Wednesday, February 20, 2013

GAMES II

Newsgroups: alt.religion.scientology

GAMES II

Games do not have to be the liability that some make them out to
be.

Basically a being can do anything forever just as long as he
doesn't get stuck in forevers.

Forever anything is bad (in time).

Anything for a while is good.

The primary forevers involved with games, is having to play games
forever and not being able to play games forever.

The forevers distort the view of the while in which these things
actually live. It's always finite.

There are an infinite number of available top level whiles however.

When ever a game becomes something about forever, good vanquishing
evil forever for example, when one side refuses responsibility for the
invitation to the other side, then the one side goes down the tubes
fighting something it never created, while the side that is fought wins
by default.

Good won't invite evil in, but evil sure as hell will invite good
in, yum.

Since the way in is the way out, and since making anything exactly
as it was originally made creates an as-isness or vanishing truth, thus
vanishing any created condition of existence, the only real way to fight
something is to make it, then it will vanish and you win as the last one
still standing, unless you vanish yourself with it.

But if instead you complain that you wouldn't have created it,
couldn't have created it, shouldn't have created it, and thus wouldn't
couldn't, shouldn't make it again, well then you can never as-is it.

That's about the entirety of persistent decline into hell.

Thus once good men become bent on destroying evil men FOREVER,
because no one should ever have created them in the first place, good
men sink quickly into their own hell forever for just as long as they
continue the fight to destroy evil forever.

For one you can't destroy anything forever, secondly you wouldn't
want to, and thirdly the whole thing is a denial of authorship and of
inviting the other side in.

What good in their right mind would create evil just so good could
have something to fight?

Is that Human/Soul/Character/Creature goodness?

No but it might be God/Author/Creator goodness.

A rip roaring good game, all this fighting evil, eh?

Even if none of the players want to be there after they jump in.

These rules of persistence are not arbitrary, they are the very
warp and woof of Sovereignty.

You can't stop what you deny starting, because there is nothing in
the universe you didn't start in whole or in part one way or another.

Even if you didn't start it personally, you started that you didn't
start it and that others could, that's invite you see, and so in the end
the buck stops with you.

A sovereign being just can't have 'something he had nothing to do
with' in his dream unless he conceived it into existence for his own
entertainment.

He can end it in a moment if he doesn't like it, merely by
reoccupying the persisting moment of it's conception and the alter-is
that followed, until the persisting moment vanishes, after which
everything that followed from that moment will vanish.

We are not talking about car polish here, we are talking
VANISHMENT.

You haven't as-ised anything recently?

How do you know? It would be *GONE*.

A sovereign being can not fight what it had no hand in creating,
because a sovereign being had a hand in everything he is experiencing.

A sovereign being can exit from any situation at any time without
permission, help or co intent from others.

If a sovereign being is still in a condition he wants to get out
of, he still has a strong intent to be there.

A sovereign being is, in the last analysis only affected by his own
intent, if only the intent to be an effect of something!

Auditing is in the direction of getting the sovereign being to
recognize he was, is and always will be a sovereign being, it has never
been any other way, nor could it ever be.

The conscious unit, the intent viewport into the universe, is the
sovereign being. Nothing can happen in his dream that doesn't flow
through the portal of his intent. It may be subconscious, it may be
forgotten, it may be invited creativity from other similar portals, but
the intent is active in present time keeping the intended condition
active in present time.

A sovereign being will however create the illusion of fighting
something it had no hand in creating, but only for while, until it gets
the joke.

Until then however the being will fight the illusion with protest,
upset, failed withdraw, resentment, resistance followed by the
inevitable persistence and persistence of non persistence that must
arise from sovereignty pretending to be victim.

One must as-is the INTENT to have a condition, before one can as-is
the condition, because the intent comes first.

The intent includes aesthetic motivation, there was beauty to the
created art of ludicrous demise, so it is not enough to simply try to
withdraw a detested intent, you see?

One must be able to RECREATE IT FULLY, and thus be in contact again
with the being's own fountainhead of source and the beauty of which it
is made,
and the beauty with which he originally created the intent.

That beauty however is not a human beauty, it is a divine beauty,
which is why 'they saw the light and comprehended it not'.

It is the beauty of something that WOULD HAVE, COULD HAVE, and
SHOULD HAVE created the present game which is killing you in cold blood,
and making your life and those of your loved ones, feel like the bottom
of an ashtray.

MYSTERY SURPRISE PAIRS

Every 'joke' is created as a mystery and surprise.

You can't have a mystery without a later surprise, and you can't
have a surprise without a prior mystery.

Neither one can exist in the absence of the other one.

That may sound absurd to those of us stuck in the middle of the
universe with mysteries galore and no surprises in sight. But in the
end you will find that every mystery is resolved through surprise into
laughter and delight followed by peace.

Peace is the absence of mystery/surprise pairs.

(ARCX means ARC break, which means a break in or sudden sundering
of Affinity, Reality, Communication, and Understanding).

The mystery creates an ARCX from violation of sovereignty, and the
surprise resolves the being back to sovereignty with laughter and
delight followed by peace again.

Sovereignty restored through recognition of Sovereignty never lost.

Delight is "Man, you really fooled me!".

"You really had me going there for a moment."

"You got me!"

That is laughter and relief.

Majesty is the sovereign desire that desire not be sovereign for a
while. Majesty is the joke factory.

The joke was fair chosen and *MAJESTIC* like purple mountain's
majesty at sunset, golden glow and all.

It was fair chosen of "ExCaliper and Grand Design." - Adore

ExCaliper means without measure, worth without measure.

It's the valley of the *SHADOW* of death. You see?

Not pre designed necessarily, a creative being doesn't consider
before he considers, he simply considers and considers more. And if he
doesn't like what he has considered, he stops considering and it
vanishes.

This is spontaneous design we are talking about.

Apparently the creative imp soul issues jokes as it's fundamental
operation of emanation.

Now I can here someone say "This place sure doesn't look like a
joke to me!"

And it will remain that way until he restores his willingness to
PUT THERE what he is fighting because "it should never have been there
in the first place."

Good is not happy fighting ultimate evil, but can't win until good
becomes facile at creating ultimate evil forever for free, and
scattering it all over the playing field.

Then good graduates up to become divine.

You can only vanquish what you are willing to put there, including
your unwillingness to put it there.

Run,

Spot NO fear of Divinity.
Spot SOME fear of Divinity.

Homer

GAMES
http://www.clearing.org/cgi/archive.cgi?/homer/games1
GAMES II
http://www.clearing.org/cgi/archive.cgi?/homer/games2
GAMES III
http://www.clearing.org/cgi/archive.cgi?/homer/games3
GAMES IV
http://www.clearing.org/cgi/archive.cgi?/homer/games4
GAMES V
http://www.clearing.org/cgi/archive.cgi?/homer/games5
GAMES VI
http://www.clearing.org/cgi/archive.cgi?/homer/games6
GAMES VII
http://www.clearing.org/cgi/archive.cgi?/homer/games7
GAMES VIII
http://www.clearing.org/cgi/archive.cgi?/homer/games8
GAMES IX
http://www.clearing.org/cgi/archive.cgi?/homer/games9

------------------------------------------------------------------------
Homer Wilson Smith The Paths of Lovers Art Matrix - Lightlink
(607) 277-0959 KC2ITF Cross Internet Access, Ithaca NY
homer@lightlink.com In the Line of Duty http://www.lightlink.com

Thu Aug 17 00:30:04 EDT 2006
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