Games: The Mechanisms of Experience
(Man's Only Tool For Growth)

The Game is a major division within the envelope of the Illusion. The Game is, in fact, the stage upon which all happenings come to be experienced within the scope of the Golden Scribe [often called The Tallyman, also known as Karma]. The Game is the prime trap which holds the Ka in the lower levels of the Fabric Of Creation [the three lowest levels of the Earth experience. Presently, the twin species human, the subspecies male and the subspecies female, resides upon lower Middle Earth, and is seeking, via the evolution of consciousness, to transmigrate up to middle Middle Earth]. Only one very specific game presently prevents this migration from happening--the ever present war of individuality vs. the unity of the species, as a whole.

The Game is the only door left for Man--the TwinSpecies:Human--to equalize the negative Karma which was created during its descent. The game is composed of needs, purposes, rewards, and roles. We are reminded of the Law:

  • It is The World of Illusion which is the driving force for reality; and;
  • within that reality, it is the level of observation which creates the phenomenon; and;
  • within each phenomenon, it is the Law Of The Moment which dictates the needs of the situation which brings forth the stage upon which we play our games; and;
  • within these games, it is the interaction between the needs of the higher Gods, the needs of the lower Gods, and the acquired needs of The Law Of The Moment which determines the roles we play in any given life; and;
  • during any given life, it is the drive to satisfy the rewards of our needs and the acquired needs of our dreams, of our hopes, and of our desires that will determine the interaction of the Six Points Of Power over our emotions within any given Illusion; and;
  • with the satisfaction of our Illusions, The Magic Circle is fulfilled upon that level of experience.

As implied, any interaction with reality could be classified as a game. No matter what interaction the individual chooses, it is still just the exchange of one illusion for another; and thus, it is a game. That is not to say that games are intrinsically bad, and therefore should not be played. As a matter of pure fact, the law implies that he who resides upon the lower levels of the Earth Experience must play games... it seems to imply that it doesn't matter which game is chosen as long as a game is chosen.

Understand, it might be true that while many people would view another individual's process of labeling a chosen interaction as being just a game, it might also be true that they might not view this process of labeling as being appropriate toward the understanding of what a game truly is. There is nothing negative about playing games, the way we are using the word.

We call every interaction a game, simply because of the parallels to the dictionary meaning. The dictionary defines a game as, among other things, a way of amusing oneself, a diversion. Surely, almost every chosen activity could be viewed as a diversion when viewed from a higher state of mind.

Also, just as every child's game has rules, so, too, do the myriad interactions of the Earth Experience. Again, just as every child's game is entered into freely and can be just as easily abandoned, so, too, is it with Earth's interactions. Still, it is easier to see through another's illusions than it is to see through one's own.

It is sad that Man collectively forgot that games are games because games are the only way the individual can experience the earth's reality without becoming eternally trapped; sadder still, is that Man collectively forgot to keep a close watch upon his illusions; his fear forced him to forget that it is man's need for drama which records his conscience.

Since every interaction is a game, one can see that Life without games is an unreasonable goal. A reasonable goal is to play games that are good--games that help free oneself from the trap of Maya. It is written: It is not if you play games that matters, for you must play games. It is what games you choose to play that matters.

The preceding has viewed games from Creation's point of view. However, if we limit ourselves to talking about the interactions among humans on this planet, from Earth's point of view, the word games takes on a different meaning.

In this sense, we use the word game to describe behaviors which are designed for destruction's sake. Now we have placed a negative connotation on the word games. These behaviors must be either unconscious or acted out in a deceptive way. Further, they are all chosen out of the individual's free will. The book GAMES PEOPLE PLAY serves to illustrate many of the games of Earth.

Thus, reality's interactions are divided into three categories:

  1. Predestiny--A state wherein individuals have no choice in The what, The how, nor The when of experience. Because of their past misdeeds, they have become like straw in the winds of change; in that, for the most part, they are but pawns at the mercy of their uncontrolled emotions. While it is true that every resident of lower Middle Earth used a measure of free-will to choose the game that was to be played upon lower Middle Earth, once the resident entered the game, free-will no longer existed--now, it was the laws of the chosen game that ruled the individual's Predestiny. It is the game, itself, that chose the points of exit from the game, and not the player. However, we must remember that Predestiny is always guided by the Affinity Factor.
  2. Free-will (games) A state wherein individuals do have limited freedom of choice. However, the choice is limited to the choosing of a specific game. Once the specific choice has been made, then the individual's freedom no longer exists. Having used his free-will to descend into the game, the individual must now be limited by the rules of the game in question. Each game allows a different degree of freedom. The exact amount of freedom the games allow depends upon the Karma of the player, the needs of the game, the necessity of the times, and the needs of The Law Of The Moment.
  3. Growth. (Ironically, growth is the name given to behaviors chosen through free-will that are designed to release the individual from the playing of games) A state wherein the individual is taught by his painful experiences that he must, to himself, be true at all times; and, that he must live his life such that he do as little harm to others as the limits of the game allow, regardless of the needs of others. Basically, to free one's self from negative games, there exists two prime guidelines--do your own thinking and never do anything that you feel or think is wrong, limited by the level of justice of the times.

It is written that I choose my Predestiny by the choices that I make during my everyday experience of Life... It is said that it is my hopes and my dreams that give power to my desires... It is said that my Maat seeks to keep me from the wishes that I would make in the fulfillment of my Games... It is written that for weal or for woe shall I evoke Create, shall I... It is said that no teacher shall stand against that which I want, even unto my own destruction! É It is said that my ears will grow deaf when my Maat seeks to become my teacher, seeks to dissuade me from the Game that will lead me to my just grave. Blindness is the tool I choose to use to shield me from the truths of my Maat. Deafness is the tool I choose to use to shield me from the truths of my friends. Numbness is the tool I choose to use to shield me from the feelings that seek to give me understanding. When finally the emptiness of satisfaction awakens me from the great lie of desire, I cry.