, p.29.
7 Chaper IV of Anna Freud's The Ego and the Mechanisms of Defence,
1946.
8 A Beautiful Mind by Sylvia Nasar, Simon & Schuster, 1998.
9 "The Bargaining Problem," Econometrica, vol. 18 (1950), pp. 155-
62.
10 An early definition of marginal utility was: the minimum degree
of utility (usefulness) necessary for continued production or use
of goods or services. (Webster's Coll Dict 1961) In other words,
what is the make-break point at which you cn affort to stay in
business. The definition I've used is a later one, Marginal
utility: the amount of additional utility (usefulness or
satisfaction) provided by an additional unit of an economic good
or service. (Webster's 9th Coll Dict 1985) In the example above,
one pizza is tasty, the second is so-so, and if I ate 5, ugh!
Besides, I'm thirsty. A soft drink would be nice. We can both get
more satisfaction by our exchange. This can also be applied to the
vlue of additional anything. One beer, fine. Ten, oh what a
headache! It's another way of expressing just the right amount of
havingness. Too much and the law of diminishing returns kicks in.
Satiation! Bloat! Ugh!
***
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