Gameworld Consulting is one of the Possibilitator Training Specialties.
A beginning is the time for taking the most delicate care
that the balances are correct.
- Frank Herbert in his book: Dune (Matrix Code BOOK0113.00)
Your Job As A Gameworld Consultant
As a Gameworld Consultant you have jobs to do on your bench from all 3 Worlds: the Upperworld, the Middleworld, and the Underworld. If you leave any of these worlds out of your Interventions, you and the Gameworld are already disabled. There are resources, intelligences, powers, warning, opportunities, friends, and foes in every world. All are needed. All awarenesses are necessary.
Here are some hints for detecting hotspot activities indicating that Gameworld Consulting might be fruitful:
- Distinguishing which of the 5 Levels of Responsibility each member of the Project Stands for, Commits to, is the Guardian of, and can Source.
- Face into the Context-smudging done by Boxes and Gremlins do as a matter of their own Survival Strategy.
- Catch the Context-bypassing happening unconsciously in each moment that it happens.
- Which Part of each person is sacrificing the Context, and why.
- If a person is not stopping a behavior that smudges Context, they are doing it.
- What is their conscious and unconscious Purpose for smudging Context.
- What is their desired unconscious result of smudging the Context.
- Navigating the inner turmoil (Liquid States) of each person's context shift and evolution of consciousness.
PREPARATIONS FOR BEING A GAMEWORLD CONSULTANT
POSSIBILITATOR TRAINING SPECIALTY
The most effective Gameworld Intervention
delivers an archetypal force of nature at a Flux Point.
- Clinton Callahan, Gameworld Consultant
Facilitating Collapse As Part Of Evolution
Review from a Gameworld spaceholder at Ontree Center:
"Thank you so much for the Gameworld Collapse Research. You have saved me and the Ontree Group from a lot of of wasted time and pain.
The illusion of We. I was so brought in to that illusion.
Everything was so rosy when we spent the weekends together.
We nearly made an offer on some expensive land, but E.C.C.O. sent us a messenger the day before that put us off.
I had not yet admitted my underworld purpose of finally creating the happy family I never had and being valued in it. My Gremlin was lacking his lips. Resentment was seeping in around the edges.
What a wake up call I experienced when I read about these first 4 Phases of collapse.
Right now is just the pain of sadness of the collapse of these Fantasies. All is not lost and I can start over with my eyes open.
We have a name, a website and we can keep doing the hard work of building the archiarchy invention centre. I am terrified."
6 PHASES OF PROJECT COLLAPSE
There are at least 6 Phases in the collapse of a Project.
The startling observation is that, due to the lack of knowledge and skill in Gameworld Theory, your Project is probably collapsing even during Phase 1 of its life.
PHASE 1: THE ILLUSION OF 'WE'
PHASE 2: INVESTING IN TRUST AND NAIVETE
PHASE 3: THE 'EVERYTHING IS ROSY' DELUSION
PHASE 4: REACTIVITY - GREMLINS COME OUT TO EAT EACH OTHER
PHASE 5: CONCLUDING THAT THE PROJECT HAS FAILED
PHASE 6: COGNITIVE DISSONANCE JUSTIFICATION
We will explore the assumptions or expectations setting up each Collapse Phase, which sorts of Collapse are created, and what Interventions the Gameworld Consultant can provide at every Phase. The earlier you make the Intervention, the less pain there is for everyone, meaning, by Intervening you may be taking away Gremlin food from various participants, including the 'founders' of the Project, so you may be suddenly and severely attacked from surprising factions even if - or especially if - your Intervention might be successful. A successful Intervention means that a participant either has to go find a new massive source of Gremlin food for their own Gremlin, or, they would have to grow up and put their Gremlin at their side on a short leash and collar made out of steel.
Every true Intervention initializes a StartOver.xyz Rapid Learning moment. The Intervention is what bumps the configuration of participants in the Project gameworld to the next spiral level in the Learning Spiral. You may be in the same territory but at a new and more intense learning level of awareness and responsibility. Awareness breeds responsibility.
Every Project comes to and end. That a Project comes to an end is no indication that it has 'failed'. When the last bit of learning is extracted from the Project, then it becomes a celebration to burn the Project the ground in a Phoenix Process that liberates each person from the Project's constraints, free to take the next evolutionary step on their Path.
Most Gameworld Consulting Interventions include some kind of deconstruction. There is so much unconscious construction that occurs so rapidly and invisibly at the beginning of projects, and most of that construction is designed for creating a Gremlin 'feeding frenzy'. Proper deconstruction induces personal and organizational Liquid States arising through realization and design evolution. Both of these build Matrix for holding greater awareness.
PHASE 1: THE ILLUSION OF 'WE'
ASSUMPTIONS: Many enthusiastic Edgeworkers get to the point in their adventures where is seems obvious that their next step is to get land and build a passive solar seminar house and move together in community. This is assumption number one. The vision of your Project is so bright, so rich with the possibility of finally finding 'home', that there is no resistance to bringing everyone together who seems to have a similar wish. Groups of from 10 to 30 people flock together with the innocence of this inspiring vision. What could possibly go wrong?
COLLAPSE: The collapse built into Phase 1 is multifaceted. First, there is no 'we' in Responsibility. A bunch of inexperienced womb-seekers flock to be included in a superficially 'shared vision' which is actually a 'fantasy world' because each person has their own needs, and wants, and secret or unconscious payoffs for being part of such a Project. It is a mess from before it even starts.
INTERVENTIONS: Phase 1 is the happiest place in a Project life-cycle to make an Gameworld Consulting Intervention because it can have the greatest effect in terms of conservation of energy and avoiding useless pain and suffering. The 'grand meeting of interested parties' that people may think of as initiating the 'kick-off' of the Project can be avoided altogether.
Interventions include starting (or starting over) the Project with a 3Cell of Context setters who meet as a 'project engine', ongoingly deepening and clarifying the Context of the Project Gameworld. These three Gameworld Builders begin to assemble the Codex of the Project Gameworld, which includes the Project Purposes, Gameworld Structure (hierarchical or toroidal), Decision Making Method, Rules Of Engagement, Ownership Policies, Bill Of Wrongs, Constitution, Economy (material or nonmaterial), Healing Modalities, Evolution Modalities, Parasite Policies (e.g. dogs, lawns, pools, loud electronic music), Entering and Exiting the Gameworld, Guests, Relatives, etc.
PHASE 2: INVESTING IN TRUST AND NAIVETE - THE BEGINNING OF THE END
ASSUMPTIONS: We should start now, immediately, to do whatever we can to get money and buy land and buildings. We should move onto our land now, grow food and gardens, remodel the building, make a seminar and initiation center. We simply leap, and we hope that trust and naivete will be on our side. The mechanisms of bank loans and land ownership documentation have all been designed to work smoothly enough to slide us into debt for 30 years. Of course we are scared, but we think we should suppress our fears at this stage.
COLLAPSE:
INTERVENTIONS: As a Gameworld Consultant, you facilitate the collapse of the Child Egostate Fantasy World through revealing the Fears into awareness. Trust and naivete are Child Egostate Values. A Gaian Gameworld uses the intelligence of Fear instead. Using Fear as a central resource is a 180° turn-around for anyone coming from ordinary Business or Community building (Scott Peck, Joanna Macy, etc...). Fears reveals the places in the development of the project that are lacking Reality, Groundedness and Context and are in need of Evolution. A Gaian Gameworld is Evolutionary and by definition cannot be known. Fear is the source of Navigation in the Unknown for the Gameworld to remain alive.
If this Project is supported by Gaia and E.C.C.O. (Earth Coincidence Control Office), then the land and buildings will show up as if by 'magic'. They will in some way be given to you by coincidence.
PHASE 3: THE 'EVERYTHING IS ROSY' DELUSION - THE CALM BEFORE THE STORM
ASSUMPTIONS: We meet together on the land. We try to face reality, but we are unskilled. Instead of going into any kind of process, we smile and hug a lot, and delude ourselves into assuming that 'everything is rosy'. This is the calm before the storm, the eye of the hurricane. In this apparent calm, things begin to crystallize into habits and patterns of denial.
COLLAPSE:
INTERVENTIONS: The further the project has gone into denial and delusion, the more crystallize the patterns are set, the harder it is for the Gameworld Consultant to make cracks into the setup Memetic Construct.
PHASE 4: REACTIVITY - GREMLINS COME OUT TO EAT EACH OTHER
ASSUMPTIONS: Gremlins begin to come alive in this sanctuary. There are ongoing assumptions, expectations, reactivity, projections. Emotions abound. Gremlin activity takes over beyond your capacity to handle. Breakdown in communications happen.
COLLAPSE: People divide up into camps preparing for war. The overall vision no longer holds us together. People are very afraid and are losing trust, becoming disheartened. People start secretly (perhaps also secret from themselves) building up their own exit survival strategy.
INTERVENTIONS:
PHASE 5: CONCLUDING THAT THE PROJECT HAS FAILED
ASSUMPTIONS: Though comparing what you originally wanted with what it seems is unfolding in the Project, it becomes obvious to you that you will not get to do what you wanted to do in the Project (such as deliver workshops and trainings, do single coaching processes, write your book, make your videos or film, go traveling, etc.), or that the Project will somehow force you to do what you do not want to do (such as grow food, care for other people's children or animals, rebuild buildings when you do not know how, etc.). You think, "I was not empowered. People did not take care of me. People lied about themselves, about what they really wanted or what they are really up to in the Project. They said certain things, but this is not what was really going on. I was betrayed." You conclude that the project has failed.
COLLAPSE:
INTERVENTIONS: The fear of not getting to do what you want, or being forced to do something you do not want to do, reveals a lack of negotiation skills, a lack of Radical Relating that includes respectfully making Proposals and Transformational Proposals.
PHASE 6: COGNITIVE DISSONANCE JUSTIFICATION - PREPARING TO START OVER AND DO IT AGAIN
ASSUMPTIONS: You create a 'cognitive dissonance' Justification story for yourself that you can believe in and repeat over and over to yourself and others about what actually happened. The story is completely made up by you, but by believing your own story you somehow feel better about your participation in and departure from the Project. Your mind (and Gremlin) start to figure out why it is actually okay for you that things turned out the way they did. This is how you understand why the Project that you were so recently convinced about has failed.
COLLAPSE: You conclude that you do not belong in the Project. The internal conversation becomes things like: "The fit between me and the Project was wrong. It was not my Project anymore. I didn't get what the Project was about. We are leaving anyway. It was a mistake all along. I was only in with one foot. I wasn't really in the Project. I did not really want this, but I learned a lot."
INTERVENTIONS: By repurposing and twisting around stories, you gloss over the fact that your Gremlin set you up - starting in Phase 1 - for years of rich and abundant Gremlin food, years of residual Revenge, such as: "I am a failure. You betrayed me. I will never get my money back." The Gameworld Consultant's Intervention comes through bringing participants into Radical Responsibility: What you want is what you have. Meaning, the 'failure' that you experience now is what you wanted to create from the very beginning. It was all a trap that your Gremlin set up for you to fall into, thinking that if all your money is gone, you must stay in the 'hell world' forever.
Navigating Personal Transformations Within A Gameworld
A gameworld is a living organism. Each participant is a vital organ.
The health of the gameworld depends on the health of its organs.
THE DISCOVERY OF FREEDOM
Human beings first walked upon Earth some 300,000 years ago as hunter-gatherer tribes oriented towards basic survival.
Traditions and beliefs were used to separate one tribe from another. Social pressures assured that you follow your tribe's customs or you are banished or killed. Beginning in Africa, each family that felt estranged or rejected could walk beyond the tribe's hunting grounds and start over in new territory.
Around 13,000 years ago, groups of humans in the Fertile Crescent of the Middle East began domesticating plants and animals, using metal tools, and building more permanent dwellings during what is called the Neolithic Revolution.
But even up through the 1850s, most humans remain survival driven. Gradually more and more technology allowed humans to grow, store, transport, and prepare more food, and to replace menial chores with fossil-fuel powered machinery.
By the early 21st Century a new breakthrough emerges. Perhaps started by the hippies in the 1960s, it becomes easier and more acceptable to escape the social pressures of conforming to your birth-culture's religious and psychological norms.
Ecovillages and intentional communities begin sprouting up profusely.
As a result, an entirely new human circumstance appears: Freedom.
This is both freedom from survival needs, and freedom from social pressure.
For the first time in human history, groups of people can come together beyond the workaday world and outside of standard social restrictions.
But whether the group is located in the lush semi-tropical forests of New Zealand or the cold modern metropolis of Berlin, when given true freedom of movement on planet Earth, we humans seem only capable of transforming paradise into a Gremlin-feeding-frenzy hell-world.
This is what you will discover as a Gameworld Consultant. Whether the project is mixed context, or professes to have adopted a conscious Context,
As inconceivable as this may seem, uninitiated human beings remain adolescent (even those who are students of an enlightened master...) until they experience too much pain from their unconscious-Shadow-Principle-driven actions and they ernestly engage, with unrelenting Commitment, Authentic Initiatory Processes to Adulthood .
When you are called
ALTERNATIVES YOU CAN OFFER
The temptation may be to dive into the 'conflicts' presented and try to sort out who is doing what to whom, using, for example, Torus Technology processes such as Frying Pan or Wok.
However, the actual question to ask is: What is the problem? Is there actually a problem?
This question is relevent, because in Radical Responsibility, the observation is that: What you have is what you want.
Which means: each thought, action, word, gesture, insinuation, oversight, etc. that each person does or does not do, has created what is going on now for the entire gameworld.
Each time someone permits themselves to get Hooked, to be Reactive, to change their unexamined Assumptions into Drama-rich Expectations so as to create Resentments that Justifies their Gremlin plotting Revenge, they have changed Paradise into this hell-world. And if that is what they have created, pretending they wanted to create something other than this is a very boring joke.
The condition is chronic and systemmic. Pain production has been designed into their gameworld through embracing a mixed Context, by using a Hierarchical structure, by having no Guardians, by believing in the fantasy world that there is a 'we' who should all want the same thing and who should 'pull together'.
Evolution Of Your Gameworld
Evolutionary Gameworlds also evolve.
Navigating gameworld expansion.
Navigating Gameworld Transformations
Exchanging value through critical connections between communities of practice creates a field of influence for the emergence of Archiarchy.
The Gameworld Alchemist applies strategies, distinctions, thoughtware, and processes at the Global level.
STRATEGIES
- PERSONALLY CONNECT Personally connect with Spaceholders of global gameworlds. You will not like them all. Not all of them will like you. Try to not make 'fake' connections with those you do not have resonance with. Connect as deeply as you can with the Spaceholders you have most resonance with.
- PREACH TO THE CHOIR Whether you feel resonance with the Spaceholder or not, use the strategy of empowering their Spaceholding skills, in the clarity that each Spaceholder is an Edgeworker. That Edge of the thoughtware where the evolution of consciousness can actually take place, is BIG. Every element of indigenous and modern cultures needs to be reinvented or subsumed in next culture. This allows for unimaginable diversity of global gameworlds working at the edge of modern culture building bridges and building out next culture gameworlds.
- SWITCH TO COPYLEFT The one thing we can say about Archiarchy is that you will not understand it. You will not be able to put a Macdonald's and a Starbucks on every corner. For one thing, there aren't any corners! Next culture is built out of circles, spheres and spirals and toroids. For another things, there are no brand names. Everything is hand-made locally. Franchises are illegal Gremlin forms of the capitalist economic paradigm that pump local resources into the pockets of the psychopaths at corporate headquarters.
- CONNECT SPACEHOLDERS WITH SPACEHOLDERS
- EMPOWER THE COLLABORATORS It is quite probable that the primary Spaceholder of a global gameworld is busy. They are probably already jacked into their Archetypal Lineage and being the space through which their Bright Principles are doing their work in the world. Perhaps they are open to being more clear to keep their Gremlin awake and conscious at their side, or to Stellate and use their four Feelings Archetypes, or to use Completion Loops or Vacuum Rapid Learning, etc. But these people are not in charge of things even if they are figureheads. The people to connect with are the Spaceholders of the Nodes in the gameworld's Infinity Ring.
- DO NOT TRY TO GET SPACEHOLDERS OF GLOBAL GAMEWORLDS TO AGREE ON THEIR CORE PRINCIPLES. For one thing, the core principles of Radical Responsibility, Radical Honesty, Presence, etc. are self-evident in Archiarchy. Either you have become these principles in action, or you are in the transformational Liquid States of becoming them on the various Bridges to next culture, or you are left behind in the 8 Prisons, playing in the capitalist patriarchal empire gameworlds. Spaceholders for global gameworlds are by their very nature Pirates (with a capital 'P'). Pirates are collaborating colleagues, but they may not act like loving brothers and sisters because not only is their Project in Liquid States related to Gameworld Evolution, they are most probably personally involved in Liquid States which are inherent in their Personal Evolution.
Gameworld Consulting Experiments
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