The Game of Games
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Duality and its function in the game
Duality is understood as two forces that oppose each other, metaphorically such as
light and darkness. Duality is all about the power of 'good' against the power of 'evil'.
This
archetype of a theme is prevalent throughout the game, in its structure, entertainment, history
and literature. The words 'good' and 'evil' are described in the culture of the game as abstract
nouns, or nominalizations. When used this way, they become as static 'things' instead of
dynamic processes. This is a good example of fractionalization, which will be discussed in the
next section.
When processes are expressed as static things, the player becomes hopelessly
stuck when trying to understand them. It becomes equally helpless for the player, when it
comes to changing anything. As long as the description of the process is not defined, the
words become useless in any practical sense.
I provide the following suggestions to
understand 'good' and 'evil' as dynamic processes. The descriptions that I provide are not of
my own making. They are given from a source of higher intelligence that is totally outside the
game itself. For those readers that follow the trail of this information, there is ample
documentation about this source in two other books that follow this work.
Knowledge of a fundamental and hidden rule, or law, in the deeper structures of the
game and all of its variations is the, Law of One.
This is understood to mean that all
consciousness is connected together - at all levels, because it comes from and returns to the
same source. This knowledge is hidden from the players of the game. 'Good', otherwise
known as 'positive polarization', is an orientation of energies by a player toward 'service to others� - in the following balance - at least 51% service to others and no more than 49%
'service to self'.
This keeps with the understanding that we are all connected and that selfdestruction
is not an act of wisdom - because when one player suffers, others suffer too. This
is not overtly apparent on the surface structure level of awareness.
'Evil', otherwise known as negative polarization is without the knowledge of the
Law of One. This is an orientation towards service to self, at least 95% and service to others
maximum 5%. Players that are orientated toward self-service are lacking in empathy. They
believe that there is a clear division between them and others. Therefore it is always useful that
they have the advantages, most of everything and are in some form of elite class of player.
These players love to have secrets. At a deeper level of understanding, 'evil' is only
ignorance. Another difficult part of the game is to understand that 'evil' cannot be fought
with 'evil', only insight.
Within the structure of the game, there will always be a minority of players that are
negatively and positively polarized. The greater majority of players will have not have made
up their minds which side to chose from. This is one of the important lessens of the game - to
choose polarity.
Self-development can continue along both of these dualities even at higher
levels of the experience, even after leaving the game.
Ultimately all players must choose
positive polarization in order to advance to the highest levels of other games. The choice of
negative polarity is most difficult for any player. Even though the rewards may seem to be
much greater at the surface structure level, this is an illusion, which must be corrected, sooner
or later.
Approximately 6% of the players in the game are negatively polarized. This little
minority will create the majority of the drama that is a necessary part of the game. To this end
dominance, power plays, secrecy, elite groups, control, violence, fear and manipulation are all
just part of the game, and it all deals with choice.
Those players that have chosen a positive
polarization will be those that participate in random acts of kindness. They do so without
asking for anything in return. They provide the truth. They are the whistle blowers that warn
of corruption and wrongdoing. They are non-violent and, at their best, fight darkness with
light.
The game, on a larger scale, is played in great cycles. These cycles last for many
thousands of years. At the end of each cycle, players are given the opportunity to graduate out
of the game and move on to higher levels of awareness. The nature of these greater cycles is
also well documented in the other literature that complements this short essay. As each cycle draws towards an end, the forces of polarization become more overt and opposed. This acts as
a great catalyst for those players who have not yet formed an opinion as to which side from
which to pick. The consequences of the choices become clearer as the polarization increases. It
becomes easier and more obvious for undecided players to make their choice and begin to ask
questions about the nature of the game.
The increase in 'evil' may seem very brutal to the
individual player. It is actually an expression of the intelligence that is built into the game - to
help the undecided player make the necessary choice and wake up to what the game is all
about, discover their true identity and leave the game.
Posted: 12:47:05 PM link to this article: http://www.marinasmasters.com/2006/categories/articles/2008/02/06.html#a3778
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