
Reference: Course on Subject Clearing
Reference: TROM: The Full Package
NOTE: This is a Subject Clearing Version of TROM
(This is a work in progress)
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Glossary
BEING
TROM says, “A life form is an aggregation of cellular life organized and directed by ‘higher’ life in a hierarchy that leads up to the being who answers up when his name is called. He is the one who does the exercises.” That “being” is nothing but a system of flexible but consistent postulates that has the goal of evolving. Thus, there is a curiosity to know; but, at the same time there is an inertia to knowing new things.
BLAME
After the loss of a game considered serious, the loser’s only recourse is to blame the victor for overwhelming him. Thus, blame is the assignment of responsibility for the outcome of a game, with an implied wrongness.
BODY
TROM says, “If you walk this route far enough you will one day walk away and leave this ape (human body), but you will never be free of him until you understand him intimately.” This “ape” is nothing but an aspect of the “being”. It is gross ignorance not to see the oneness of “being-mind-body” in terms of an integrated system. Mind and body are incorrectly targeted for what is wrong with the being. There is never a separation of the being from the body.
COMPLEMENTARY POSTULATE
Complementary postulates, when applied, have the ability to dissolve all games.
CONVICTION
Conviction, by definition, is an enforcement of knowingness. This is also called importance. All games contain conviction.
DUALITY
The Law of Duality states that the assignment of importance to a thing automatically assigns importance to the opposite or absence of that thing. Thus, if life is considered important, then death – the absence of life – has also been granted importance. If the concept of ‘self ’ is considered important, then the concept of ‘not-self ’ is thereby also granted importance. From this law we see the proliferation and self-perpetuating nature of games.
EFFECT
That which is brought into existence, taken out of existence, known or not-known
EVALUATION
The evaluation of things, one against the other, is achieved by the noting of differences and similarities between them.
GAME
A game is a play between conflicting postulates. The playing of the game is senior to the consideration of win/lose. The postulation of “self” and “other,” itself, is a basic game. It is a law of all games that overwhelming failure causes the being to compulsively adopt the pan-determined postulate of his opponent.
GUILT
If the victor accepts this blame he feels guilt. Thus, blame and guilt are seen as two sides of the same coin: where one is present you will always find the other. They are a pair, and are quite inseparable.
IMPORTANCE
Enforcement of knowingness is called importance. Importance is the basis of all significance. Essentially, importance is a “must.” That which is considered important tends to persist and to become more solid. That which is persisting and solid is tended to be regarded as important. Any importance is relative to, and can be evaluated against, any other importance. There is no absolute importance. The search for deeper significance into life or the mind is only the search for prior or greater importance. In that all importance is relative to all other importance it is both a fruitless and endless search. Due to their intrinsic nature, past importances have a command power over the person in the present.
LOSS
Failure to convince the opponent of one’s postulate, and being convinced of his postulate.
MIND
The mind is best considered as a collection of past importances. The person is in a games condition with his own mind. He is trying to devalue his mind instead of making a re-evaluation of past importances. As the various past importances are contacted and re-evaluated to present time realities, the mind will be found to become progressively less persisting and less and less solid, and will finally vanish. Nevertheless, the person can, at any time, by re-injecting sufficient fresh importance into any part of it, cause it to reappear in any desired solidity. When this stage is reached the mind will no longer have a command power over the person, and his full abilities will be restored.
MOTIVATOR
Having one’s own postulates overwhelmed is called a motivator. It is an act received that is considered considered harmful. It is used as a justifier for one’s own condition and actions.
NIRVANA
From the compulsive playing of games, through the voluntary playing of games to an ending of all games by the adoption of complementary postulates and so the achieving of a non-game situation. This is Nirvana.
NOW
A person can only communicate across a distance. He cannot communicate through time. So when he is looking at a ‘then’ he is looking at it now. Whatever he looks at, he looks at now.Any changes he makes are changes in ’now’ and not in ‘then’.
OVERRUN
Overrun is going past the point of erasure. Overrun symptoms are confusion, unwellness, missemotion etc.
OVERT ACT
An act committed, considered harmful, and justified. Overwhelming the postulate of an opponent in a game is an overt act.
OVERWHELM
Overwhelm is a postulate failure. Overwhelm comes with complete loss in a game.
PAN DETERMINISM (PD)
The “other’s” postulate is the one you put at the other end of the comm line, and is called the pan-determined postulate (PD). It is determining the action of self and others (non-self).
PLAY
Keeping the game in play is more valuable than ending the game by winning or losing it. This is true only when this is the ultimate game, and there are no other games to play.
POSTULATE
A postulate is a self-created truth based on which further reasoning is done. The purpose of postulate is to give form to the unknowable to fill the gaps in the knowable. The postulate may develop into a system of postulates and theories. Everything that we know is based on this system of postulates. To be valid, a postulate must be consistent with all other postulates.
POSTULATE FAILURE CYCLE
Start at 1. Failure against 4. Keep one’s valence, but change the flow from 1 to 2. Failure against 3. Shift valence to 3. Failure against 2. Keep one’s valence, but change flow from 3 to 4. Failure against 1. Shift valence to 1, but with a substitute effect.
PT
Present Time – now!
REALITY
Ideally, reality is made up of postulates that are continuous, consistent and harmonious with each other, and, therefore, they have acquired the quality of ONENESS. This is the basis of evolution.
RI
Repair of Importances
SELF
Looking at the motivators of a person you can recognize his “type of self.” You can then predict the type of overts being committed by that person. The theory of TROM tells you how the person acquired that type of self, so you can go about resolving it.
SELF DETERMINISM (SD)
The “self” postulate is at one’s own end of the comm line, and is called the self-determined postulate (SD). It is determining the action of self.
SERVICE EFFECT
Something which the being presses into service in life to aid him in the playing of games.
“THE LONG NIGHT OF THE SOUL”
The endless ransacking of the mind in search of prime cause.
TIME
All motion in this universe is cyclic. When something continues, then the changes in it follow a continuous, consistent and harmonious pattern. This progression is called time. It allows a present moment to be traced back very precisely to a past moment. When a past moment is compared to the present moment by putting the two scenes side by side, any anomaly becomes quite obvious. The awareness then quickly sorts out the anomaly.
TIMEBREAKING
Timebreaking is the action of simultaneously viewing a ‘then’ and a ‘now’ moment side by side. This awareness quickly evaluates if any anomalies are present between the postulates of the past and present moments. The sorting out of anomalies also removes any command power of the past moment over the mind. This does not change either the past or the present. It only clarifies your view of these past and the present moments. When we use the term ‘timeless’ for a being (viewpoint), it simply means that the being can see the progression of time just as it is, free of anomalies.
TROM
TROM is an acronym for ‘The Resolution of Mind’. It is basically a compact system of restimulating deeper levels of the mind, in order to become aware of its deep content.
UPPER LEVELS
The whole purpose of “upper levels” in any system of processing of the mind is to find and resolve all rigid impressions of fixations. Dianetics calls such ultimate rigid impressions “engrams.” Scientology calls the ultimate rigid impressions “GPMs.” TROM calls such ultimate rigid impressions “compulsive postulates.” Subject Clearing the rigid impressions as “inconsistencies” or “anomalies.” In the wake of such resolutions we have more accurately determined postulates, definitions and their logical order.
VALENCE
An identity assumed unwittingly (in games play). The word valence is derived from the Latin word for power. A being assumes a valence in an effort to obtain its real or imagined power.
VALUE
The greater is the value of the postulate, the more serious is the game.
WIN
Convincing the opponent of one’s postulate.
WIN / LOSE
If the game is relatively trivial, then win/lose is applied. When a game becomes serious, then overt/motivator is applied. TROM says that “to always win is no fun.” But there are always bigger and more challenging games to play. So there is no end to fun. The significant consideration is what one does after a failure.
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