Your Dynamics in the Nineties


Transcript of lecture given in Switzerland

Thank you very much!

Life is basically a game. LRH said that many years ago. And it is just in the last few years, as we progress through the Bridge, the upper levels of the Bridge, we realise more exactly what he’s talking about.

So, this is.. we’re going to this time do a Dynamics Lecture, probably like you’ve never heard before. We’re going to start from the top, and work down. And we’re going to start with the idea of games, and then twelve dynamics, all the way down to your first dynamic.

(writes on board)

Life is Basically a Game.

Okay, I just wrote it again: Life is basically a game. Okay, Now, what are the dynamics, then? Did you ever look at it as, they are different parts of the game, different activity areas in the game? You see, the game we are playing in life is very complex. We, as players, you might find, are very simple. We are not complicated ourselves, specially when you go up the bridge and take off all the complexities. But the game is very complicated. And that is why LRH started giving us all the basics of the game to help us understand what it was we were doing. Because many people do not believe that life is a game. They think there are games in life... but life is very serious. You know, there are games like the World Cup in Italy, or water skiing on the lake, or riding bicycles - especially when they are racing, you know - and some people consider their vacation time a game, and they go out and play and different things and they come back to work and real life, and... hahaha!

So what are the things... why don’t people see life as a game? You see? That’s what we want to first get that straight. Because a thetan or a Source of making things, or a person, being, who wants to play a game, they want basically three things from a game:

(writes on board)

1. FUN

He wants fun in a game! And we will define that a little more in just a moment.

2. WINS

In other words, after the fun, there should be some wins in the game. You don’t lose all the time.

3. ACCEPTANCES

This means recognition and communication and involvement with other players, by other players. Now, that’s important. That one, number three, tells you that a game has more than one player in it. You have probably met people who are very lonely in life. They don’t have any terminals. And you, if you ask them they’re probably not having much fun, and they’re probably not having much wins either. See, nobody accepts them even as a player, or as a potential player. So, it sort of all goes together in a big game, what the player wants out of it. So, you can see, now, why people don’t think life is a game.

Take the living conditions, in, well, you have been briefed on Romania, I think, in Romania in the past thirty or forty years, I mean, they had one Securitate over every sixteen people, in the whole country. So, they couldn’t have a lecture like this. There’d be at least four Securitate in here. And the whole rest of them would be on their way to shut us down. Hahahaha! Because we are talking of freedom and things like that. And fun! And fun. Hahaha! So you couldn’t have much fun in Romania. And of course they didn’t have many wins, because the government was taking everything away from them. They couldn’t even have havingness. And they weren't accepted as citizens, they were more accepted as slaves. They had to do what the government wanted them to do.

So, without this, very little... well they were accepted because maybe they could have children for the Securitate, or because they could work at a job every day and not get much to eat, but even if they had the fun of having a child, they probably couldn’t support it, so it wasn't much fun after that.

And we know from the aid programmes that have been done by the Free Zone that the people were having more wins than they’d had in forty years just by receiving a box with food and clothes and stuff in it, or medicines. So, you might ask, well, you see why they don’t consider it a game! Each one is a thetan, each person running a body there is a thetan, but he’s not getting this, so he doesn’t consider it’s a game. Now, they might have had their little smaller games going on in between, and some little acceptances in the community or between families – how to beat the Securitate, how to find the bugs in the apartment – you know, things like that.

Because, you see, the problem is that so many people have case on this planet, that they can’t get out of a game, you know, if they want to. You see, there is a protective mechanism on all of these games, originally, called the rights of a thetan. LRH talks about these in the PDC:

(writes on board)

1. The right to your own sanity

2. The right to leave a game (or not leave a game)

3. The right to make or choose (or not make or choose) a game.

So he has a right... we found these on the upper levels, you know – also just like LRH said, they’re there. They are there in the games structure. He has a right to his own sanity, and the right to leave a game.

But, unfortunately, there has been a lot of interference in the overall game of life, which helped produce a lot of the case, which we call case or bank – didn’t produce it all, but helped! – and the thetan got so enturbulated that he didn’t have his own sanity, and therefore he couldn’t, didn’t know how to exteriorise, or leave the game! So the only other choice he had was to stay in it and try to change it if he could, which of course they call in the eastern countries, revolution! Here they just call it protest, or voting for something else, or what, but in the East Block there was all, oh, revolution! Boom!

Okay, so you can see that a great many people also in the west do not consider life as a game. They may have too many economic scenarios on them, they haven’t evaluated where these are coming from, so they just walk right into them, or their best advisers and authorities are also, shall we say, part of the scenario and they tell them what’s best for them, and that doesn’t help them at all.

Now this happens a lot in education, in medicine, in government, in politics, and economics. What are they dramatising? They’re dramatising a lot of false datums put into the game by the same people who are interfering with it. Remember, the dynamics are an agreement. Everyone agreed, when they started this game, to play with these areas of life. But, if interference comes in – now, interference we’re defining here as things coming into the game not agreed to by the players at all, when they started the game.

So, let’s take an example. Suppose they’re playing the World Cup. In Italy, two football teams. Okay? Now everybody’s agreed that they’re supposed to come on, they play for ninety minutes, they follow the rules. The players have agreed, they have umpires there, they have people watching them, they all know the rules. They break the rules, the umpire... peeep! Yellow card, ach! Everybody agrees, okay, that’s all right, now start... he’s penalised, you see?

Now, interference would be something like this. The manager of one team, let’s say, he’s got hatted, he has interference on his track by the implanters. So he decides the way to win the game is to put some slow-acting poison in the lemonade drinks of the other team. So they play all right for about half an hour and then they start falling down on the field, you see? Hahaha! And so his team will win, you see? Or maybe the other manager also has some track with this kind of interference in games. And he decides that he wants to put assassins up in the crowd in the high stadium, and when they’re screaming about something on the field, they shoot members of the other team. Now you can imagine what’s going to happen: man, the fans are going to be totally mad at everybody, and there’s going to be fights and there’s going to be total confusion, and newspaper stories, and everything. The game has been interfered with.

And that is exactly what has happened in life in the track of the game which has caused people or thetans to believe that they’re having no fun and they’re having no wins. Now, it is a complex series of interferences, not just simple things like I just talked about. It is built up over the years, over the centuries, over lifetimes. In all fields: philosophy, education, science. I mean, how many of you know that you have experience of a past life, for instance? I mean, most of you have experienced that in auditing. You know darned well, yes, I was doing things back there on the track. Everyone comes to this sooner or later in their auditing.

And in science, they don’t believe that at all! You see? And everyone believes in – well, not everyone, but a lot of people believe – that you should have to work for somebody else, and you should have to pay so much of your money for all these taxes that are happening in other countries. Maybe here too! And they know this is true, because otherwise, oh my goodness, we’d probably be attacked, invaded, everything would fall apart. But I know some countries don’t have any taxes. And it works okay there. People are happy. They have fun, they have wins. And they have money in their pocket. Hahaha!

Well, how complex is the game? Let’s go back to that now. We know it’s a game, and we know what people want out of it, and we know that it can be interfered with. Okay? So we know that some people will not consider it to be a game, because they’re not having enough fun and wins and acceptance.

(writes on board)

1. Fun

2. Wins

3. Acceptance

Okay, let’s see what involves people in a game in the first place.

(writes on board)

1. Intelligence

2. Interest

3. Improvement

The game must have certain qualities to get people to join it in the first place. It must be interesting, it must provide some use of the intelligence, the logic, and it must have some way to improve the play, improve toward a win, or improve toward some kind of a goal. Now, I’ll give you an example of this, and you could probably just use these three things and make us a game, a new game into the society and make a million dollars off of it if you use this properly.

Let’s take an example, right? You have a game where one guy comes to another and says: "I’ve got a game for you." The other guy says: "Oh!" So gets a little interest, see? He says: "What is it?" So, the guy tells him: "Okay, you hold this stone in your hand here, and then you move your hand quickly and the stone falls down." The guy does that, and the stone does fall down, see? And you think: "What do you do next?" Well, you pick up the stone, you hold it in your hand, and you move your hand quickly and the stone falls down.

Now, a person with intelligence is only going to do this two times. There’s no way to improve it unless you go to another planet. I mean, Newton used that game, obviously, to discover the laws of gravity. But that was an application of intelligence, very much intelligence, because there’s no improvement just letting the stone fall. So he became disinterested in the game and just got interested in why did the stone fall! Hahaha! Okay, but you can see that. That would get boring after a while.

The same with little baby toys. You know, you have a doll, you pull a string back and it goes: "Mama! Mama!" You give it to the baby. Baby finds the string. Pulls it, he goes: "Mama! Mama!" Lot of interest from the baby! For about five or ten minutes. You hear, "Mama! Mama! Mama! Mama! Mama!" The next thing you hear is the baby throwing its doll out of the crib! Hahahaha! Most people they try to, "Hey, you threw your doll out of the crib, you know, here, remember the string...?" They haven’t realised that the kid has already played that game to the level of interest, improvement, and his intelligence is ready for something else. Now, the toy manufacturers have gotten gradients in on that, and they’ve put more intelligence in the dolls, and you know, you squeeze them, and they say different things, they have a computer tape in there now, and they say different things. You see, what they had to do, they had to increase the complexity of it, make it more interesting, more intelligence in it, more chance for improved communications to come out of it, so that the kids can stay interested longer, play the game longer, be involved in the game.

Okay, Now let’s go back to the rock. Suppose you had an inflatable ball there, and you told the guy the next gradient is to now throw it through that hoop up there. So now he has some chance for improvement. He can try to get the ball through the hoop, and judge how to do that. And finally, he can do that from all kinds of locations. He can put the ball through the hoop, and he’s tired of the game. But now let’s suppose that you say: "Okay, well, let’s have four guys with you and you can throw the ball around and put it through the hoop, and five guys on the other side to try and keep you from getting it through the hoop, and they have a hoop down here, and they try to get it through their hoop. And we have it all in a specified time, and we have rules. And then, if you break the rules, you have a free shot through the hoop."

What have we got? Basketball. And that sport, that game, they have many teams and series in America. It’s one of the major sports. And it’s spreading to the European area. In Spain they show it every day on television. And not only that, they get people to just come and watch it, not even to play it! So they even get acceptance from playing it. So they have fun, they get wins, and they get acceptance. And when they get professional, the wins is replaced and equals by exchange by money. And the people pay to come and see it. So you see how you can improve or make more complicated, a game that is very simple, and come up with something that makes millions! Very interesting. These are the basics. These are the basics.

Now, as we said before, however, the game can go bad and you don't think it’s a game any more, if you get interference, which just means a non-agreed upon intrusion into the game. For instance, in a basketball game, with all the crowd in there, suddenly the roof falls down. Boom! Or the people are coming back from holiday, and the bus rolls over. See, it’s no fun any more. It’s not a game. Okay. So, people have had so many losses, and so little fun in life, that they don't consider it a game any more.

Now, we come to the dynamics. The dynamics are the various parts of life on or in or with which you can play parts of the game in the big game of life. How complex is this game? Well, we have a figure, from doing the Bridge that there’s something like ten to the forty-one power players in the game. That’s ten here, with forty-one zeros behind. That’s a very complex game.

(writes on board)

1041 = 100,000,000,000,000,000,000,000,000,000,000,000,000,000

You see the thing here that says one million galaxies. That’s only ten to the six. And they even say down at the end here that there may be a hundred million galaxies. And if there’s a billion life-sustaining planets in each galaxy – a billion! – and, that’s planets, if there’s four or five billion people on each planet – let’s say ten billion, what the hell – so that’s ten billion, and that’s ten to the seventeen planets, just in this group, and there’s ten to the twenty-seven people... you see, there’s much more that that in the game! Much more! We’re only up to twenty-seven. Let’s say that’s only one-tenth of the sky that they can cover. Okay, that makes it only ten to the twenty-eight. And let’s say a lot of the beings don't even have bodies, and they’re around. Let’s say another... ah... billion billion. A million billion, say. Well, actually, that’s not right, because I’m multiplying. That should be added, because we didn't say they should be multiplied, we just said added. So that would be not even ten to the twenty-nine. Something a little bit less.

Okay, so, we got a game here which is very complex. There are many more inhabited galaxies, many more players, many more inhabited planets than you would suppose. Now, in a game that size, what are we doing in it? In the upper levels we have come to the conclusion that we wouldn’t have played this game unless we were ready for it. Now that shows you the incredible amount of intelligence or use of logic in playing a game, the interest, the improvement that has gone on in previous games to enable people to get to the place where they need a game this big to have more interest, more improvement, more intelligence, more involvement. And we know, when people go up the bridge, they find out that they did agree to play a game this big.

And we also find out, however, that it has been grossly interfered with. I mean, a large interference, to affect a lot of the players in this game, which we generally consider under the name of implanting, implanter scenarios, and implanters. They interfere with the game. Now, when you look at implanting, to define that, it’s just a matter of putting in false, or erroneous, or different, data into logic through force. And if it is in a direction of making the game less fun, and less wins, then people will finally not consider the game is fun, and then they will consider it’s not a game at all. And so you get what you are educated in, you know, on planet Earth: life is very important, very serious, but it’s not a game. Don't take it lightly. Don't have fun. No-one gets out of it alive. You see? You’re only a body. And all these kind of things. Now as we go through the dynamics I want you to look at some of the things you may have been taught and see how it may have come from the interference, because it makes even the dynamics seem to be not there.

(writes on board) I’ll just put that in: Very complex, there. You got a shot of that on the camera? Okay?

Okay, so: Any questions, first, about games? (CBR waits to see if there are any questions...) Okay? Because you haven’t asked the one question I was asking myself. As I was going up the Bridge... because Ron also says that there are freedoms, barriers, purposes in a game, and that’s pretty obvious. I mean you have freedoms to do things, the rights we take, but you also have freedom to drive your car down the street, you have barriers right alongside the bridge there to keep it from going off, and you have a barrier up there on the road where they’re fixing the bridge and you gave to go around, and sometimes there’s the barriers of the little blue lights flashing when you go too fast, and they give you a penalty, you see, like the yellow card. And you have purpose. You want to take your car. You don’t just usually drive without purpose: you say I’m going to get a coffee, or I’m going to go to Silvie’s to go to the lecture... so driving can be a game. So believe me, if a guy gets keyed in with his case while he’s driving, and crashes, and kills children and stuff, it isn’t a game any more.

But LRH also said there are opponents. And I always wondered now, going on the Bridge, whether he’s talking about the implanters being interfering in the game, and that’s the opponents you’ve got... you’ve got to get rid of that influence, and I know we’ve done a lot of that on the track, or is the opposition what he was talking about in the Dianetic Axioms? Like, MEST is a problem, and bring order to MEST. Well, both are present in this game. We probably would not have any wars – people killing people – and very little insanity, if we didn’t have interference in the game. And we probably wouldn’t have all the problem we have with the environmental pollution and so on: the would have understood conservation along with production. When I went to school they taught us both, in engineering, how to build something, and how to protect the environment and keep the pollutions out of the environment at the same time. Or to build something without destroying the environment. But when I went out into practice, I never got asked to design or build the second part.

Only the first part! You know, "Cut down all the trees and build the buildings over there!" You know, build the factory but nothing to take care of the pollutant. No sewage treatment plant to take care of the pollutant. Nothing. Or build the atomic missile sites, but have no defence against them and no training for the people living in the area to hide from atomic blasts. In fact, they used to bring the children out from little towns in Middle America, to show them the atomic missile sites they were building. They’d come out in a school bus, you know. And they had a PR man there from the Air Force who’d tell them, "See, they’re building this for your protection and so that you can live free in America, and the bad guys, the Russians, will never come over here and get you." He never told them what might happen if the atomic bomb or the silo blew up or if the Russians targeted one of theirs right into that area. And they never trained them on any kind of atomic... you know, what you have in Switzerland, you have all these shelters to go to to protect you from radiation, and so on. They never talk about them.

Needless to say, when I found out about the dynamics I stopped doing that job, working on those things. It was against mankind. I mean, it was against the entire population of the planet, the whole thing. We will come to that a little later, but I just want to point out also that the Russians, in the Chernobyl accident that they had in the nuclear place – and they said that was not even as bad as the hydrogen bomb, it was just about as bad as a dirty atomic bomb – blown up inside of a building on the ground, not even in the air, and they thought it was safe to move everybody I think thirty, forty kilometres away – and I just saw a documentary recently on television where they’re now having to move everybody a hundred kilometres away. And the children living fifty kilometres away cannot go out in the woods, around their school. They teach them about the woods by having pictures of the woods inside the school! They can’t drink the milk from the cows that are right out there on the hills. It’s all radioactive. It’s still in the land, all around. Now they say a hundred kilometres. They may have to move them five hundred kilometres in the next couple of years!

So they have a life where they have to be in a building with filtered air and go quickly home and then in a building with filtered air. They can’t enjoy outside. They must import all of their food. Can you imagine what would have happened if there was a real atomic war? It’s true – there wouldn’t be much left of Russia and America after a couple of years. Food, population, the whole thing: they would become worse than a third world nation. Much worse. Because nobody would have let them emigrate, either. Too much problem with mutations. I will talk more about this when we get down to the fifth dynamic. Mutation.

But we’re going to start from the top. Let’s look at Dynamic Twelve.

(writes on board)

Dynamic 12: Administration of Games.

Or, of this game. Whichever game you’re in. That’s the twelfth dynamic. Now, remember LRH said there’s Aesthetics nine, and Ethics ten, and we realised the Tech – I’ll get to the Tech part, right after this – but there’s also the Administration of Games. How does a player administrate a game as he’s going through it? That is the question. And when you know that, you can play much better.

(writes on board)

1. The Highest Purpose in the Universe is the Creation of an Effect.

The cycle is this, for just about any game. Create the datums of the game, the first thing. Now that fits in exactly with what LRH said: that the highest purpose in the universe is creating an effect. Yeah. Now let’s take a game – remember, ten to the forty-one players, and this is the game we’re talking about – and everything you can see around you is a datum of the game. The player is the guy who created some of the datums. This goes back to Axiom 1 and 2 in the Scientology Axioms. A thetan, or a static, or a source – we refer to it as a thetan being in a game, and a static being outside, and a source being the source of the game, or his part in the game. Okay, so a static, for instance, may be outside of a game, but he’s not necessarily rehabilitated enough to be able to create into the game. We haven’t restored all of his game playing logic, you see, and he’s still got some incomplete cycles in the game.

Now down here, I’m going to show you, as we go through these points, a sort of a... if you take the game as a unit, how much of the game would be spent in these kind of activities. So here’s time, and you’d say that’s the end of the game, and that’s the beginning of the game. So: start, and end. So most of the datums in the game would be right in the beginning. There would be a lot of creation, and then it would sort of taper down and get less and less. Because the second one comes into play now.

(writes on board)

2. Experience the Effects.

Now that could take a long time. That might be one, and this might be two. It might be almost all the way through the game. I mean, how many people are waiting for next year’s cars to come out so they can experience that, you know and next year’s World Cup, or whatever, you see? They want to experience more. Or how many people are looking for the next girlfriend or boyfriend to experience that, you see? Or, in the case of people who are aware of themselves as an immortal being, they want to experience their next lifetime, or the next thousand years, or the next million years. So, there is a lot to be said for experience, there’s a lot in that. I mean, that’s what thetans mostly do. Then, while they’re doing that, however, number three comes in a bit:

(writes on board)

3. Analyse the Experience.

Remember the guys playing basketball? You know, you create the ball, the court, the players and all that, and you experience what it’s like to play the game. But to get that improvement factor, you must analyse the experience and find out how better to shoot the ball, how better to get around the opponent, how better to get it through the net, how much more faster to run to get more points during the game, etc. So that’s supposed to be going on by a logical player in a game. But remember this interference factor in the life game, and if you get a wrong datum, a false datum and so on, and you try to compute with it, you don’t get the right answer. You see? Now, what should be done with analysis in this game, or after a lot of analyses in the game, and what players normally do is:

(writes on board)

4. They Evaluate.

Now, this is different from analyse. And that can be the experience or the game, or parts of it. All right, now that means assigning the relative importances of what you are doing in bringing up the improvement factor to a high degree of intelligence. In other words, I’ll give you an example of people who don’t get to this and maybe don’t get to that. They don't get to number four, and maybe not even number three.

And that is, say, a person who is addicted to drugs. Right? He’s experiencing the effects of the drugs, but the drugs by their very nature are hurting his ability to analyse: blocking the sensations, twisting the data, giving him false data, with false pictures and so on of what’s happening, so even if a drug addict tries to analyse why he’s still doing this, he cannot really evaluate it because, you see, he may be doing it to have a spiritual experience. But he had this spiritual experience as a sort of accidental effect from having the first drug. He thinks the experience is as a result of the drug. No, the drug merely suppressed some of the bank around him – maybe it was bank impinged on the body or something – so all of a sudden he feels free of the body. But he didn’t understand that the spiritual experience was because of the suppression of the bank that was attached to the body, and that when the drug wears off, the bank will come back.

So he thinks you have to take the drug to have this experience, but he has to take more and more of it because the body is building up a resistance to it ,and it is getting less and less healthy, and now it takes more and more drug to suppress the bank because it’s building up more bank all the time. Right. And the drugs themselves can hook on to – as you know from Dianetics – chains of earlier incidents involving medical drugs, unconsciousness engrams, etc etc, and it just brings more bank in.

Okay, so he doesn’t get around to evaluate this experience because there’s other ways, like in auditing, that he can take the bank off and have the same experience without any side effects or harm. So this is a broader area of logic application. And in a game, normally if it’s not interfered with, the evaluation part happens quite naturally down here somewhere and the person realises: "Okay, I’ve done all the things I wanted to do, I’ve experienced everything, I’ve analysed everything, it was fun, it filled up my immortality, I just have a few things I want to complete and make a good win on and make a good acceptance on to communicate to the other players", and so on. So he evaluates everything he’s done and he comes to the idea that he wants to do a little handling of incomplete cycles of the whole game. See? And he says "Okay, because this game..." he understands it all, he knows the things, he’s ready for another one. So he wants to handle all the incomplete cycles, maybe do a few more little things, and then move to the next game. Okay?

Now there may be one more thing to do. Because LRH gave a lot of this in the Data Series technology (writes on board). And he might have to review the handling and _eval if it didn’t handle all of the datums he created, all of the experience he had, all of the analysis and former evaluation. In other wards, he might have to review it, look over it again and get the real answers. In other words, what he’s trying to find is the truth of everything that went on during this cycle (writes on board). And that equals an as-isness of the creations plus freeing all these created datums, and the freeing of any attention units, or any theta, or himself, from the game. So (writes on board):

Freeing Theta, and As-isness of Creations.

So when he does all this successfully, what happens to the game? Well, after point 6 here, "Review", the game disappears. Now, we’re talking about how a thetan plays the game. We’re not talking about a game within the game, because if you play a game of chess, you know, with the kings and queens and so on, and you play and the game is over. Checkmate. Okay, you’ve analysed, and you’ve said "Okay, I know how to do it better next time", you may play a few more games, you get a win, he’s evaluated that he can play chess and it’s okay now, he understands it, he’s understood why he didn’t make the right moves at the right time, he understood all that... but look how they end up handling in the game: you see, they take the little pieces and they put them in the box, and then they fold up the board – the playing field – and they that in the box and they put the cover on the box and then they put the box over here on the shelf.

That’s how you’re taught to bring order to ending a game inside of a game. But in the big game, you see, these datums are created by the players. You didn’t buy them at the store! And if you don't return all of these datums, if you don't as-is them you’re going to be less powerful in the next game... and it won’t be so much fun, you won't be so interested, you won't have as much intelligence, and your attentions will go back to these incomplete cycles in the game before. Because the simple truth of the matter is, each player has created some datums into game – you might say matter, energy, space, time – Axiom 2: Matter, Energy, Space and Time are a result of postulates, considerations and/or agreements made by the static.

Now, if the guy postulated the datums, they’re like his children! He’s got attention on them! He may have alter-ised it a bit so it stays there, but remember, he created it with his own power, his own energy, or his own theta beingness. He basically says: "It ain’t me any more – it’s that." Okay. But, if he doesn’t return it at the end, and as-is it – he then considers himself less than he was at the beginning of the game. Right? Less! If you go around the lake and buy something in every town, put your money in there, your own money, and you come out at the end of there, you don’t have much money, but if it was just a game so you could go back around, the guys say, "Thank you for the money, here it is back", "Thank you for the money, here it is back", etc, you get all your money back. You see, you could get it all back, and you would say "Okay, the game is finished."

Now, there’s variations on that we’ll come to in the next thing, because of course you can make products and get exchange and you can do services and get exchange and make more money than you left around the lake, of course. So what are we talking about here? Let’s take the example of the money, giving and receiving money, and bring it into games. What is the medium of exchange in a game, with all these players? Remember how complex it is. It’s not just one guy that has to do this, all these players have to do it – to get the whole thing handled. Then we have the comparison in the big game of what is the money exchange and so on.

(writes on board)

Dynamic 11: Tech of the Game...

... and the Bridge out of it. So, let’s look at another word here, and look at this word which includes all this fun, wins, acceptance, intelligence, improvement, interest:

(writes on board)

Viable.

A viable game. On a lower harmonic, it’s survival in a game. And as you get into the idea of games, it becomes viability – able to live, able to have all of those characteristics of fun, wins, acceptances, carry on and complete this cycle which you saw in Dynamic Twelve, of using the logic to analyse and evaluate and handle and review, and so on. Okay. So we might say that these people who don’t know there’s a game here, or don't think they’re in a game, you could say they are playing an unviable game. It’s not viable for them. So if you’re enjoying the game, having interest, improvement, intelligence, all these things in it, the game for you is viable. It’s fun. You carry on with it. You live. And when it’s interfered with, and a lot of false things are put in, and conflicts which don’t belong there, it becomes unviable.

Now, what is the measure of this? Just like, if a guy drives round the lake and gives his money away, he can come to the other end unviable. If he goes around again and gets it all back even more, it’s viable. What is the equivalent in games? Well, it’s the ability to help. In other words, you have again – remember this – ten to the forty-one players. And a viable game is a game in which a player can help another player, or himself, get out of the game or towards a better state in the game. Okay? Because if a game... you’re playing in a game you see, and a lot of people don't like it... but none of those people can help you get out of the game, and you can’t help any of the others get out of the game, then you have an unviable game.

And that’s what Romania was, we were talking about before. It was an unviable game. It was only viable for Ceaucescu and his wife! So they made it the other way around: they made it unviable for them, and now they expect the whole country can get viable. What they only have to watch out for is the other people there who want to interfere with their viability. You see? So all the time you have to take into your evaluation of games the possibility of interference, especially in this one.

Okay? So a viable game would be one in which a person could help another, or himself, out of the game. Do you see now what the bridge out of the game would consist of? How many of you have had auditing by another? That is someone else helping you get out of the game. And auditing itself, remember, can be viable or unviable too! And I’ll tell you why that is in a minute. But what happens after you go Clear? You start Solo! You help yourself out of the game. See? Now, we get down to the important thing about the Eleventh Dynamic. I mean, all of this is important. All is important, right! But this is the real... you might say the basic of the Eleventh Dynamic.

(writes on board)

Every Game has a Bridge out of it.

And it would be just to get the truth of all the administration cycles, the creations that were put into it, the experience that went on, the analysis – good or bad – the evaluation, the handling, the review... get all that straight, get all of it true, and you’ve got a bridge out. There’s the but:

(writes on board)

Each Game has its own Bridge.

Because each game is different. Because the players always remember they wanted to go more and more complex games, more and more complex till we got this many players in the game. So a game, with just one person in it: mock up a pen, you see, and then look at it, duplicate it, and it vanishes. That’s the bridge out of that game. The creator realises he created it.

A little more complex: mock up a pen. Pretend you didn’t make it. Mock up a via over here. And that via tells this pen to turn around like this. Now the guy looks at the pen and it just turns around. Now he can get into an experience what it’s like to turn around, you see? You see? Now when he wants to analyse that, he can back out of this thing, look at it, but it still doesn’t disappear. So he has to evaluate and says, "Wait a minute, I remember now, omitted datum: this is the point I said to make the turning from." So he goes "Okay, that’s it for you, you can have it stop turning", or "I understand you made it turn"... and it stops. Now he looks at the pen, remembers he created it to make it turn, to make an experience, to get back to do this and so on, it goes pooof! and vanishes.

More complex: each of you in the room and each of us up here, we all make something up there and put motion into it. And it’s all going, you know, and it’s great and beautiful, we can jump in it, experience it, everything. We’ve all done that and we want to end the game. Now, we have to... each person has to do their part of it. You see? And I can come to one of you and say "Okay, what part of the game did you make?" "Oh, I made that part", and so on, "I put this in it", and so on, so on, so on, "Okay, that’s good", booomf! And that person finishes off the game. But they can then go and help another person out, and so on like that, you see?

Or, if we all were still able to remember doing telepathic comm together, to agree to the game in the first place, and what space we wanted to make it in and everything, we agreed on that, and everybody put their things in there, then everybody interiorised into it to experience it. Now we could just telepathically say to everyone, "Everybody finished with the game now?" and everybody says "Yeah, yeah, let’s do another one!" "Okay, well, now, everybody find the exact postulates and creations you put into the game and remember all of the details you made into it and any collisions or incidents that happened during the game with another player, when you both tried to jump in the same location at the same time, and the confusions, all of that stuff, just scan through that whole thing, and get it all right and the game will start disappearing. boomboomboomboomboom! It would as-is. You see? Then you’d be ready for the next game. You might say, "Hey, we want some more people, have a whole lake in it this time!" And so it goes. Until we get the games like this.

Now: what then, if a person or group want to interfere with a big game like this, they would want to go – and let’s make a point here: interference in a game can only be on an existing game. You see, the word interference means something already going on and somebody gets into it and messes it up. You couldn’t have interference in a radio wave if you didn’t have any radio waves. You see? So. It’s like parasites. So what would they try to do to take control or to mess up the game? Well, they would try to stop the players from going through the administration cycle on the Twelfth Dynamic, is one thing. You see? They would maybe try to stick them in the experience phase – not analyse it correctly.

Now do you understand why psychiatrists, psychologists and doctors give you drugs? I mean, it’s not their... they were interfered with too, back on their track. They just think that’s the right thing to do, keep them experiencing drugs, and that’s all right. And there’s many natural practitioners who say, do not give people drugs, you know, feed them normal, natural things from the environment. And they get some good results, but not all the time. Because they’re not also handling the spiritual problems of the patient. The patient may believe he has to be sick. Or he believes in the authorities that ask him to take the drugs, You know, something like that. Or it’s a purely Fifth Dynamic thing, involving the life form. Or some aberrated mutated form of life form, which has also been put into the game by the interference, such as atomic radiation.

Okay. So. You understand then the next thing that the interference might try to do is put a block or a jam or a barrier on finding the Bridge out of the game. All right? And therefore making it impossible for one person to help himself or another out of the game. Now, I want to point out that if we had that little game going that we all had in the room, I think at least most of us – nearly all of us – would have remembered that we made something in the game and that everything was a combination of our actions. I say that because I want you to really understand how unviable this game, that we’re talking about, with the twelve dynamics, has become – or had become. It was so unviable that no-one had figured out the Bridge, or even the start of the Bridge out of it, until LRH came along in 1950. Think about that! We could still all be caught going down more unviable in the game. Now that, when you have this many players in the game, and only one... it takes one guy to come along – only one can come along – and find the start of the way out of the game: it’s a very unviable game.

And look at that time of that: I mean, it was right after World War II, when players were killing players all over the place. Hey, it’s crazy to kill other players! You need their help to handle their creations, and so on. But if some of the players are dramatising interference, and like they’re trying to mess up the game, then you’re going to get a conflict going. And you get all of these bank things coming in like we’re right, and you’re wrong, and God is on our side, and all that stuff. Instead of looking at it as a simple thing that these guys forgot about their dynamics. They don’t even know what the hell game they’re in! So this game was very unviable. And Ron, by the way, is a Games Master. He’s been the initiator, or the inventor of many of the games that we play.

Now, imagine, just because I asked you to play this game of mocking up things, you all wouldn’t have forgotten about it! But if all of you had taken drugs, and I didn’t, I might have to come along later and say, "Hey, you remember this game you guys agreed to, when you started creating all those things? Well, the guys that came in and gave you the drugs, that was interference. So first we’re going to handle that." Okay? And that would then give you "Oh, yeah, right! And then we can get up the bridge, on that game." And you all know that right above Clear there’s several levels there where you handle nothing but interference: stuff that has come into the game. That’s so you can return to self-determinism on your own dynamics. If we didn’t have the interference in this game, it’s almost like as a C/S you could say, well they could go from Clear almost and jump immediately after a few sessions to OT 9. So, this particular game has a particular bridge out of it. To get all of the considerations, postulates, interferences, creations, everything handled. And the failed help. You see, most people try to help others, but they don’t really know how because they’re so confused by the interference. And remember, thetans really know that to have a viable game, you’ve got to have help.

Okay. So, in Dynamic Eleven you have the Bridge out of that game of which the dynamics are a part. And we also have the basics of the game, and the way one player can help another. This is easy: you learn this in your Dianetics, and in your Volunteer Minister’s Handbook. You know, touch assists, and how to help people in an accident, how to give them a locational, and so on. Help. Okay, So, this is Dynamic Eleven, and whatever the tech of that particular game is, the Bridge, and the help factors, and real help in that game, to help the guy play better, or whatever... is all in that dynamic. Okay?

And one other point about it: the game is not all the time ending, you understand. Some people still have some cycles to do, as we said before, to complete cycles. Some people want to play better, and so on like that. And so it’s also the balancing tech between (writes on board)

Exteriorisation and Havingness.

Because fun, wins, and all that thing, are mostly based on some form of havingness in the game. You can have a win. You can have more money. You can have a car. You want to experience the car, you have to have it. You know? Things like that. So we try to rehabilitate the person’s ability to have things in the game, and also if he wants to, to exteriorise from part of the game or all of the game (writes on board).

Let’s just put all the dynamics there. Because you can also have the tech of the game, you can also have the administration of the game, and the game that was interfered with, you need to put all these dynamic havingnesses back in. So this could also be linked up with the rights of a thetan. Because he has the rights to his own logic, his own sanity, to come through a game, he has also the right to leave the game, so exteriorisation is sort of based on the rights of a thetan, and this havingness is based on the dynamics of the game.

Okay, now I ask again, this is Eleventh Dynamic stuff. You’re probably on the Bridge – do you have any question about that? (waits for any questions, but there are none.) That’s pretty good. Do you feel that you’re getting a real good view of these dynamics now? Ah! You’re seeing them in a way that probably no-one out there has ever seen them unless they were very well understanding of LRH’s works. Yes?

(question) Was there never an agreement on the interference, like implanting, in these games?

No, none. We haven’t found any agreement to have those implants in the game. Absolute NO.

(question continues) What are these parasites doing? Isn’t it a part of the game? Or is it totally from exterior, or another game?

No, not at all. Totally from exterior. It’s not even another game. It’s a parasitic game on the game that’s been going on, and it’s usually from, shall we say, disgruntled Games Masters. Hahaha! You know? "Nyah, they didn’t like it because their game wasn't used, you know?" Sour grapes, is what it’s called. In Spanish it’s mala leche. Bad milk! In the tone scale it’s... well, they have a... mmm, no, it’s not a tone scale thing. Well, there’s jealousy. Jealousy is an English word for it. Covert Hostility is another very close approximation. Resentment. Yeah? Those are the things that a being that’s seeing the game, says: "Nyaaah! I’m going to mess that up, because they don’t play my game."

You see? You can look at it in life. It’s dramatised over and over on this planet, even in Romania. You see, there was one guy at the top, he wanted everyone to play his game. He was the only one to win! Everybody else had to be a slave. It’s called dictatorship. He doesn’t acknowledge the existence of any other players. Okay? He tries to make them think that he created them. Well, the resentment builds up, builds up, finally they don’t want to play his game any more. So they pseeeew! out of that game, knock him off, and the next game they don’t want anybody like that.

But suppose Ceaucescu comes back in another body in Romania and tries to take over the game again. Very covert. That would be an example of him – again – trying to interfere in the game. The first game they were in, and they didn’t like it, so they left, they got rid of him, they left – sort of – in a big game it would be they all handled their things and got out of it. And then they start another one without this guy and yet he sneaks in and tries to interfere with it. Right. So that’s the answer to that, actually. So back in some former games and so on like that, not the one we’re talking about here... well, maybe the head of the implanters was the Games Master before, but nobody liked the game. Hahaha! Or if they did like it, they still work with him, to try and interfere with this one.

But, remember LRH says all thetans are basically good. So all you have to do is go back on the track with an implanter before the point he agreed to do an interference-type game, and rehabilitate his game-playing purpose, and you’ll fine that at that point, or before that point, he was in games that were agreed upon. And you’ll find on Excalibur, for instance, we have a little bridge for the implanters. Hahaha! Where we can get them back to that. He rehabilitates, and he comes back into the game he agreed to. And he wanted to play it right, you know, with ARC and KRC and whatever. So here’s a handling for anybody, no matter how bad they are, if you go back far enough to the point before they agreed to interfere with games. And were actually taking part by agreement and co-postulation of games. And there is much more fun in those kind of games, and much more wins. Because we happen to know, also from Excalibur, that all the implanters get betrayed. Yes, and they don’t have any fun, and they don’t have any wins. And they don’t get any acceptance, after you know about them. Hahaha!

But, there are many people on this planet still being influenced by those interference people. Maybe a few percent, which we call suppressive. But we have the bridge for them too. It had to be in this Bridge, because it’s the Bridge out of this game, and this game had these interferers in it, so we had to take them into account. Okay? Good. Now, I take it’s time we’re going to take a coffee break, because you’ve got a lot of probably new data to look at, and it’s getting a bit warm, it six o’clock, then we go on with a couple of a few more dynamics, okay? Thank you very much.

(coffee break)

Now we come to Part Two, continuing with the dynamics from the top down. We went through the administration and the technical aspect of how to finish or to help people through a game.

So we have Dynamic Ten:

(writes on board)

Dynamic 10: Ethics of the Game.

Okay. So, now you can probably understand much easier what Ethics is. It just consists basically of two things you need to understand to put in ethics. And one is in the non-interfered with game, which is to stay within the rules of the game.

(writes on board)

1. Stay within the rules of the game.

Now, what does that mean? That means if Joe makes a creation, and the rules of the game are that you’re supposed to acknowledge his creation or to play with it in some way, that you don’t colour it black and hide it somewhere. Or you don’t try to break it apart, and throw it away somewhere in the back corner of the universe. In other words, we have the things of ownership. And agreed-upon exchange.

(writes on board)

Agreed-upon exchange.

Now that exchange can be communications, it can be product and services for valuables. And you know, I mean regardless of implanters or interference, it’s not okay to steal from another person. And you know, if the guy is owning his body, or at least being responsible for his body, it’s not okay to take it away from him by shooting it. You notice that even in the field of law they understand a bit about the game. Because they don’t make it an individual decision on how to punish someone that has broken the law – in most countries. But they make it a representative group of people who are also players in the game, like a jury, or a trial, you know. and they are the ones who actually have to make the decision. Because the person who is the judge is interested only in the Regierung’s point of view to enforce the law, and the lawyers from each side and only interested in their own client even if it’s the prosecutor for the state, so they always in a serious breaking of the rules, they always have these people who decide. And they are supposed to be unassociated with the interests of the person who is accused, or of the government – they are supposed to be totally impartial.

And that’s a fairly good system in a game which is not interfered with, it would work very well. You see, they’re leaving it up to a group of the players to say whether this is against the rules of the game or not. You see? so there are, however as we all know, they make mistakes. And sometimes it’s very illogical. But basically if a person brings order to his dynamics, and tries to improve things in quality, and basically if he understands the rights of other beings in the game, he usually doesn’t have any trouble.

There is a problem which LRH describes in policy, called the Third Party Law, however. Where you have the two people in conflict and the conflict does not resolve. And he says to look for the third party that is causing the conflict. Now unfortunately, this kind of thing can get into the government and can get into what we call scenarios and work against some people who are normally innocent. So basically, though, with a game that’s not interfered with, if you know a few basics about the rules of the game, ownership, exchange, and the Third Party Law, the game would go along pretty well. Now the second game, in a game that is interfered with, however... (writes on board)

So the second part is:

2. Recognising and Handling the Interference and its Effects.

And this is probably the hardest part of this game because all of this lies outside these agreements. They also get on these kind of lines and do Third Party, and also a lot of this is at this level on the tone scale, which is very hard to figure out unless and differentiate you’re very well trained:

(writes on board)

1.1, Covert Hostility.

You see, because that’s the traditional one of the smile in the front and the knife in the back. And that is the major tone on which they’re working because they’re also working on betray everybody, they have to work on an existing game because they’re parasitic, so they take the agreements you have made in the game – a little bit of truth, see? – and they pull the person along with that and then they twist it – ckkkk! – put the knife in, betray.

Many of you will have found this out when you’re doing the levels on the Bridge. many of you have noticed it in life, probably – the guy said he was borrowing money from you to start a business, but he spent it all on drugs or gambling, or something like that, you see – real betrayal, he’s not going to pay it back, forget it. And these are the kind of people that make the game not so much fun. But remember, they themselves, on their own track, or in their education, have been interfered with, and they can be handled on the Bridge as well, if we can get them to the Bridge! So now we come to the hard part of Ethics. Well, it’s hard to recognise out-ethics in the game, unless you know the rules and you can recognise the interference. But we are actually going over the entire areas of the game, the Twelve Dynamics, and we know that the agreement was to play on these dynamics and have fun, wins, acceptance – in other words viability. Continues, have fun. So the hard part if actually handling the effect. See, the handling of the effect. (points to board) Recognising and handling the interference, and the effect of that interference.

So, recognising is the first step, and handling is a little more difficult. So, we have, for instance in the RONS Orgs, a policy about how do we handle ethics in regard to what we are doing.

(writes on board)

Ethics goes in on any Interference with any Person going up the Bridge.

That’s a simple rule, and that’s the only one we have. On any interference with those people doing that. You see the simplicity of that. Once you have the Bridge, you can improve the play, you can get them through the game, you can help them. So the worst interference is to prevent that. Because if they can prevent going up the Bridge, everybody stays trapped in the game. So, you could say, well, there’s out-ethics in the Middle East, there’s out-ethics in China, there’s out-ethics in America, let’s go handle that. No, you don’t have to. Not yet. That’s a waste of time. Because you would have to say, at the same time, remember, Ethics goes in so Tech can go in. So if you don’t have a plan to put those people on the Bridge after you’ve put in the ethics, and you don’t have enough auditors and enough C/Ses, then you’re going to waste your time. How many times have governments tried to put ethics in on their own employees or the companies or people? There’s always another flap coming after that. You know, and rah, rah, it just keeps going. In America it’s Watergate, and Irangate, and so on. And now UFOgate! Hahahaha! ...from the last lecture.

Okay. So, you can see what’s going to happen. It’s going to be wasting your time and effort in the game. But this (points to board, where it says: Ethics goes in on any Interference with any Person going up the Bridge) is very effective. We actually worked out exactly how much ethics to put in, and that is you put in the ethics until the person stops preventing the other people from going up the Bridge. You see? Now in the case of an implanter, we realised that how far – or a person that’s, say, resistive – how far do you spend time on auditing them, say telepathically, or outside of a normal session? In other words, how far do you do your auditing or your ethics or your handling, without exchange? Only until they turn around and see the advantage of doing the Bridge – that’s all. In other words, they either turn around and see it and say, "Oh, okay, I leave that alone, I won’t stop anybody from going up", or they turn around and say "Okay, that’s the right way to go. That’s good."

And the people on Excalibur know what I’m taking about because a lot of the implanters – we do handle them, so they won’t be implanters any more, because we’re trying to also help handle the rest of people’s cases, and every implanter you leave there is just another implanter to handle later: it’s an incomplete cycle. And so, we turn them around until they see the value of the truth and the Bridge and how the game works, and then they’re usually okay and they will even volunteer a lot of times to help others up the Bridge.

And we do spend a bit of time with this, because remember this: the interferers in the game do have, at this unviable state of this game, quite a lot of control lines. Right? So you look at it in terms of a dictatorship. One dictator may control millions of people. So if you get the dictator in the chair to audit him, and the same would apply to an implanter who’s controlling a lot through these telepathic lines, or scenario things or something, then if you turn him around, he can also lead or control that many people toward improvement in the game. So basically, all we’re doing in Ethics is saying that for every person there is a help vector on this game, For some people, it’s heading down. Some people have none. All we’re doing is changing it till it comes to help them up, improve the game or go out of it, and then ethics is in. At these points (writes on board) no ethics... in here ethics is out – none – and in. Does that make it simpler for you what Ethics is? Eh? Okay.

Now. I made a statement to all the C/Ses I trained, that I consider them Kha Khans. That is an old Mongol term when a person did a very brave deed or heroic act in the army there – the Mongols were all army people – they would forgive him the death sentence ten times over. Well, LRH used this in the Sea Org, also, that if a person got made a Kha Khan, then he could any kind of ethics action coming on him, he could use ten times to just say, okay, that’s one of my Kha Khan things, and just cancel it. It’s not something to be given lightly: you have to recognise the value of that person in helping the game.

You see, the thing is that there is so much interference, and the interference is mostly directed towards those who would help others out of the game. That if you don’t have some kind of protection for people who are trying to help, they may get attacked by the opposition, or the interference, and get invalidated, invalidated, invalidated by this third party law here, and gradually not be able to help anybody out. They become small, they shrink. And this is another proof that the thetan is basically good in terms of viability of the game. That’s what good is, it’s a guy wants a more viable game. He wants those things: fun, wins, acceptances, he wants interest, improvement, intelligence.

So, you know the mechanism: LRH wrote it down, and I’m sure you’ve all experienced that in session, that when a thetan commits an overt – or believes he has committed an overt – he reduces his power. Becomes smaller. In power, in ARC, KRC, everything. See? So that means he’s putting ethics in on himself. So if a person was not basically good, every time he did an overt he would be more powerful. But that really means more logical. And you notice that the criminals – even the ones who get rich – they get very illogical and they usually end up very badly, doing some crazy thing and getting killed, or getting shot by the police, or something. They’re not more logical; they’re not helping more people out of the game, of course. They’re trying to do more people in.

So this also, we use this in auditing, as you probably notice: that if a person is at, say, size this, and we run off the overts, so it’s...

(writes on board)

This guy, minus overts, equals bigger.

More powerful. Okay? This is used in several levels. And we also know that the attention on the Bridge side, if the thetan has a lot of attention on incomplete cycles in the game, including overts, by the way – it’s an incomplete cycle – that if we also handle the incomplete cycles with him, that he also gets bigger. You see what I mean. In other words, any attention that is back on the track, back on incomplete cycles, back on things he made for the game but he still hasn’t handled them, anything like that will reduce the power. And, all you have to do in the Bridge is complete all of those incomplete cycles and return the thetan to power, or to a size of awareness, that he was originally.

See that... now, one other cycle in the Tenth Dynamic that you might want to understand better, LRH gave a tech that can be used totally outside of auditing, on the Tenth Dynamic, without auditing, to improve the size, or the awareness, or the prosperity of the thetan. And he called it Conditions. And these were... this is a game tech, it’s to be applied right in the game. On any dynamic, to any situation, anything you want.

Now, he normally started off the Conditions from Non-existence: he usually... Non-existence, Danger, Emergency, Normal, Affluence, Power – that’s what he put originally. But because of the interference in the game, he also found some people going on to the interference side, so he also extended it lower into Liability, Doubt, Enemy, Treason, Confusion – all the way down.

Now, the interesting thing about this is that he gave a formula for each one. Now, it’s an application process in the area where that condition exists. It may not be on the thetan, the player himself. It may be in his dynamics somewhere, in the business, or in the second dynamic, in the fifth dynamic. We don’t know. Maybe the trees are dying in the woods. But, with applying the formulas, you can bring the statistic, or the, let’s say the improvement of that area, back up to Power. So he’s actually giving here a solo process, without auditing, in application in the area, that can help a person or an area of his game come back and get in its ethics.

Now that is also sitting as a basic set of formulas, or a basic set of conditions, in the game. We have found that out that is something thetans are supposed to learn, going through this game – that they can better their own conditions. And remember the old thing on help: help is the key to making a viable game. So here we have a process or processes that anyone could apply, and help anyone else with as well, as long as they didn’t invalidate them with them, or assign them the wrong one, or not give them the formula. I give you an example. Somebody says: "I don’t like it that the trees are dying around my house." He asks the guys, he says "Do you know why the trees are dying?" They don’t know. Okay. Well, right away you know that he’s in Non-existence on why the trees are dying. He obviously doesn’t like it – he wants to improve. He hasn’t found out what’s needed and wanted from the trees. You see? He hasn’t got into communication with them, or in the case of people who don’t believe that you can talk to trees, go out there and inspect them and see, you know, what is damaging them, or something. And if he applied that, then he would be able to handle the Danger to the trees, you see, get them up through Emergency into Normal, and then etcetera up to Power again. Now, that’d be an example of applying a condition on the Fifth Dynamic, life forms.

Okay, you understand what I’m saying is a lot of Ethics technology basically breaks down into handling of incomplete cycles, overts, ownership, exchange and rules, watching out for the third party law, recognising and handling the interference and its effects, and knowing about covert hostility, and putting in ethics on people who are trying to stop others from going up the bridge, and applying the correct conditions. Okay? So there you have a nice dynamic which can help improve the viability of the game. And it’s just like going up the auditing bridge: you do have wins applying it correctly, and fun doing it, and you get acceptances from whoever is improving because of it. Okay? Any questions on that? By the way, this can be misapplied as well – it can be the wrong ethics for the game, and so you can have the ethics of the Al Capone mob, which is totally outside of the game rules.

One extra statement I might make about this: you might analyse a government, a religion, any kind of group, to see how they apply ethics to their members, or on the other people outside of their group, because – remember – that if you know what game you’re in and you have the right technology for that game, it will work for everyone. No-one is excluded. Okay? And if you have a group which is practising exclusion, or these people are not as good, or these people shouldn’t have it, or they are infidels, or they are heathens, or they are non-believers – they haven’t got the right tech... or the ethics. Okay? Understand that, now? You probably right now understand more about games than everybody else out on the planet that hasn’t heard this lecture. Haha!

Okay. Now, LRH put another very interesting dynamic out there, above Eight, which was Dynamic Nine: Aesthetics.

(writes on board)

Dynamic 9: Aesthetics.

Now, why would he have that such a high dynamic, you see? Prior... right below Ethics, encompassing all the rest. By the way, you know how LRH described the dynamics: they’re like a series of concentric circles, which each one having more and more area in the game, like that (draws concentric circle diagram on board). We don’t have enough here, but remember we talked about the administration of the game: that’s the way that every player would be playing through the game with his logic, and going through that cycle of creation and then experience, and so on: all of his dynamics would be included in that. The Management of the Game.

And realise: these dynamics are because it’s such a complex game, they’re just to keep the order in it, so you can understand.... and, like a filing system, you see, so you can play in different areas and not get confused. So the Twelfth Dynamic, everyone in the game is playing through, like that. The Eleventh Dynamic, the Tech has to apply for everyone. There has to be a Bridge out of the game for all. The Ethics must include all of the ways that a person could go away from the game and so on, and the Ethics get them back into the game or on the right path so they can get the Tech so they can complete the game.

So, we come now to Nine: Aesthetics. Well, you have to know what LRH said, again, about a few things. And he said about art: he said that Art is Quality of Communication. And he also said that artists lead or show the way toward a better civilisation. They are leaders of showing the ideas of what could be better. Now, therefore, if they are like the pointers toward the future of how it could be better, then of course in all the other areas of play, if people see the artist or whoever is leading them to a better idea, you’re going to improve the viability of the game, right, just by the ideas of improvement of quality, of viability. So, they can lead people to the idea of the Ethics – or back to the idea of the Ethics – the Tech, and the Administration of the Game.

And remember, what this means, and how many fields of art there really are. I’ve worked in an aesthetic field, and I would say that basically any art form, whether it’s writing, or music, or painting, any one has infinite possibilities. Not all of them have been done. In other words, it can be made better; you can make a new thing, and you can make something better. In other words, it has infinite possibilities.

But remember, there’s also, in that definition, that you can have art of course in design of boats, or you can have art in the design of houses, and of living spaces – anything that has this infinity of possibilities ahead can be an art form. Unbounded possibilities, that’s a good way to say it. Okay, so any activity that is not, shall we say, of a fixed conformity... you see, now we’re not talking here about that you shouldn’t make a bridge that would support the cars going over it, because that would be a bad quality, overt. But it could be made more beautiful, it could have more architectural aesthetics to it. And it could be more, perhaps, practical. Although, you see that this bridge here, for instance, they have little places underneath for pulling the boats up, which is very interesting. Now that’s a nice double use of a bridge. Not only for the traffic on top, but it pulls the boats out of the water underneath. I even wondered when I saw that, did the government, the local government that makes the road, did they know these guys were doing this underneath their bridge? Hahaha! You see, that’s an improvement of the functioning use of the bridge. But in some countries they come and say, "Hey, you can't do that, it might damage the concrete..." or something like that, bababa, conformity, conformity, conformity: "You can’t do that."

Now, imagine what the interference in the game – 1.1, overts, trying to make people think they’re small, they can’t get out of the game – imagine what that’s done to the artists, and to the Aesthetic Dynamic. Because they all have cases, and they have incidents on their track when they met up with these guys, the interference guys, and bought some of their ideas, and so you get some very weird aesthetics on this planet.

I mentioned in one of the Tech Briefings, I believe, about a visit to the Pompidou Museum in Paris. And there were old banana peels, and dirty shoes, tennis shoes, pasted on to the canvas and splotched with paint like that. Smelt very bad. And this was in the Pompidou Museum. That’s modern art. Now, what is the level of civilisation that would produce that? Well, just from a tone level analysis, he must realise that if he walks out into the street he’s going to see garbage piled all over the place. Because the artist is just duplicating what he sees out there. And the only quality improvement is that it’s been brought into an air conditioned museum! Hahaha!

And it’s been given status. And of course, that artist is being supported by the people who like that kind of society for the people. And that’s the horrible part of it, because when the interference gets in control, in the government, they only support the art at the tone level they want the society to be. And as I said in that lecture, I said don’t put ethics in necessarily on the artist – unless he’s a druggie and you’ve got to get him off drugs, maybe – but audit him and he’ll produce better art. Because he’s only painting, or showing, what he sees out there. He’s not the cause of it. Yeah? He’s merely showing you "That’s the quality of communication that I see out there." So we get him to a better level on the bridge where he can see different qualities and understand what the game is.

In the music field, they have this crazy music now that they pay for, students that go to the universities in Holland and Germany, and they show documentaries on this – hour-long documentaries, you see? – of them going out into the junkyards, where the old cars are, and picking up pieces of cars, you know, fenders and things, and hitting them with a hammer. And then they say, "Ah, that’s good!", and they bring it into a nice concert hall studio, and they hang it up – this is all true – and they make a concert for a half hour, on this programme, and beating on these things, all these different things! This is the similarity in music to what I told you about in the Pompidou Museum. They’re communicating that part of the civilisation is a wreck. The horrible part of it is, it’s true! You can’t blame them for their communication. But you can also say, a lot of the hope has gone out of their ideas of improving the game.

And (writes on board)

Awareness Levels.

You know you have this one in Scientology which LRH made from Recognition to Source, and this was all the Org Board in here. This was all Awareness Levels on the Org Board. Went through Divisions One, Two, Three, Four, Five, Six, Seven. Look what was right below that – outside of the Org, and in the society, LRH knew this very well.

He went on further down, but this is the four you need:

(writes on board)

Help

Hope

Demand for Improvement

Fear of Worsening

Now, these artists are somewhere in between here, you see? Some of them may be putting that there to demand the improvement, and some of them may be putting it there because they’re afraid it’s going to get worse. But remember what I said, they don’t have any Hope. You see? If we can just get them up to Hope and Help, they might start seeing much more aesthetics moving toward a viable game. Okay? Good.

So Aesthetics is very important in the dynamics because it points the say – or in a very interfered-with game, it sort of goes No Hope, and maybe show you what are the improvements that are needed, or what you should be worried about that might get worse. Now, man has always had, in his histories and his legends, a story about the quest for truth. And I can tell you right now that the whole EP of this game we’re in is having the thetans – each player – discover the truth. Now, I don't mean just one truth by that – I mean the truth that LRH talks about to in the Axioms, where he’s talking about Ultimate Truth would be an as-isness. Exact time, place, form, and event, and ownership. You see? That’s what you do when we were talking about this making something, and looking at it, and remembering how you made it, and so on, and it vanishes. So that is a truth for that creation, and it’s no longer an incomplete cycle. And, if you free all of the theta involved, you have also done the next step, which is to return theta to its native state. Which is another part of the truth. That’s that theta is. No mass, energy, space or time, but has the power to postulate, perceive, etc. You see? Axiom One: Life is basically a Static.

So, with Axioms One and Two (Life is basically a Static, and The Static is capable of Considerations, Postulates and Opinions), you could come to an understanding of the whole game. And believe me, when you go through the dynamics and go up the Bridge, and so on, you will come to the understanding of Axiom One and Two! Hahaha! Okay. But this quest for the truth, right, they have used this in a lot of legends about quests for the Grail – not necessarily a religious thing – but a thing which the Truth is embedded in, in which you can find the Truth. It’s a legend in England and France, probably in Tibet, and probably in India as well. And many people have died and gone astray and gone into the evil side, looking for this thing. We have a whole history of that. Many philosophers, many great thinkers, and so on, many writers, many artists, and they would get close, but something would interfere, or they didn’t quite get across, or they didn’t have the technology, you see? Look at the famous Goethe’s Faust, you know, there was the man who kept looking for this, after all the knowledge, and he ended up on the implanters’ side, and got betrayed.

So, I made... this modern music, and the banging, and so on, all that, I give an alternative that when I had realised that we had a lot of the Bridge there, I made this piece called The Grail, which I wanted to portray the Twelfth Dynamic with, as an aesthetic honouring that quest. You see? And I’ve just done another improved quality arrangement – improve the quality all the time; I thought you might like to hear it because it represents to me an aesthetic that is an alternative to this banging fenders and so on.

(plays "The Grail") (applause)

So, you get the idea of that? There can be better and better aesthetics on this planet, and the more artists and so on we get on the Bridge, the better they will be. Okay?

We’re coming to the Eighth Dynamic – downwards to the Eighth Dynamic – and LRH wrote this as this symbol, which in mathematics is Infinity.

(writes on board)

8

Dynamic 8: Infinity.

Unendlichkeit – a state of unendingness: we use the German term as a definition of the English term. So, he said – at the point when he gave these in his own lectures, he gave the symbol here and he said you could put anything you want there for the symbol, as long as it is something that would encompass the rest of the dynamics: seven, six, five, four, three, two, one. And that was to accommodate any people in the Church at that time who were religious and had their own religion, because Scientology was accepting anyone from any religion. And there always was... in every religion normally, there is a Why or a How or a Reason for things being here, and why people are here.

Now, from what we know now of the upper dynamics, we may call it:

(writes on board)

Players as Sources.

In other words, if you bring the Bridge to the end of the game, for every player, you’ll find that the combination of everyone’s sessions would account for all of the matter, energy, space, time, life forms, and all the other dynamics and their own individual play in the game – you’ll find it’s all accounted for by their sessions.

Now we come to a very Schwerpunkt, hard point here, which is why this Dynamic Lecture is a little bit, ah, not for beginners. And there have always been other explanations for the game, and why it’s here. Now remember the interference in the game. They would certainly not want the players in the game to recognise that they were the sources of the things that were created in the game. Even though it’s all mixed up, and even though it’s difficult to find what you created in it maybe, it still might allow some people to get out of it. So they usually put in an interference Eighth Dynamic:

(writes on board)

One or a few sources.

Now you probably can recognise that in many religions: you have one guy who’s responsible for everything. Or, looking a little further back in history, you have a family or a small group of gods that are responsible for everything, each in their own division: like the sea, the land, air, and so on. Well, the interesting thing about that – if that was the game – then we wouldn’t need to audit everyone. Just make a few good auditors, and they just audit these guys who are supposed to be the sources. And all of us would have been part of their incomplete cycles. Hahahaha! And we get handled in their session.

But even that wasn't enough, because they’ve had some other variations on this, where they had we call that:

(writes on board)

Pantheism – MEST as the source.

Now, what... you may laugh at this, because you understand much more about the dynamics right now. But out there, in your dynamics, this is the key spiritual belief. Taught in all of the religious philosophies. And believe it or not, this (points to: "Pantheism – MEST as source) is the key scientific belief, where life itself is an accident that came when the water out there got too hot, and there were certain pollutants in it, and it formed into an amoeba which climbed ashore, and became a human being.

Well! I mean, even the ancients weren't that crazy. At least they had their attention on sources, and at least they had their attention on spiritual matters. The Players as Sources is actually the way it turns out, when you audit, and go through the whole thing. These two are... remember what I told you: there would be false data put into the game by the people who wanted to control it? Now, if you read a lot about science and read a lot about religion at the same time, you will find that there are always areas of conflict between these two. And they always have conflicting datums.

Now, LRH tells you, in the Data Series, that when two datums are in conflict about the truth – or just two datums in conflict – one or both are false. Now, the guys who hold these datums are going to say: "Yours are false, ours are true." The scientists are going to say: "No, ours are true, yours are false." Okay. The third alternative is, as LRH said, that both are false. Hahaha! This is the truth, up here (points to "Players as Sources").

Now, this simply resolves the problem of the Eighth Dynamic because the Eighth Dynamic is the recognition that the players could always handle their own part of the creations and leave the game. That gave them their Rights of a Thetan if they were sane enough to do that. This was to make sure the guy never forgot, no matter how far he went into the experience cycle – remember the experience, coming into it and seeing how it was to turn around and so on – that he essentially could logically come up through the dynamics and realise: "Aha! I had something to do with this! There must be some Ethics, Tech, Admin, Aesthetics, and so on, to get the understanding and the truth of it.

Now very few philosophers have been allowed – allowed – to carry on with any kind of idea like this. One of the few – there were a few... one of them was Descartes. A few hundred years ago, so on like that, he started a philosophy. The first three or four axioms of that were very good. He started off on the idea that, since there was so much conflict then coming in science and religion and life and so on, that he figured well, you could doubt everything and say, you know, everything is false, or everything is true, doesn’t matter, you could doubt everything. In other words, he was starting from a Condition of Doubt. But he said – and this is very logical; listen to how logical this is – he said you could not doubt one thing: that by the very fact of doubting, you could not doubt that there was something that could doubt. That’s very logical, And he defined that as the Self, or Me. Or the logic part of himself. Alright? Now, that was okay.

Then he said – also very logical, because now he’s recognising the other players in the game – he said every single person, who has logic, or has reason, could do the same thing. And therefore he said: "I exist, and others exist." And he had two of the basic truths of the game, right there. I mean, this guy was dangerous! Then you see a little comm lag there, between when he wrote this and when he wrote the next one, where he was called in by the Catholic Church. Probably threatened with dismemberment, or the rack, or something like that, if he didn't change his tune. And the next axiom he put was: "Therefore God exists." Remember, without the ‘s’ on the end. That means: the Catholic Church God. And the next thing was, it just went downhill from that point. I mean, it was like "Therefore he created all of us" and it went right back into Catholicism.

Now, I give you that example to show you what happens, in the past, with all the interference in the game, what happens when someone tries to logically reason his way out of the trap. He has physical interference on his work of philosophy. It’s even worse that that. We have found on the Bridge that if a person starts thinking like that, or starts thinking of these upper dynamics in logical ways, he can get spiritual telepathic influence to make him not believe it. And that’s why probably some of you have had to have a review session on the way up, or something like that. But you know what I’m talking about. There is a higher level of interference which was designed to keep people from understanding their relationship to the game, and their relationship to the higher dynamics.

Now these were all from implanted players. They were all of course messed up by the interference and made to do that as their job. They may have even been convinced that they were doing a good deed, or something. Or helping spiritual or scientific experimentation, or something. But when you rehabilitate them, you find they’re just ordinary players who got caught in a trap. And they feel mighty silly for doing it, and they lost a lot of good game time.

Okay, enough said about that: I’m just telling you it’s a dangerous area if you don’t understand the upper dynamics and what the interference is doing. It can throw people off the Bridge. And already has in a few cases, before we learned the tech of how to handle it. And we now, after we had that tech, they never fell off the Bridge. And we will handle the other guys too, sooner or later, because we know that any kind of interference, or restimulation, will eventually fade down to a point when the guy can reassert his self-determinism.

It’s just like, you know, "I don’t want any auditing, I don’t want any auditing, I don’t want any auditing, I don’t want any auditing", and then it’s finally : "I don’t want any auditing, give me the cans." You know? Hahaha! "The ‘I don’t want any auditing’ is something else, and I know it, so I’m going to grab the cans while I’m saying that." So it will fade away. It may take a few years, or something, but it does. And we also know that, for instance, implanters side guys, the interference side people, originate sometimes an evil intention to get auditing. Yeah! Usually when the person they know is on the Bridge, see, so they say "Hey, if I bother that person he’ll go in and get a review session, and then I can get some auditing for myself." "I’m going to kill you, I’m going to kill you, I’m going to kill you... Ah, good, I’ll get a review session here!" And as soon as you ask him, give him the first command you know: "How long have you worked with the implanters?", or something, and the guy just... "Oh, well, a long time, but I want to get auditing now, I wanna go free." Hahaha! Real fast!

Okay, but those are funny things that happen when the person is already experiencing into Dynamic Eleven. The normal person is going to go crazy, or go into the hospital, or into the insane asylum. And we’ll find out more about that on the next dynamic down. Are there any questions about this one?

(question) Who is doing this monitoring, of the persons on the Bridge?

Ah, you’re going to find out about that on the next one, the next one down. Okay?

Oh, I might make one point here, to make it extremely clear: when you accept – or if somebody out there, not you, I hope you don’t accept it – but if somebody out there accepts one of these datums, they have the source here, and they are here (writes on board) so the player becomes something the source created. Therefore, he can not evaluate his way through the game. You see? He can’t! Because he’s just as effect as this creation you make out here, which does not as-is itself. It can not work the cycle of logic through to as-isness for itself, because it did not create itself – the player created it.

So the player who accepts this situation is caught. For as long as he believes that, he’s caught in the game. That’s it. He has no chance to go up the Bridge. So he doesn’t even need a monitor. All he needs is a belief. But there is monitors, and we find out about that on the next dynamic. Okay? Because now, if you put a line from a guy pretending to be this, to this guy (writes on board) you can have him try to monitor others. Like, he can bring up his children to believe the same thing. Or he can run around like those movies that show in America, about the preachers going around and saying everybody must bow down and listen to them because they’re the voice of God, and all that stuff. Okay? So you can set up a monitor system without even using anything else but the people who believe. And that was done. But there was another one. Okay.

(writes on board)

Dynamic 7: Spiritual Creations.

Okay, now, we got Spiritual Creations, or Spirits. Now, one of the things that players like to do in the game is not only they create objects, but give that object animate motion, so they can pretend that all this stuff is moving around here, and they’re not causing it. So, a thetan, who is a player, can decide to create a sort of sub-thetan to himself, which has limited logic according to the purpose created for.

(writes on board)

Limited logic according to the purpose created for.

Okay. They don't have all the logic of the player, because they can’t do Dynamic Twelve type operation to the game. They have limited logic according to the purpose created for, so they’re not playing with all the dynamics, they’re usually created for a dynamic. Now, this is where, probably, the biggest area of confusion on this planet is today, on the Seventh Dynamic. Because a spiritual creation, again, since it has limited logic, but it has the same quality as a thetan, not necessarily in matter, energy, space and time, in other words it’s not created as a thing, but like a little piece of theta.

I give you an example. The first one that amazed me like this was when I first got into Scientology in 1962, I went to do some co-auditing with a couple of guys who had done the Philadelphia Doctorate Course. And one of these guys, he invited me over to his house one day. Now, his house... they had a door here (writes on board) and they had a wall here. And right across here on the wall he had what he called a Remote Viewpoint, that he had learned how to make on the Philadelphia Doctorate Course. It’s what they call a Remote Viewpoint. Now the only ability it had was to say Hello to anybody coming in the door. Okay? So, first time I came into this guy’s house, I opened the door, you know, "Come in", and I heard a voice coming from the wall, right across, that said Hello.

Wow. And I... my first... see, now I dubbed in. You see, now I had to explain this, you see, as part of the game I had to explain this,. So I figured the guy who I was going to see was a ventriloquist. So, I thought he just bounced his voice off the wall, and that he would be sitting somewhere here in the room. So I looked around behind the door, and he wasn’t there. He was not in the room anywhere. I looked back at the wall, and it said Hello. And I went: "Wow, this guy is a very good ventriloquist!" Then I went into the other room, and there was the guy in the kitchen: he was in the kitchen, washing dishes. And he was also holding a bottle into the baby’s mouth, who was on the counter in a little crib. The water was running, there was lots of noise in there, and everything. And I had to talk pretty loud before he turned around. And my words were: "How did you do that?" He said, "What?" I said, "I heard you say Hello when I came in the door." I see you must be the world’s greatest ventriloquist! And he laughed. You know, he had a big laugh on that. He says, "I just learned to do that on the PDC. I put a remote viewpoint out there, just to say Hello, that’s all." I went, "Woww!"

Okay, so that’s an example of a creation of a spiritual phenomenon, a creation of spiritual nature. that he learned to do under LRH and so on by one of his lectures or something, and I was just coming in, and I thought that was pretty smart. Look how confused I got! I was really confused about that. I had wrong answer dubbed in, you know, wrong reason, wrong source, everything. You see?

Now, not only have a lot of spiritual creations been made, not only to run animate objects, and those we call lambda thetans – lambda thetans, because they run life forms – and you find this in the Dianetic Axioms, where LRH talks about theta, lambda, and phi – and that lambda is the interface so that theta can connect up and rehabilitate phi, or actually, find his creations in amongst it, and bring order to it. Well, bring order comes first, and then later on he finds out which belongs to who. So it’s an interface, and a lot of this has been created, because look at all the life forms, because look at all the life forms you have around in the universe. Now, we can even borrow from science – they did find out some truths – that a life form has the power to move by itself, it has the power to reproduce, it has the power to eat, or absorb nutrients, and sense things, you see? Now, those are all qualities of the thetan – the player – that he gave those particular limited logic to lambda. The scientists of course think it’s all coming from the phi, from the MEST! They think some MEST can sort of move around and reproduce and some MEST just sits there like the road on the bridge.

But it’s even worse than that. Because a lot of this lambda does not have a life form to run. So some of it is free lambda. And that is because of certain catastrophic incidents that have happened in the past, which reduced the population of bodies around, and the reproduction ability of bodies, to keep going, so they have an excess of lambda creations in the game, an excess of lambda thetans in the game.</