Author Topic: TROM (The resolution of mind) Book.  (Read 459 times)

Cory

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Re: TROM (The resolution of mind) Book.
« on: February 19, 2014, 08:59:10 pm »
First Addendum to Theory Section.

 

The four basic complementary postulates.

 

Be Known.

This is the creative postulate; the postulate that brings the effect into the existence. His PD postulate that goes with it at the other end of the comm line is ‘know’. This twin postulate structure is still present even if the effect is only being created for the benefit of the creator; in this case he merely responds to his won PD postulate and knows his own creation.

Time is the postulate "Continue to be known", and is the postulate that introduces persistence into the creation. In games play there are many methods of ensuring persistence, so that others are not easily able to vanish a creation. The most basic method is the lie, which calls the creation something which it is not. Thus, the perceiver only views the lie, and is unable to vanish the original postulate, which remains hidden. Therefore, this late in the game very few things are what they appear to be, and illusions are rampant.

There are no screens associated with this postulate, but there are plenty of them to be encountered from the opposition postulate, "Mustn’t know" (See later in this section.)

 

Be Not-known.

This is the vanishing postulate; the postulate that takes the effect out of existence, His matching PD postulate at the other end of the comm line is "Not-know". However, due to the various persistency mechanisms it’s not easy these days to make a piece of the universe vanish for everyone. Consequently, the vanishing postulate has long since become the hiding postulate. The being, no longer able to make the effect vanish, has to be content with hiding it. There are many ways of doing this, the most common being to veil it with screens. The most impervious screens are black ones, and you will always find a lot of gooey blackness associated with this postulate.

In point of fact, the lie mechanism which is used by ‘Be known’ in games play to ensure the persistency of a creation by calling it something different from what it is, is really an attempt to mask the truth and is a part of ‘Be Not-known’, but I included it in the earlier section for convenience. ‘Be Not-known’ also uses the lie mechanism by further masking the truth so that the knower will not recognize the effect even when he finds it. It’s all very devious - and little wonder that people take up religion, and pray that the Almighty can maybe sort out the mess for them.

Know

This is the postulate that permits the being to know the effect. His matching PD postulate at the other end of the comm line is ‘Be Known’ - so the effect is there for him to know.

There are no screens or blackness associated with knowing, but as this postulate in games play is opposed by ‘Be Not-known’, you can expect to be feeling your way through a fair bit of murk from time to time in your pursuit of this postulate. Just work your way through it and understand what is going on, that’s all.

 

Not-Know

This is the ‘no-perceive’ postulate; it is the postulate the being uses to permit him to be unaware of an effect. His matching PD postulate at the other end of the comm line is ‘Be not-known’.

It’s necessary to clearly differentiate this postulate from ‘Be Not-known’. ‘Be Not-known’ is a vanishing or hiding postulate; ‘Not-know’ is merely a desire not to perceive the effect. An example of the use of the postulate is a spiritual being looking through a wall; he chooses to ‘Not-know’ the wall so he can perceive what is on the other side.

However, due to the persistency postulates of the universe the ‘Not-know’ postulate degenerates into an attempt to vanish the unwanted effect by force, then, failing that, to hide the effect from oneself behind a screen - usually of blackness. These screens are of an entirely different texture to the screens associated with the ‘Be Not-known’ postulate, being much harder and almost brittle. They are "impact resistant" screens designed for use against the most enthusiastic ‘Must Be Knowners’ he encounters in games play. When you strike these screens you will feel as though you are dealing with black Basalt. Sometimes, however, the screens of ‘Mustn’t know’ are quite transparent, and have the consistency of super-hardened quartz. All the screens associated with "Mustn’t know’ are hard, and clearly designed to resist any conceivable effect. People heavily dramatizing this postulate tend to develop a brittle hardness to their personality too. These people almost literally "crack" under intolerable stress.

 

The PD postulates.

These are the hidden postulates in life; not because any attempt is being made to hide them, but merely because man the materialist cannot fit them into his theories about life, and so tends to discount their existence. Everyone knows about SD postulates, but few suspect the existence of their PD twins at the other end of the comm line. Thus, being unknown or generally ignored, they tend to be highly effective.

For example, how many people can resist a stray cat who wanders in and looks at you with his big, pleading eyes? You don’t know it but that sudden urge to get him a saucer of milk and a nice warm home is more his PD postulate than your SD one! Animals, being entirely natural, and not being educated to the contrary, use their PD postulates to the full, thus making willing slaves out of us "Oh so much more intelligent and rational" humans. Babies too are masters of the PD postulate; they have yet to be educated out of their belief in the efficacy of such things.

A large part of your work will be exercises in developing your PD postulates, and becoming aware of the PD postulates of others, for in our civilization it has become an almost totally neglected aspect of life. What is called a "magnetic" personality is entirely the conscious or unconscious use of PD postulates. The subject of PD postulates is the whole subject of ‘action at a distance’. Learn to use them, for they are an integral part of the abilities at your disposal.

Man the materialist is endlessly mystified and intrigued by psionic abilities, where beings know or create effects across a distance, or through time. These are usually, in this day and age, manifestations of PD postulates that are as much a surprise to their originators as they are to those learned scientists who examine them. Most of the manifestations of are pretty elementary, and are not to be compared with what can happen when the being gets the mechanism under his concious control.

 

Identity

This is the role a being assumes in order to play a game. Like any other effect it is a created thing, and obeys the laws that govern effects in general. Thus identity, as soon as it is considered important, tends to persist, become more solid, and have command power over the being.

 

Intelligence

This is the ability to evaluate relative importances; the ability to note differences and similarities between them. Thus, a person can be very knowledgeable, but if he is unable to evaluate the things he knows he will be incredibly stupid. Children give the apparency of being stupid, but this is not so. The child merely lacks data and experience, and so has nothing to evaluate what he perceives against. This is also why children are so gullable, and will believe anything you tell them. Generally speaking, within the data at their disposal, children are much more intelligent than grown ups.

Stupidity is the inability to evaluate data. Ignorance is the lack of data to evaluate.

 

Death

This is the loss of a body. At this time it is considered a deprivation of magnitude, and temporarily throws the being into a feeling of degradation sufficient to occlude his knowledge of the lifetime he has just lived; it forces him into a ‘Mustn’t Know’ regarding it ( see chart ). Without a body he regards himself as a nobody - literally a no-body. Thus, in his subsequent life he has few, if any recalls, of ever having lived before. This is all that is involved. As the being comes up the line his recalls of his past lives will progressively return to him.

 

Can’t

Can’t is the feeling one gets when ones’ postulates are overwhelmed. The anatomy of ‘can’t’ is must versus must-not. You cannot work with ‘can’t’. It runs apathy, apathy, apathy - and then, just for a change, more apathy. You work with ‘Must’ and ‘Mustn’t’ in opposition ( see chart ) and then you succeed.