Homer Wilson Smith
HomerWSmith at lightlink.com
Sat Apr 8 06:36:25 EDT 2017
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We define a game as anything consisting of freedoms, barriers and
Freedoms are the abilites we have to change things as they are,
into what we want them to become. This is usually done by effort or
DOING, but can be done by direct postulate or consideration in some
Games are certainly created by direct postulate, but the primary
function of a postulate is to limit the facility of postulation thus
creating the game where one has to do in order to get.
Doing is exerting effort, using force, rather than postulating
Barriers are the things that stop us from having what we want
merely by wanting it.
Purposes are the things that we want.
Barriers are not only that tree that fell across the road as you
were driving through the dark forest on a stormy day, barriers are the
conditions at the top of the awareness characteristic scale.
For example it is a barrier that you have to drive on a road to get
to where you want to go in the first place.
Conditions are conditionals, not only on how things are, but what
path one must take to get to something different.
Conditions place time between desire and realization of that
Some conditions are absolute, its just the way things are.
Other conditions are postulated. All postulated conditions are
limitations on Native State.
Native State is total unmanifestation of all created things, at the
top of the tone scale, the Big Snooze.
All postulates are created outside of time as time as not been
created yet for that series of creations.
All postulates are postulates of limitation.
Effort (mental or physical force) committed to postulates of
limitation continue those postulates of limitation inside of time.
You make a postulate that you need to eat to survive.
Your postulate is still retractable at that point.,
But then you commit to effort go go hunt a deer and kill it,
and you have just made your postulate solid, and your existence
further down the time track than the original postulate that you need
to eat to survive.
Effort to accomplish an end takes you away down time from any
postulate you have made that you can't just have what you want
in the mere conception of it.
Thus postulates of limitations (or conditionals) are made solid
by the effort that places time distance between you and the postulate.
This is why postulating that one is infinite does not work, but
sinks one lower.
One has already postulated with infinite power that one is finite,
and one can not fight that postulate with a finite powered postulate
that one is infinite.
If one wants to become infinite again, one should re postulate that
one is finite.
THAT will reoperate infinity again.
One can postulate that one is finite exactly as one is, not merely
by merely being as one is because something else created you, but by
actually creating yourself exactly as you are under the power of your
Then one can postulate that one is finite in a slightly different
way, thus changing one's state into a new state of being, either more or
less finite than one was before, either on the same or different track
of endeavor as one was before.
People are allowed into your universe through the postulate of
invitation, just as any social game gets going.
One person invites others to come and play, and they chose up
teams, create the rules and play the game.
It is all fair chosen, and the game is powered by the power of the
One invite let's people in.
The second invite kicks people out.
Make something once and you got it.
Make something twice and you don't.
The second invite is the perfect duplication of the first invite
and thus ends the connection if one let's go of it.
So whenever you invite someone into your game, always create two
invitation cards :) in case you want to kick someone out.
The second invite is like a pink slip, 'You're fired, go find your
Games become detested when the sense of invite is lost, and a
second can not be offered.
"Who me? I would never, could never, should never have invited
them in, and now you want me to invite them in again?"
So you become stuck with them forever more, not as your brother,
but as your most detested terminal.
Your most detested terminal is NOT your Nemesis One.
Your Nemesis One is your opponent in your most major game of life.
You consider your Nemesis One an honorable and worthy opponent and
the admiration and respect levels are very high.
"Finally, someone worth swinging my sword at!"
The invite is strong and absolute.
Your most detested terminals are the little people who didn't help
along the way and who opposed you into the ground with cat calls,
heckling and overwhelming dev-t (unecessary developed traffic.)
Losing your sense of invite on them can be dangerous.
A ship can sink from too many rats.
Too sink from an overwhelming storm, well that's glorious.
To sink from an overweight of rats, well that's not glorious.
The way in is the way out.
One becomes the Creator by being the Creator becoming the Creature.
Sorry, some things are inexorable here.
The purpose of being out is to come in.
The purpose of total unmanifestation is to manifest for a while :)
Ability gained on OT VIII is the ability to become a worm on a
(Operating Thetan VIII is the legendary top level of the
Scientology Grade Chart and has as its ability gained, total cause over
existence. But the purpose of creating a universe is to jump into it
and thus come down to the lower grade levels to play the game. You
gotta be a finely created asshole to play after all!)
For a being who can have in the mere conception of things, all game
postulates are basically a statement that conception or desire alone is
not sufficient to bring about havingness, that one must DO in order to
In other words one wants to create Z, but one must first create
A then B then C then D etc. until one gets to Z LATER in time.
Doingness is effort and commits the being to the prior postulate of
limitation that he can't have what he wants just by wanting it.
This creates time in which the doing takes place and separates the
original wanting from the final having.
The being desires the chase more than the chased.
If the final outcome of having is assured, the doing is called a
If the final outcome of having is not assured, the doing is called
Effort committed to a highly negative postulate will solidify that
postulate so it becomes unshakable.
The being makes a postulate that he is poor and doesn't know how to
make an honest buck.
It is timeless, and it works, there he stands in tatters with holes
in his pockets and an empty bottle in his hand.
But nothing is committed to it yet, so the postulate is easy to
reinvite and thus vanish. In fact the newly created postulate is so
evanescent, if the being merely puts his attention on something else,
the postulate will probably vanish on its own from lack of human warmth
to nurture it, and a little wind to blow it away.
But the minute he decides to rob a bank as a solution to the
negative postulate, he has committed time and effort to the postulate
and so it sticks like glue forever more.
If he kills someone during the bank robbery and regrets what he
did, which is a failed effort to turn time back, oh boy, he becomes
stuck like an ant in amber and that's the end of him as a decent fellow,
in the absence of a clear confession.
He tries to turn back time in order to undo having murdered
someone, maybe even to undo having robbed the bank, but he fails
to turn back time in order to undo the postulate that he was poor.
He doesn't consider that the postulate was CAUSAL. So taking it
back wouldn't make any difference, he would still be poor.
He considers the postulate that he is poor to be an observation
of prior existing fact, not a cause thought that MADE him poor.
I mean how rich can you be to be able to make yourself poor in the
mere conception of it.
The committment of time and effort to the postulate of woe, moves
him away from the moment of the original postulate so he can't duplicate
it any more. He needs to give up the bank robbery, confess and repent,
and get back to the original moment of the original postulate of
unwanted poverty THAT HE CLAIMS HE HAD NOTHING TO DO WITH, then he can
reinvite it and thus end it.
The primary confession is 'I invited it in.'
Just conceiving that again in its original moment IS a duplication
of it, and thus it's continuing hangs on the edge of whether he let's go
of it not.
If he does, the postulate is gone, if not, well he would have to
commit to it all over again, so much work and effort you know, to keep
Notice that regret is an effort to reverse time by moving back down
one's time track. This does not work except to stick the being in the
past of his memory!
"Getting back to the original moment of the original postulate"
means reentering the timeless state and recreating the original
postulate exactly as it originally IS.
It's not a memory thing.
The full confession from postulate to regret and the willingness to
be done with being poor and robbing banks will return the being to the
timeless moment just before he made the postulate of unwanted poverty in
the first place.
Then he has an opportunity to reinvite it, and it will vanish as
soon as he takes his attention off of it as long as he doesn't commit
any more time or effort to it being true.
He has to give up the "I know you are true because I observed
you to be true."
That needs to be replaced with "You are true, because I consider
(conceive) you are true."
To assure the postulate is gone, he might consider committing time
and effort to a new postulate that the original postulate is NOT true,
by being rich say.
Notice I didn't say 'no longer true', for that holds onto the idea
that it ever was true. Once a postulate is reinvited into a state of
vanishment, it is GONE as if it never had been.
There is a gradient scale of being able to do this, perfect
vanishments are hard to accomplish low down on the human tone scale, but
the more one rises to full responsibility for things, the better one's
vanishments become, and so follow more new desirable creations.
Some are so low on the tone scale, below death of bodies, that they
just can't conceive that anything could ever go well for them, no matter
what they do.
So as conceived, so it goes.
It takes an epiphany of some magnitude to turn this around.
But the only thing that really works is getting him back to
where he doens't want to be, that prior CERTAINTY that he is poor
and can do nothing about it. He's running away down the time
track from that postulate like a little girl runs from a bag full
of spiders spilled on the ground.
If he just STAYS WITH THE POSTULATE for a while, it will melt on
its own accord.
Every postulate ever made is melting on its own accord, all the
time, but the being keeps shoring them up by committing efforts to them,
Particularly bad efforts that harm others and himself more, and
placing more and more distance in time between himself and the original
moment that he is just sure will out persist or out confront him.
That is the power of timelessness, timelessness can handle time and
its events completely. This is because Native State, which is outside
of time is creating time and everything inside of time directly.
And let me tell you, when native state conceives of something, that
creates it, and when native state loses interest in something, that's
the end of it, it's GONE as if it never had been, BECAUSE THERE IS NO
OTHER METHOD OF CREATION AND UNCREATION THAN CONCEPTION AND
You don't get rid of something by trying to get rid of it, because
you are still conceiving of it in order to get rid of it, so of course
it stays around.
You get rid of something merely by deconceiving it.
There is no cause inside of time between objects. Everything is
being pushed along by the timeless state via the conscious units that
are in the game.
The conscious unit is a two windowed being. The outward window
faces the temporal state and its events of the outside world, and the
inward window faces the eternal state and its true causation over the
Thus the timeless state can adjust the temporal state any way it
wants given enough daring and agreement amongst others that it can be
There is no one punishing anyone, either now or in the after life,
punishment arises automatically from the nature of the postulates that a
He commits an overt act, regrets it, restrains it AND justifies it,
and it is these last two that create a ridge of pain and force more
solid than obsidian steel, that form the prison and torture of hell.
Restraint says it was wrong, justification says it was right, so
which is it already?
I regret it because it was wrong, but he deserved it because he was
The justified overt, no matter how restrained, gets repeated later
on, again and again, laying on new layers of overt, regret, self
punishment, restraint, and justification.
He is no longer able to just commit the overt without regret, but
he is no longer able to stop doing it either.
The see-saw of indecision creates an alternating back and forth
current that creates force and mass and pain.
One can not be imprisioned or punished for anything beyond the
deliverance of a full confession and the cessation of the conflicting
idiocy of restraint *AND* justification at the same time.
If one finds oneself in a physical prison or hell, one has to ask
what one is doing in a body, once that is out of the way, the being can
leave the body and the prison, and probably blow up the prison behind
him and release the body should he be so inclined.
Thus seek the true confession to resolve any state of temporal or
THE GAME OF GAMES
Once the very existence of games itself becomes a game which can be
won or lost, the being can end up in no games forever.
Most of the games you see around you are games of survival.
Survival can be for the physical body, but also for ideas, goals,
dreams and purposes etc.
Once games of survival are for the survival of games, the being is
in dire trouble and on the way out.
The being as Creator/Author likes to create and PLAY games of
survival, and the being as Creature/Character likes to WIN games of
If you can conceive of the Creator becoming Creature, or the Author
becoming Character, then you got it down.
Author's like to create good stories.
But good stories contain good and bad characters, and good stories
can be adjusted and made better.
Too few bad characters? Make more bad characters.
Too few good characters? Make more good characters.
Virtue for the Creator is not virtue for the Creature.
Virtue for the Author is not virtue for the Character.
If the being finds the games he is playing too easy to win, he says
'Christ give me a challenge already!'
If the being finds the games too easy to lose, he says "Christ get
me out of here!"
If the being finds the games a never ending warp and woof of win
and loss he says "Christ who?"
Anytime the being wins or loses a game, he loses the PLAY of the
game, so he needs a new game.
Thus any time a being wins or loses a game and returns to the
Author state, he adjusts the 'odds knob' on the next game to make it a
better and longer PLAY. The idea is to create a game that will play
The Author is in search of the endless volley.
This itself becomes a game, because it is impossible, ALL games
must end when the while in which they were created ends. But he can
extend the while for a long time in over time.
Auditing can lift the Character into the Author state while a game
is going on so the game can be adjusted to better play.
Too much or too little of anything results in non optimum randomity
and can produce death, either of the body, the being or the game as a
This includes too much or too little of winning or losing.
Auditing is the process of adjusting the odds knob for optimum
Sure you might be able to take a being who is losing all the time,
and return his ability to win all the time. But pretty soon he will say
'screw this!" and take on a bigger sphere of activity and start to sag
and buckle under the weight of play again.
"Woe is me!"
Auditing is the process by which a character is returned
momentarily to the Author state so he can adjust the odds knob.
Auditing consists mostly of gleaning a true confession, recovering
the original invite on negative postulates, and regaining facility in
issuing the second invite to unwanted opponents or games conditions, and
issuing new invites to new players to make the game rougher and more of
Without auditing, the being handles the buckling under the weight
of loss by taking on smaller and smaller games.
With auditing, the being seeks the weight by taking on bigger and
And yes a being can get sick of even endless optimum play, and just
jack the odds knob all the way up for the cussed fun of it.
He seeks the sag.
You will know it when you see it in yourself.
It means you are getting better.
In general people don't like to play games which they find they
HAVE to play, particularly when the consequences of losing are painful
They feel they are on a fast moving treadmill, with fire all around
them should they try to get off.
Your average mortal meatball for example thinks he is playing a
game of survival that he is going to lose one day no matter what, and
once he loses he will never be able to play any game ever again.
Beings also played this game as immortals.
It was called 'Fragile Immortalities'.
The being still had a body, a space time gizmo, and it could tick
tock forever without wearing out.
It could heal from an unbelievable amount of damage, but if pushed
over the line, its ticking days were done.
This earlier universe laid down an early basic incident on
(A basic incident is the first of its kind on the being's whole
To dramatize means 'to bring drama to'.
Drama means seriousness, importance, permanence and pain.
When one has to die, death is not so important, it can even be
When one can live forever, death defines important.
In the fragile immortality universe, Ethics was no where to be
found, and people would do ANYTHING to get others to accept the risk of
living and allow themselves the reward of survival.
And justice and brotherhood was no where to be found either, as
punishment of an immortal body came into fine form during this time.
Remember the being is an ETERNAL being outside of time, not an
immortal being inside of time. Any existence inside of a single time
stream forever is a hell forever.
Fortunately such immortal existences are in fact impossible, as all
time streams are created finite and therefore must end one day. That's
why they are called WHILES.
However prior to the fragile immortality universe, everyone
believed in the immortality of the soul, and that once dumped in hell
forever, it stayed there forever.
They invented the fragile immortality universe to escape the
permanent immortality universe forthwith.
You will find present time people still stuck firmly in both
universes like an ant in amber. One never fully leaves a universe
behind when he tries to escape one by creating another lower one.
These prior universes create the background pain and angst of our
lives unrelated to anything in our present time and render breathing
insufficient reason to be, even in clean air. :)
The temporal hells that people are walking around in now have as
their rock solid foundation these earlier universes of inconceivable
terror and pain.
They have to be audited out like anything else, before the being
can attain equanimity and freedom to be.
The 'rock' has to be transferred from apparent immortality where it
is made of force, mass and pain, to eternality where it is made of
endless peace and assureity.
Imagine an author creating a game that if lost or won, destroyed
the being's ability to get back to being author and create another game.
Once the very existence of games is connected to the winning and
losing of a game, all ethics, and willingness to play as a character
goes out the tubes, and the being will do ANYTHING to win so he can keep
playing games he detests.
This is why 'character' is often defined as 'sportsmanship'.
Ethics, beyond being logical, is mostly sportsmanship in the games
of life. Maintaining one's sense of invite and fair chosenness.
There is nothing worse that no more games to play.
If he thinks he is immortal, no more games is hell forever.
If he thinks he is mortal, well at least he solved the hell forever
Homer Wilson Smith The Paths of Lovers Art Matrix - Lightlink
(607) 277-0959 KC2ITF Cross Internet Access, Ithaca NY
homer at lightlink.com In the Line of Duty http://www.lightlink.com
Wed Nov 19 14:17:35 EST 2008
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Learning implies Learning with Certainty or Learning without Certainty.
Learning across a Distance implies Learning by Being an Effect.
Learning by Being an Effect implies Learning without Certainty.
Therefore, Learning with Certainty implies Learning,
but not by Being an Effect, and not across a Distance.
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