Spiritfarmer Aftermath; ...Farming 101. Hugh M.D. Mann
Читать онлайн книгу.required knowledge is that homo-sapiens carries an optimal nuclear program for original thought.
—all gamepieces (bodies) are animated by a tentacle of energy from our larger selves. Concurrent with this animating energy, you receive the “flavour” of your larger self. Vicariously, through this tentacle, your larger self shares your sharp material experience, and, perhaps inadvertently, can guide your gameplay. This is because you only have one “feeling”, and it is the feeling of energy in your body (game piece). Receding energy feels bad, increasing energy feels good, constant average energy feels like daily life. So, if you are doing, saying, or thinking something that corresponds to WHO YOU REALLY ARE, your mind/body combination will cause you to flow more energy, and you will feel “good”. Conversely, if you are doing, saying, or thinking things that do not align with who you are, you will feel “bad”. Under any and all conditions. (There are fascinating nuances to this process that we will explore later)
—at “game level”, what you think is YOU, is a homogenization of game piece programming, animating energy/flavour, and belief. This combination of aspects is what you label “mind”
— all experience is bridged from the non-physical through the collective of “mind”, so each player possesses a unique “bridge”, while still being governed by the law of vibrational attraction
—the game piece homo-sapiens is a rather shoddy model built by other, more competent models, approximately 12,000 years ago. It is essentially a Frankenstein device, manufactured in it’s original form as a beast of burden. A good portion of it’s DNA (program) comes from a hominid extant on the gamescape at that time. Even the present model carries the same hominidal residual, and therein lies the mystery, and the majesty, that is Homo-Franken-sapiens
—our residual hominidal program is “tribal” and produces impulses in us something like, explore, build, procreate, nest, co-operate, and nurture, in no particular order, but with some variance between gender archetypes.
These impulses have become known as the Sacred Scenarios. It was further re-discovered that these scenarios are “dynamically co-operative”, in that the more of them you incorporate into a co-creation, the more potentially powerful the experience. This phenomenon has become known as Secret Sequencing.
—by overlaying a program of “partial problem solving” (free will), on an instinctual signature, our builders, inadvertently perhaps, co-created a marvellous mutant. Neither “man” nor “animal” by clear definition, homo-franken-sapiens is, in fact, a premiere gamepiece that needs only to re-discover that fact.
The true nature, condition, and position of homo-sapiens is vastly more powerful and desirable than the pathetic version mindlessly propagated by convention.
Homo-franken-sapiens is truly a Spiritfarmers favourite bio-android.
UNUSUAL SUSPECTS
Spiritfarming, as a sport, and as a model of suspicion/suggestion, concerns itself with exactly this endeavour,…to re-discover the “nature of the beast”, own it, and build a gameplay strategy from that basis, as opposed to the conventional, inexplicable, denial and pretending.
Investigation reveals that our game piece “programming” consists of two major aspects, first, the instinctual (DNA) based programs, including our residual hominidal/tribal, game rule program, partial problem solving program, (free will) and gender archetype program. Second, the moderators of animating “flavour”, and “belief”, which are, of course, not actual programs, but rather, other influential aspects of “mind”.
Production of continuous original thought requires a process essentially defined as “problem solving”, although we re-label it endlessly as “reaching goals“, “chasing dreams”, etc. ,etc. ,hence, our “partial problem solving program”. It was necessary for our ability to solve problems to be only partial, for any ACTUAL problem solving would end the game in a matter of weeks, as obviously, in a pretend game, there are no REAL problems.
In the homogenized realm of mind, our partial problem solving program works wonderfully, inventing pretend problems, and partially solving them. However, things get a little tricky from there. An offshoot aspect of our partial problem solving program is the ability/propensity to form “beliefs”
Originally, a ”belief” would actually have simply been a “preference”, as our original, cellular, (DNA)program as a whole says, “survive/seek joy/under the umbrella of freedom,(our basic state). So this would have simply been a win-win situation, as ALL of our basic programming is positive.
But alas, there were/are a few flies in the ointment.
Our builders had a few agendas for us. Firstly, they wanted beasts of burden, but the first models were even too stupid to train well. The second version was marginally better, and had been given the ability to replicate, but also had to be destroyed because they could not be controlled.
Enter Homo-franken-sapiens, a bold, if not dangerous new model. And though it carried only 46 chromosomes, it was dangerous because of it’s partial problem solving program. But the gamble was necessary, for the other agenda assigned to homo-sapiens, was that it could be taught to worship.
The plot was brilliantly orchestrated by exploiting the preference forming tendency of our partial problem solving program through the control tool “language”, hence the ability to install controlling “beliefs” in homo-sapiens.
Without language we form preferences, with language, we form beliefs.
And the “loophole of mind”, our partial problem solving program’s preference making impulse, became the notorious “Realm of Reason”
…and Language sat, idly considering it’s double edged sword,…retrospective of it’s juxtaposition of service and dis-service to the bio-android Homo-sapiens. Taker of knowing, giver of diversity, at length, with resignation, it spoke; I am Language, and I shall remain, though most will only ever know me as the Devil…
True creature hood (our nature), has always been the antidote for the poison of language/intellect,…conversely, language/intellect can be made to serve creature hood through awareness of actual game mechanics and conditions.
Enter the spirit farmer…a spirit farmer plans not to un-learn language, but rather, to “learn-of” language, so as to usurp it’s power to his/her own ends.
The “descent into the material” is not such a bad thing , if you are aware that you are making the trip.
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