Games Masters

GMC #100

Private & Personal Games and Incredibles

18 Mar 87, TTA.

"All Games are aberrative, Some are fun." - LRH.


I had wondered about the possibility of making "case" from planning and postulating actions to do in the future, since they exist as incomplete cycles as soon as planned or postulated. Upon realizing the above datum from LRH re "Games", I cognited that the "as yet undone" plans and actions are an acceptable level of "aberration" for the fun of completing them and getting more case gain from "administration of competence." It affords a pleasant randomity.


Now, on the notes of Esto Tape #5, LRH is talking again about the incredibles, times (or "no times") of total control. He says these are in chains on a case. There were many, many incredibles going up thru OT16 and the SS RD. and I wondered if there were some more - connected with Private and Personal Games. So I rummaged around behind what the "Scoreboard MOCOs" had kept track of - in my Knowledge of Private and Personal Games. I even found a game of "Collecting, Analyzing and Evaluating Games" themselves, that didn't have a Playing Field! It was a personal game. But I didn't find a chain of "Incredibles" sitting in the Private and Personal Game knowledge files.


Then I realized - Of course not! Because that TOTAL CONTROL level of Incredible is a "NO GAME CONDITION!


Its total K, total R, total C, total Power. It is the "Absolute that is Unobtainable" in a game. The ways a qn or Static may be using, not using, or conditionally using this Absolute, Incredible Power of the NO GAME CONDITION are very interesting and very funny. I found that I had subscribed to the idea that "Any game is better than no game" and was only using my NO GAME CONDITION KRC as a "last resort" to stay in the game and winning. Everyone will have their own way of using or not-using it.

If you want to find out all about it, the following C/S should be done. (Only after OT16 & SS  RD and handling Prime MOCOs).

INCREDIBLE POWER R/D

This R/D restores the ability to use one's NO GAME CONDITION TOTAL KRC. It is done Solo.

I. PrPr 1A as follows:

  1. "What have I done in a no-games condition?"
  2. "What problem was I trying to solve?"
  3. "What haven't I said in a no-games condition?"
  4. "What problem was I trying to solve?"

Run 1, 2, 3, 4, 1, 2, 3, 4, etc. to F.T.A. & VGIs.

(This process will run for some time.)

II. PrPr4 as follows:

  1. "Tell me a Source in a no-games condition."
  2. "Tell me about it."
  3. "Tell me a No-Source in a no-games condition."
  4. "Tell me about it."

Run 1, 2, 3, 4, etc. to FTA. (Note: This may only go thru one cycle of commands.)

Note: "in" is translated as "during" or "at the time of ".

Important: What is being asked here is for the Solo Auditor's own experience in a No Games Condition, not to find others who are in one.

III. PrPr5 as follows:

  1. "In a no-games condition, what is?"
  2. "In a no-games condition, what isn't?"

Run 1, 2, 1, 2 to FTA. (This process may also be brief.)

IV. PrPr 6 as follows:

  1. "Tell me an existing no-game condition."
  2. "Tell me how you have handled it."

Run 1,2,1,2, etc. to FTA & VGIs and big Cognition. This may run for some time, but what is being asked for is what is happening with his own no-game condition Power of Total KRC.

It is important that this R/D only be done after a person has done OT16, the SS RD, handled his Prime MOCOs, and done the Games Master Course. Also it should only be done under the Supervision of a Super Static C/S who has also done the above parts of the bridge and his own "Incredible Power R/D."

BR
Sr C/S Ron's

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