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2008
THE GAME OF GAMES
A short story introduction to:
The Hidden Agenda
A Handbook of Spiritual Psychology
2
© 2008 Mike CechanowiczLast revised12.02.08
©
INTRODUCTION
THE GAME OF GAMES is a very short story with an important message. It is actually
written as an “appetizer”. You don’t need to invest much energy to find out if you are
interested in the message. The themes that are discussed in this short story are documented in
detail with two follow-up books – A Handbook of Spiritual Psychology and Hidden Agenda.
All of this material was originally written in Norwegian. A Handbook of Spiritual Psychology
is now translated into English and available for free download at my web site. The Hidden
Agenda is being translated now and will soon be available.
The next pages have the potential to change your perspectives in a very positive way. If
you don’t want any change in your life, don’t read this book. You need to know that others
who have gone before you say the following,
I did what ever I could to stay in the game as long as possible. After I discovered what it was
really all about, I can only think about how to escape from it.”
same again.
“Before I knew about THE GAME OF GAMES,Your reality will never be the4
© 2008 Mike CechanowiczThe mysterious game
Imagine a game where the intention, rules and guidelines are hidden, ambiguous and
unclear. As each player starts the game, they learn about the rules and moves of the game by
other players who may or may not have understood what the rules are really all about. It takes
only a short participation in the game to discover that different players are playing the game
by using different rules about themselves and the game. Most of the players are convinced that
they are playing the game using the “
available. Other players using different rules are merely perceived as players that are cheating,
or using the “
argue about which rules and moves are the “
confusing and dramatic at times.
Most players usually play the entire game using the same rules and moves that they
learned as a new player. This is because it is difficult to comprehend all the different systems
that are available to choose from. Even though it is difficult, some do change their approach
and convert to a different set of rules, because these seem more “
very important to some players. The conversion process is often difficult and fraught with
inner conflict. Players with common rulebooks often group together and form “congregations”
so the game will seem more coherent – thereby eliminating much confusion.
The game seems to be rather simple, even with out any proper set of directions. It
would appear that the game is played only one time and when the game ends - it just ends.
Most players are totally convinced of this. They even say it can be proven. This is where a
conspiracy comes in to the picture. The players are tricked into believing that the game is only
a one-time event, when in reality it is only one of a long series of games that continue for
thousands of years. That would be fine if the game was just about having fun, enjoying the
game and a sense of playfulness. The problem is that the game is deadly serious. There are
equal opportunities for intense pleasure and intense pain. Dramatic and emotional
relationships are created in the game as it is played. These relationships are also a source of
pleasure and pain. In many cases the game appears to be a fight for survival - a battle between
life and death. All players will, at times, experience the game as something extremely
exhausting and stressful.
Because most players believe that the game is a one-time affair, they become acutely
aware of the fact that the game does not seem to be fair. Some players begin in the game with
right” understanding of the rules and moves that arewrong” rules. Players often engage each other, sometimes even violently, toright” ones to use. This makes the game veryright” and being “right” is©
great advantages and privileges, while others start off in quite the opposite way. Most players
believe that a longer game is much better than a shorter one. In fact, if the game is short, it is
often called a “
Due to the fact that most players are completely ill-informed about the nature of the
game and even the true nature of the players themselves, the author feels compelled to make
available to as many players as possible the truth about what the game and the player is really
all about.
Almost every single player in the game is trapped. They have to keep playing the game
over and over again, even thousands of times. Each player is tricked into believing that the
game they now are playing is the first and only one ever played. The truth of the matter is that
their previous memories have been wiped clean. This is all because of a “devilish rule” that
has been discovered, buried deep in a place where secrets about the game are kept.
Simply put, there are no complete directions about the game or the players. Vital
information concerning these issues is always hidden from the great majority of players. False
leads, misdirection, lies and half-truths are abundantly available to all players to follow. This
information makes the game, and the player’s role in the game very easy to believe they
understand. Unfortunately, in reality, they do not. Although the game may seem simple, on the
surface, it has been discovered that there are actually many different hidden levels, meanings,
and structures that are fundamentally difficult to perceive. One of the greatest secrets about the
game is its surprising conclusion - how to end the seemingly never-ending series of games. It
ends when the player has thoroughly understood what the game is all about - which is a deep
understanding of self-awareness and the consequences of choices that are always available
within the framework of the game.
Participation in the game is not an option but a prerequisite. Unknown to the player is
also the fact that player has chosen to play each specific game in a specific framework. The
player even chooses some of the key players that will be participating in the game. These
choices are made in a state that can be called “between games”. In this state, the player has an
extended awareness of games that have been played earlier and the consequences of how each
of these games has been played. Based on this information, new games are actually planed –
not in detail, but in a general framework. It is therefore understood that players have their own
personal “agenda” for each game played. This will be further enumerated upon at a later stage
in the story. Memories of those choices are taken away from the consciousness of the player
the moment the player enters the game. Only a few privileged players have memories
tragedy”.6
© 2008 Mike Cechanowiczavailable that give them obvious advantages. This is a consequence of aforementioned
“devilish rule”.
The game is normally very long and has many phases. It is played over and over again
without the player ever being aware of the fact. No single game is ever “fair”. It favors those
players that stumble upon certain hidden clues about the nature of the game and the players
themselves. These players become privileged and are provided with additional insights simply
because they are looking for clues. These players are often called, “
These players do not trust the “system”. They sincerely believe that they are being tricked into
believing that the game is the one and only reality that is. These seekers are constantly looking
for better alternative understandings than the standard ones that all are provided with. Other
players often ridicule seekers, telling them that they are “dreamers”, have “lost contact with
reality” or are easily duped into believing in “fantasies”. This doesn’t seem to deter them.
They seem to be highly motivated by the “devilish rule”.
This rule stipulates that the seeker who has discovered certain insights about
themselves’ or the game is eligible to keep their memories of those insights. They are
available to them the next time they play the game; not overtly but through the veil of mystery
that cloaks their “subconscious” mind. This is how players start to accumulate insight. The
other players don’t know enough to understand that their main assumptions about the game, or
anything connected to the game, are really false. They get sent back to the start of the game
with no previous knowledge of ever having participated in the game at an earlier stage. This is
truly “
“
him.”
Seekers of the truth”.entrapment”. This is the meaning and essence of the “devilish rule” that states,Whoever has will be given more; whoever does not have, even what he has will be taken fromMultiple levels of understanding
The game has several intentions at different levels of understanding. I will call these
levels, “superficial levels” and substructure or simply “deeper levels”. The deeper the level of
substructure, the more hidden is its meaning. Without wanting to alarm the reader, I call this
hidden meaning, “
“
get the most out of the game, compared to what “status” or “social level” that the player is
surrounded with, when entered into the game. This is called “
player is less at the end of the game, than when the game started, the game is then understood
to be a, “failure”. The perceptions of success and failure are really irrelevant because the game
esoteric” or “occult” because these words accurately describe the essence ofhidden information”. At the superficial level of understanding, the intention of the game is tosuccess”. If the status of the©
always ends with the tragic death of the player - game over! The irrelevancy of success and
failure are further enhanced by the fact that the player redefines what success and failure really
mean when confronted by the extended awareness provided in the “between games” state.
Certain “congregations” of players are led to believe that this “between games” state
does not exist as it actually functions. They are told one of several variations of misdirection
that lead player to believe in one of two alternatives that function as a final and permanent
abode for the player. These players envision that the game is played only one time and that
their “fate” and ultimate selection of abode is dependent on the quality of choices made during
their stay in the game. If there has been a certain amount of “rightness” than the player will be
selected to enjoy permanent bliss. If there has been a certain amount of “wrongness” the
player is selected to suffer permanent punishment and torture. This system of belief is the
source of the term, “after game”. “Congregations” that adhere to this system of “after game”
perceive themselves as “saved”, while those that don’t believe are “lost”. Because the concept
of being punished and tortured for eternity is such a strong concept, will many take it upon
themselves to “save” as many other players as possible while they play their game. These are
called “missionaries”.
The “after game” players join forces with the “game over” players to ridicule the
“between games” players. It seems that both are actually frightened by the idea of long-term
self-development. It is the author’s belief that the scariest part of is the idea that players are
actually responsible for everything they do in the game, whether or not they get caught in the
act. The extended responsibility means that players would have to be kind and considerate to
each other and that would disrupt the entire idea of success!
The state of being “between games” is actually very interesting. It serves many
purposes. First of all, the state is used as a resting place. Some games can be so demanding on
the energies of the player that these need to be replenished even before the player can consider
using time for self introspection. This segment of the state is a very important part of the
learning process. Time and space exchange themselves as a continuance compared to the
arrangement in the game itself. This means that time is the continuance during the game.
Movements in the three dimensions of space create experiences, choices, actions and reactions
that are all an important part of the learning process. In the state of being “between games”,
the player experiences space as the continuance and time as that which can be fluid and moved
in. Insights are available but there is no possibility of acting on those insights. Acting is done
in the game. Therefore the paradox: In the game there is the ability to act but there is no
8
© 2008 Mike Cechanowiczinsight. While being in the state of “between games”, there is insight, but without the ability to
act on that insight. Didn’t I already mention that the game was not fair?
After a period of contemplation, the player becomes aware of the fact that there are
many other players that are both friendly and familiar. The player is, in fact, a “fragment” of a
greater unit. This is sometimes referred to as the “spiritual family” The size of this family is
difficult to estimate precisely because many of them are playing their games, while others are
just between games. One thousand fragments, or players, in each family is considered to be
fairly well founded estimate. Players in the same family often choose to play the game
together using different roles each time, just because they like each other. Players normally
choose one or both of their parents before even entering into the game. Sometimes this is done
for the purpose of support, other times it is done to create conditions that are necessary in
order to learn certain “lessons” through pain and resistance. Most players protest vehemently
when being confronted with this idea. “I’m not that stupid”, is a typical response. Gender and
body type are also a matter of choice. Planning for a new game is a very important part of the
process of being “between games”.
Sometimes the choices are very difficult. Because players sometimes need help, there
are consultants available for this purpose. They are always a group of three, acting as a single
unit. They have finished playing the game a long time ago, so they know all the ins and outs,
possibilities and limitations. They never make mistakes when giving advice. The player can
always choose not to take the advice given by the consultants, or “masters” as they also are
called. Not taking the advice is something only less experienced players would have a
tendency to do since this makes things much more complicated than necessary. A law, known
as the law of balance, requires all players to experience getting back what they previously
“dished out”. This law requires that many difficult choices be made in order to create balance
in the long-term perspective. This factor is one of the reasons for the apparent unfairness at the
surface structure of understanding while in the game. The earlier rich and greedy baron will
choose perhaps several games playing the role of the underprivileged, unhealthy,
malnourished player, just to understand how it is to experience those greedy barons who refuse
to share their privileges, wealth and food. Of course, this prolongs the game. That is one of the
things that really keep the players stuck in different aspects of the game.
Playing the game is actually so meaningful, and in some ways a kind of privilege, that
any player that shortens another player’s time in the game, will also have to balance out that
act by helping the same player in some future game. This does require great acts of heroism on
©
the part of the player paying back the balance. Sometimes it may even require that the player
risk losing his or her time in the game. Players that share generously of their resources, out of
their own freewill, experience reciprocity in later games. The law of balance works both ways.
Players lose their memories of the time spent “between games”, the moment the player
enters into a new game. Memories that would seem to be lost are actually hidden away. They
are stored for safe keeping in the memory of the player’s subconscious mind. Of course, since
the player usually only believes in a single source of consciousness, most become very
confused when the subconscious attempts to guide the player through mysterious dreams and
vague feelings, which are often called, “
One of the greater problems associated with the game is that most players connect the
task of learning with the attendance of something called a “
effort on the part of the learner, most players look forward to the time when they are finished
with “
discover more, is often discouraged. There is even a saying that all players have heard before,
“
as long as possible – even though it is painful. Since learning is more important than pain, it is
quite allowable that learning through pain is a necessary part of the game. Ouch!
The very nature of the game envelopes the entire range of human emotions and states
of mind - pain and fear, as well as happiness and pleasure. Those that have completed their
journey in playing the game, describe their experience in retrospect as, being hammered into a
form in the furnace of a blacksmith. This leads one to understand the type of thinking that the
conspirator is capable of creating. As we all know, the game, in its darkest versions can seem
brutal, tragic, and extremely painful physically, emotionally and mentally. At the surface
structure level of understanding it is completely incomprehensible to consider that such a
devious plan is part of the hidden structure of a “
understanding of this “
negative emotions. It is also duly noted that it is here where many players refuse to believe
that any higher wisdom exists because there is no room for understanding the reason for such
pain to be experienced. This is why some players feel abandoned and very alone. Some
players find the game so meaningless and difficult that they take their life, just to escape the
game. The problem with this solution is that it is not a solution at all. It actually lengthens the
time the player has to play. Trying to make the game shorter for one’s self is pretty much the
same as shortening the game for another player. There is no escaping the game!
déjà vu ”.school”. Because learning demandsschool”, so they can relax and just enjoy the game. The necessary curiosity required toCuriosity killed the cat”. This is most unfortunate, but it serves to keep the player in the gamegame”. At the substructure level ofgame”, all players must have experiences that deal with these highly10
© 2008 Mike CechanowiczWho or what is behind the creation of this game?
It is natural to ask the question, who made the game? Who is the designer of such a
hideous conspiracy? No individual has so far claimed responsibility. The most reasonable
rumors point in the direction of an entity with supreme intelligence known as the “
more of an intelligent force, than a personality. The following metaphor, even though it is a
stretch of imagination, is the best possible explanation that the author can provide. Imagine the
creator creating experiences for itself in such a way that the created experiences are fed back
to the creator, which continues to create - into infinity. The image of such a scene would look
like a raw piece of iron being applied to a rapidly rotating grinding wheel. A majority of
sparks rotate with and around the wheel. Others are cast off from the wheel, launched out into
space. Instead of seeing the sparks fly off into the distance, only to fall extinguished to the
ground, these sparks actually return to the source. The process repeats itself - although
difficult to comprehend, this has always been and will always be - eternity.
It is from this perspective that the pain of experience can be perceived through positive
intentions. “
when we become aware of the deeper levels of understanding - on the surface however things
can appear to be very nasty indeed. It is understandable that many perceive their predicaments
within the game as being “
abandonment is not possible since they are, at the deepest level of understanding, a part of the
creator. After careful consideration, it must be understood that the nature of the game is the
way it has to be. Its structure is perfect, in relationship with its’ intention.
This understanding does not make the game any easier to play. I remind the player that
only enlightenment that is integrated into practice will help the player to put an end to the
“
of work. The question is whether or not the player wants to invest in staying in or leaving the
game.
creator” -Conspiracy” is perhaps not the most accurate word to describe the arrangementabandoned” by their creator. The fact of the matter is thatnever ending” game. Some of that enlightenment is offered here. It all requires some amountWhy?
Why does the game exist? The entire intention of the game is that the players learn
from their experiences. A certain level of wisdom is to be acquired along the way.
Participation in the game, even though it is extremely demanding at times, teaches the
individual about the nature of self, relationships and the universe as a whole. Choices and the
consequences of choices are coupled with self-awareness as the goal of the game. At an even
©
deeper level of awareness, the game is teaching about love, because love is about having
freedom of choice - even though the choices are not necessarily wise choices. In order to
enhance depth of understanding, players become trapped in the game’s hidden dead end paths,
false leads and distractions. It is the player’s responsibility to learn and understand the nature
of the game, along with all the rules. This is the only way out of the game. During the last
cycles of the game, the player becomes aware that other games that can be played. Among the
different possibilities are games that are much more attractive, harmonious and less strenuous.
The greatest of all advancement is achieved the moment the player understands that there is,
indeed a game to be played, because the universe is in constant evolution - in the post positive
sense of the word. Before that awareness, nothing more exists than the endless playing of
games - no searching or finding.
How the ground rules of the game are laid out
Cycles
A series of conditions in the structure of the game and the players serve to guarantee
that the game will be very difficult to exit from. These conditions are, of course, hidden from
the awareness of the players until they first start to gather insight. They become more obvious
only during the last playing-cycles. These will be described briefly. I will also mention in
briefly that certain cycles of players sometimes group together to form cultural tendencies in
entire nations. Although this does create a sense of familiarity, it also builds up
fractionalization, which will be mentioned later.
The first cycle can be understood as the
the first time exposure to the game. The agenda in this cycle can be expressed as, “
it!
understood as raw sexuality. Eating is done for survival and because of the great amount of
fear involved; the infant player is very preoccupied with cleanliness.
infant cycle. This player is very fearful, due toLet’s not do” At this level of development, there is little understanding of moral values. Love isThe baby cycle
be expressed as,
system within the game. This preserves the players sense of “right” and “wrong” that is very
fundamental, religiously and/or secularly. Strong beliefs about the game are formed during
childhood. These are seldom challenged and strongly defended. After each game is played, the
player will leave the game for a short period of time. At this time the player is without a
is the next progression in the game. This player has an agenda that can“Let’s do it right or not at all”! This player is very attracted to the justice12
© 2008 Mike Cechanowiczphysical body in which to express and experience the game. For the player in the baby cycle -
this is a scary experience.
The young cycle
enough experience in the game to remember, at the subconscious level, that there is some
familiarity. There is a tendency to want to change the nature of the game and those that are
involved. Accomplishment and achievement are important parts of their agenda. These players
are often attracted to positions of power and domination. The sexual patterns of behavior at
this level seem to go towards two extremes - abstinence or sexual freedom. Time spent outside
of the game, without a body, is still an unpleasant experience.
has the following motto; “Do it my way”! The young cycle hasThe mature cycle
cycle begins with the task of asking questions concerning most of the game and the players
involved. There is a sense of seeking - the answers, however, are very difficult to come to
grips with. This is actually a very difficult cycle and there is much unhappiness at this level of
the game. The unhappiness is often based on the perception of being alone, meaninglessness,
hopelessness and helplessness in any combination. This player becomes sensitive to hostile
emotions from others. Therefore, the player will try to isolate him or herself from others.
Relationships are also difficult at this level. The mature cycle player is often well educated and
will immerse themselves into philosophy and debates about the game. Usually, if religiously
inclined, this player will seek out a quiet religion such as Buddhism. At this level the player, if
properly matched, is most likely to stay in a relationship for life. This player is often interested
in fine foods and wines. The mature cycle player finds being without a body to be a very
interesting experience.
has the following motto, “Do it anyplace but here”! The matureThe old cycle
has the following motto, “You do your thing and I will do my thing”.Freedom, independence and lack of restraints from the conformity, which is part of the game,
become important issues here. There is a reduced drive to acquire material riches at this level.
The old cycle has become aware of the fact that, each game starts with fresh levels of energy
in which to play. Being a professional player and working towards great achievements become
less important because this distracts from a greater goal in the game. This player often prefers
quietness, or absence of conflict, in which to pursue personal goals. This older level player
will rarely be attracted to religious dogma. They can worship in the woods. Sexually, they are
very relaxed. Sex does not have the same drive as it used to have. Still, they can be very
sensual. They are attracted to the arts and philosophy. Feeling the meaninglessness of the
game at the surface level of understanding, they begin to become attracted to searching and
©
finding the deeper substructures of the game – something greater than themselves’ The old
cycle player enjoys being outside of the game, without a body.
The infinite and transcendental cycle also known as the wanderer cycle
need of any special motto. This player does not participate in the game unless there is some
really great need to do so. There are times and cycles of games that can create extremely
stressful conditions for a great number of more inexperienced players. This is often a time
when many advanced-cycle players volunteer to help more inexperienced players along the
way. These times and cycles are extremely demanding for all players, but the more advanced
players know that the game is just a game. That really helps. At this level, the player does not
really identify with the game as reality - like all the other levels do. The illusions are now clear
because this player has gone on to other games that are far more advanced than the one that is
played at this level of consciousness. Therefore none the superficial rules of the game seem to
be taken very seriously. Doing things “by the book” is usually not acceptable to this player.
They are often outside of the “format” that most others play by. This player is a “citizen of the
earth” and moves about it freely. This way, they are free to teach others and guide them on
their greater purpose. Players at this level enjoy being out of the game much more than being
in the game. The game to them is “work”.
has noWhat gets players to wake up?
The player’s comprehension of the game, on the surface, is dependent on what kind of
experiences the player has chosen to have. In some instances, the game is seen to be perfect -
at least for the time being. At this stage, the player is understood to be in his or her “
zone
answers to questions about self and the game are left in the background of the players
consciousness. Since achieving, maintaining and defending the comfort zone, seem to be
perceived as the “meaning of the game” for many players, this is known to be one of the more
serious traps, recognized only by those old-level players, or those that are outside of the game.
At other times, the game may be conceived as being full of faults that need to be
changed. The sense of, “
move toward the mature level and up to the time the player leaves the game. Some players will
spend tremendous amounts of energy to change or improve the game. Activism and politics
are often areas of the game that these players engage themselves in. Some of these attempts at
change are serious and positive. In the long run, however, they will not be successful. They
cannot be successful. There will always be poverty, war and injustice. There is a reason for
comfort”. This state is self-defeating because change is seldom welcome. Searching for betterThere is something wrong with this place” will increase as the cycles14
© 2008 Mike Cechanowiczthis. First when the player understands the true intention of the game, can the player truly
judge the structure of the game with wisdom. If the player concludes that the nature of the
game is to promote happiness and comfort, than perceptions of many changes that need to be
made will be quite apparent to the individual player. The fact that other players do not
recognize this need for change is one of the many frustrations that every player perceives as
they begin to move toward the end of their own cycle in the game. At this level of
understanding, the structure of the game is totally useless, dysfunctional and destructive. It is
not unusual for players that have woken up to the understanding that they have been fooled, to
be very angry at the “
would never be an opportunity for players to discover that there is anything wrong with it.
Players would never become seekers. This is why the “
player must leave the system, instead of the system being changed to suit the players. This
discovery is of great importance to players. If they do not understand this, they become stuck
in the system, trying to reform it. That doesn’t mean that this player shouldn’t care about all
the pain and suffering that the system creates. The best this player can do is to point out the
concept of the game to the other players, so they can become enlightened and get out of the
game. By that I don’t advocate ending the game early. I mean leaving the game by natural
means, never to come back, but to move on to games that are at a higher level. This must be
done without being perceived as a missionary. Nobody needs to be “saved”. That is why free
will is so important in the process of really waking up. The player that is awake still has a job
to do. This reminds me of something I have read on a book cover once,
out if your “mission” in the game is finished or not. If you are still in the game, than you are
not finished!”
system”. The paradox is that if the system were totally functional, theresystem” must stay the way it is. The“Here is a test to findThe true realization of the intention of the game is only realized as glimpses of insight
during the later cycles of participation. This is when the player realizes that the structure of the
game is perfect for its true intention - that is to teach the player self- awareness and the power
of choice. When this is understood, there is an understanding that the game could not be made
any other way. It is a wonderfully meticulous learning institution.
The game has always intended to function as an “open institution of learning”. There
are no division lines between levels of game players. In this way, the experiences of all are
made available to all. It might seem to emulate chaos but there is method to the chaos.
Division lines are, however, abundant concerning the perceptions of separation between
players in the game. This will be discussed in greater detail shortly.
©
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 “
nouns, or nominalizations. When used this way, they become as static “
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 “
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, “
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. “
known as “
others
“
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.
“
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.
good” and “evil” are described in the culture of the game as abstractthings” instead ofgood” and “evil” as dynamic processes. The descriptions that I provide are not ofLaw of One”. This is understood to mean that allGood”, otherwisepositive polarization”, is an orientation of energies by a player toward “service to” - 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 selfdestructionEvil”, otherwise known as “negative polarization” is without the knowledge of the16
© 2008 Mike CechanowiczWithin 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.
The structure of information within the game
It is fundamentally necessary to have information within the game about the game and
it’s players. This information is deeply hidden and called either “
mentioned earlier. The following is a generalization and only meant to show a tendency.
occult” or “esoteric” as©
Hidden information that is labeled “
the negatively orientated path. “
polarization path. There is a common denominator for all true information about the game and
the players. All true knowledge within the game, even though backed up by countless personal
verifications, will not lend itself to be useful “
who are called “skeptics” in the game will use lack of proof to prove lack of existence. This
being said, lack of proof will never prove lack of existence. This lack of proof can be a source
of great frustration for the seeker. The experienced seeker will accumulate verification over
time and therefore be better equipped to differentiate between faith and knowledge. Blind
faith, even though it is proclaimed to be a wonderful thing in religious circles, is a wonderful
way to remain stuck in the game.
In the ongoing struggle between duality of positive and negative polarization, each side
will gravitate towards either esoteric or occult information - all of the hidden or secret
knowledge about the game and the players. A peculiar pattern of behavior becomes apparent
to the player at later stages of the game. It would seem that unpolarized and negatively
polarized players all ridicule both esoteric and occult information. This is to through the seeker
off the track. In general, the occult is something to be afraid of and the esoteric is just not even
believable. Even though negatively polarized players ridicule hidden knowledge, they make
very good use of it - in secret. This way, they believe that they can keep it for themselves and
maintain the advantages they are always looking to achieve.
Ridicule about esoteric and occult information from the unpolarized players is only a
reflection in their convictions that reality is constrained to the materialistic world paradigm.
This is part of the fractionalization process.
All information within the game, about the game and the players, will be thoroughly
structured around one principle - fractionalization. The only way to really understand the true
structure of the game is to work with systems thinking, general knowledge, meta knowledge
and subjective information side by side with “objective” principles. In this way all the parts
build up to one whole. The opposite is the case in the game. The process of fractionalization
uses all of the following:
1. Reductionism to understand wholeness. This means that parts of the whole are isolated
from each other and studied as single elements in detail. In this way we never get to
understand how the parts work together. This is why scientists dissected Einstein’s brain
when they tried to find out how he got to be so smart!
occult” is the preferred source of information for those onEsoteric” knowledge is usually associated with the positiveproof” of how true the information is. Those18
© 2008 Mike Cechanowicz2. Materialism to understand the whole. This means that anything that is not physical is not
allowed into the realm of science. This is why science can only study the brain and not
consciousness – because it is invisible.
3. Rationalism to understand the whole. This means that we can get very intellectual and
we don’t need to deal with feelings. Of course this also means that the human mind is
mostly studied from a standpoint of consciousness. The unconscious mind gets pretty
neglected in the process. That means understanding gets very stuck.
4. Closed systems to understand the whole. Closed systems have no interaction with
anything outside the system. This makes things very easy for science. No complicated
messy arrangements. This is like a battery that can only run down. It’s called entropy.
5. Segregation – By splitting wholeness apart, it makes things easy. We keep the boys from
the girls, the Muslims from the Christians, the French from the Germans, etc. This way
nobody gets to talk to each other if they are different in any meaningful way.
6. Competition – Nothing makes information more difficult to bring together than
competition. Everybody is always fighting between them selves over being bigger, better
or more right. Competition draws people into their own little compartments and they
stay that way.
7. Specialization – Rewarding specialization for being more important gets us to the idea of
knowing more and more about less and less, until we know everything about nothing.
Specialization also keeps people from talking to each other. They make their own little
special languages and nobody understands enough to understand them all.
8. Mixing the truth with half-truths, misdirection and lies. That makes everything very
difficult to understand. Nothing is really trustworthy.
9. Delivery of information in bits and pieces that don’t really belong together.
Nothing will add up. This guarantees that the player will have great difficulty
understanding that the isolated parts of the whole actually belong and work best when they are
together and integrated. Even science, which players believe to be the true source of
knowledge will be immersed in the fractionalization process. This is because science is stuck
in the materialistic world-view.
Fractionalization creates even more dualities. These would appear to be opposite and
ununiteable forces, when in fact they actually belong together. In the fractionalized reality of
the game, man is against woman, intellect is against emotion - science is opposed to religion.
The one religion is against other religions, left is against right, East is against West, internal is
©
against external, logic is against intuition, physical is against spiritual, local is against global.
There will never be a unified theory about everything within the game. Any personal
discovery of the unified theory about everything is a sure symptom that the player is about to
come close to discovering the true identity of him or her self, function of the game and the rest
of the universe. Fractionalized information is one of the most proud creations of the creator of
the game - the method functions perfectly.
The law of free will
The law of free will has a number of implications, which are important to note and
understand. These implications are not necessarily so very obvious, even to the informed
player.
The use of free will to chose which path to take is an act of unconditional love. Beyond
this, it is a law of the universe. This way of defining unconditional love is the main point that
is often expressed when this rule, or law is talked about. There is another expression of this
rule that is also interesting.
Information that could serve as overt truths about the nature of self and the game are
hidden due to the law of free will. This is because if the hidden structure of the player or game
could be proved, there would be no free will involved in the development process. Therefore
overt miracles are not generally allowed. Proof that the game involves the rest of the universe
is also not allowed. Proof of spirituality and the substructure of the game, is not allowed.
There is, however, ample room for evidence for the seeker to discover.
Always distraction
Fractionalized information and half-truths about the human mind, in combination with
actual constraints in relation to the amount of consciousness the human mind can work with;
serve to create a perfect framework for manipulation of the mind by the game itself. The point
is to distract the attention of the player away from the truth about the game. By misdirecting
attention towards non-important matters such as fear, worries, imagined importance,
unimportant cultural events, romantic dramas, erotic involvements, consciousness numbing
habits, entertainment, sports, etc. the player never gets around to thinking his or her own
thoughts about his or her participation in the game. Many players make fantasies about taking
the time to relax and figure things out when they retire from work. If they make it that far, they
usually end up so tired or entertained by other short-term attention getting enticers that they
never really get around to thinking about the game. They just play it - and that is when the
game has won over the player.
20
© 2008 Mike CechanowiczConsciousness and the players
In the materialistic paradigm, the brain and the mind are one and the same. The players
rarely discover the real truth about their mind and its hidden resources. The mainstream
assumption is that the brain creates consciousness. This implies a number of things, all of
which are false truths. The most devastating implication of this mind-set is that consciousness
dies along with the death of the player. This has been proven not to be true by scientists that
work with near death experiences. According to the law of fractionalization, this information
is repressed. Another devastating implication of this misunderstanding is that the mind has no
internal source of wisdom or knowledge beyond personal experiences. This further implies
that the player must depend on some source of authority within the game for any and all
information that could be helpful for the player. The player becomes very much unempowered
through this wrong assumption.
Consciousness is, in reality, constrained by the brain and its neurological make-up. One
of those conscious restraints deals with the range of consciousness at any given time. It is
severely limited. Experiments show that normal conscious awareness can only deal with
seven, plus or minus two, pieces of information at any given moment. The minds subconscious
or unconscious resources must process anything over this limit. This information is not
normally accessible by the conscious mind. This constraint over awareness makes it very easy
to distract the player’s attention toward events and information that are only relevant at the
very surface structure of the game. The structure of the game can be said to, “
busy with non-important events and information
information, entertainment, news about entertainers, advertising, the latest politics, the stock
market, sports news, climate changes - whatever the player finds interesting and values as
important.
Since all of the information served to the player at this level is fractionalized, none of it
is really useful for the player in a long-term perspective. The information is designed to keep
the player in the game. Any information that generates fear is carefully designed to occupy the
mind of the masses within the game - fear of terror, war, violence, job loss, economic disaster,
drugs, global warming, pandemics, asteroid collisions with earth and even invasions from
outer space are wonderful topics which play on the fantasy of the greater masses of game
players.
Keep the player.” That means; the latest consumer©
Hidden resources that all players have
Each player is equipped with mental and emotional resources that go far beyond their
normal understanding of the brain as the source of consciousness. At the deeper level of
understanding, consciousness is non-physical. The best word to describe consciousness is that
it is spiritual in its essence. The laws of physical existence do not apply to consciousness. This
is, of course, one of the great hidden secrets about the player - and the game. Each and every
player is actually a duality within itself and a trinity within itself - according to which level of
awareness one is working with. At the simplest of substructure levels, each player is equipped
with a conscious and a sub-or unconscious mind. These would appear to be separate entities
within the awareness of the player. The conscious mind thinks of itself as the “
rather mystical and unclear relationship to the subconscious mind. The conscious mind has
very limited resources. It has no long-term memory. The subconscious mind acts as an
autopilot and helper for the conscious mind throughout the entire game. The conscious mind is
not aware of this fact and takes credit for all of these hidden activities. Only the informed
conscious mind can begin to comprehend that there is another part of self that is playing the
game with a totally different set of resources and abilitie
Haha same here man...
we were talking about death at work today and discussing whether or not we would want to know when we were going to die. i think there would be some good points to it but it would suck more because you would know when the end was coming and a couple weeks before that would be the only thing you could think about. (and i know how misserable my grandfather was when he had cancer and could feel the end coming)