Master Game: Pathways to Higher Consciousness (Consciousness Classics) (Gateways Consciousness Classics) - Softcover

De Ropp, Robert S.

 
9780895561503: Master Game: Pathways to Higher Consciousness (Consciousness Classics) (Gateways Consciousness Classics)

Inhaltsangabe

Explores the human psyche and the specific techniques through which one can achieve the highest possible levels of consciousness.

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Über die Autorin bzw. den Autor

Robert de Ropp is the author of Drugs and the Mind.

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The Master Game

Pathways to Higher Consciousness

By Robert S. de Ropp

Gateways Books and Tapes

Copyright © 2002 Kathleen E. de Ropp Living Trust of 1995
All rights reserved.
ISBN: 978-0-89556-150-3

Contents

Foreword,
Editor's Preface,
1. Games and Aims,
2. The Drug Experience,
3. The Five Rooms,
4. The Silent World,
5. The Theater of Selves,
6. The Mask and the Essence,
7. Education of Psychic Centers,
8. Creative Psychology and Mental Illness,
9. The Creative Community,
10. Conclusion,
NOTES AND BIBLIOGRAPHY,
APPENDIX A: PHYSICAL AWARENESS AND EXERCISE,
APPENDIX B: AUTOGENIC TRAINING,
APPENDIX C: PRAYER OF THE HEART,
APPENDIX D: BUILDING THE SPIRITUAL EDIFICE,
INDEX,
BIOGRAPHY OF THE AUTHOR,


CHAPTER 1

Games and Aims


A Game Worth Playing

This book is concerned with games and aims.

It has been stated by Thomas Szasz that what people really need and demand from life is not wealth, comfort or esteem but games worth playing. He who cannot find a game worth playing is apt to fall prey to accidie, defined by the Fathers of the Church as one of the Deadly Sins, but now regarded as a symptom of sickness. Accidie is a paralysis of the will, a failure of the appetite, a condition of generalized boredom, total disenchantment — "God, oh God, how weary, stale, flat and unprofitable seem to me all the uses of this world!" Such a state of mind, Szasz tells us, is a prelude to what is loosely called "mental illness," which, though Szasz defines this illness as a myth, nevertheless fills half the beds in hospitals and makes multitudes of people a burden to themselves and to society.

Seek, above all, for a game worth playing. Such is the advice of the oracle to modern man. Having found the game, play it with intensity — play as if your life and sanity depended on it. (They do depend on it.) Follow the example of the French existentialists and flourish a banner bearing the word "engagement." Though nothing means anything and all roads are marked "NO EXIT," yet move as if your movements had some purpose. If life does not seem to offer a game worth playing, then invent one. For it must be clear, even to the most clouded intelligence, that any game is better than no game.

What sort of games does life offer? We can study Stephen Potter for tips on "gamesmanship." We can (and should) read Eric Berne on Games People Play. If we have mathematical inclinations we can look into the work of John von Neumann or Norbert Wiener, who devoted some of their best thinking to the elaboration of a theory of games. From the Hindu scriptures we can learn of the cosmic game, the alternation of lila and nitya, the Dance of Shiva, in which primordial unity is transformed into multiplicity through the constant interplay of the three gunas. In the works of the mystic novelist, Hermann Hesse, we can read of the Magic Theater in which all life games are possible or of the game of games (Glassperlenspiel) in which all elements of human experience are brought together in a single synthesis.

What is a game? An interaction between people involving ulterior motives? Berne uses the word in this sense in Games People Play. But a game involves more than this. It is essentially a trial of strength or a trial of wits played within a matrix which is defined by rules. Rules are essential. If the rules are not observed, the game ceases to be a game at all. A meaningful game of chess would be impossible if one player insisted on treating all pawns as queens.

Life games reflect life aims. And the games men choose to play indicate not only their type, but also their level of inner development. Following Thomas Szasz (more or less) we can divide life games into object games and meta-games. Object games can be thought of as games played for the attainment of material things, primarily money and the objects which money can buy. Metagames are played for intangibles such as knowledge or the "salvation of the soul." In our culture object games predominate. In earlier cultures meta-games predominated. To the players of metagames, object games have always seemed shallow and futile, an attitude summarized in the Gospel saying: "What shall it profit a man if he gain the whole world and lose his own soul?" To the players of object games, meta-games seem fuzzy and ill-defined, involving nebulous concepts like beauty, truth or salvation. The whole human population of the earth can be divided roughly into two groups, meta-game players and object-game players, the Prosperos and the Calibans. The two have never understood one another and it is safe to predict that they never will. They are, psychologically speaking, different species of man and their conflicts throughout the ages have added greatly to the sum of human misery.

All games are played according to rules. In man-made games such as poker the rules are imposed by the laws of probability (odds against a straight are 254 to 1, against a flush, 508 to 1) or they are dependent on special limitations (pawns and other pieces in chess each having its own move). In life games, rules are imposed by natural, economic or social conditions. The player must both remember the aim and know the rules. Apart from this, the quality of his game depends on his own innate characteristics. Great chess masters are born, not made. Great football players are bound to have certain physical characteristics. The game a man can play is determined by his type (of which more later). He who tries to play a game for which his type does not fit him violates his own essence with consequences that are often disastrous.


The Low Games

The main types of life games are shown in Table I. Hog in Trough is an object game pure and simple. The aim is to get one's nose in the trough as deeply as possible, guzzle as much as possible, elbow the other hogs aside as forcefully as possible. A strong Hog in Trough player has all the qualities with which communist propaganda endows the capitalist, insatiable greed, ruthlessness, cunning, selfishness. Pure Hog in Trough is not considered entirely respectable in the contemporary U.S.A. and is generally played today with a certain moderation that would have seemed sissy to the giants of the game who savagely exploited the resources of the continent a century or so ago. The rules of the game have become more complex and the game itself more subtle.

Cock on Dunghill is played for fame. It is designed primarily to inflate the false ego and to keep it inflated. Players of Cock on Dunghill are hungry to be known and talked about. They want, in a word, to be celebrities, whether or not they have anything worth celebrating. The game is practically forced upon people in some professions (actors, politicians), who are compelled to maintain a "public image" which may have no relationship to the thing they really are. But the real player of Cock on Dunghill, whose happiness depends entirely on the frequency with which he (or she) sees his name in the papers, does not much care about public images. For him any publicity is better than no publicity. He would rather be well known as a scoundrel than not known at all.

The Moloch Game is the deadliest of all games, played for "glory" or for "victory," by various grades of professional mankillers trained to regard such killing as creditable provided those they kill favor a different religion or political system and can thus be collectively...

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