Alternative Running Level 4

Take the overwhelm situation and run it effort processing style.
The main effort in the incident is the overwhelm.
Since we know what it is from the assessment, we will start with running that. We run it from the overwhelmed's viewpoint first.


0. You find the incident and run the two sides of the conflict.
Breifly have pc tell what the incident is about. This is not R3R but just what the pc has to tell without much asking into it.
Run first the side (person) with longest read or the most interesting one.
(The process immitiates what happened in life. But it is run in "slow motion" and under the person's control.
The student does conciously what life did to him and what the bank impacted or reran on him repeatedly after that.)
You take the 2 sides seperately, usually Self first, but some students prefer Other first.

I. Take the recipient (usually self)
1. Experience the main effort (another forcing "that" onto you (Self.). Get Self's reactions.
2. Get reactions to overwhelmerr: Get a) emotions, b) counter-efforts, c) thoughts around that. 
  Have pc experience each repeatedly as you go along. Have pc comment on the other side's reactions.)
3. Get the games sensations: Is there a games sensation  that the recipient (self) craves or experiences.
4.  Spot that sensation repeatedly or create it knowingly.
(Get them all 4, 5 done repeatedly)

II. take the originator (usually the other)
1. Get the originator's effort of forcing "that" onto you.
2. Ask for originator's a) emotions, b) additional efforts and c) thoughts around that.
  Have originator experience each repeatedly as you go along. Have pc comment on own side's reactions.)
3. Get the games sensations: Is there a games sensation  that the other side craves or experiences.
4.  Spot that sensation repeatedly or create it knowingly.
     (Get them all 4, 5 done repeatedly)
 

III.  Run  Havingness:

"Invent a game of comparable magnitude."
or
"Imagine s/t interesting."
(many other havingenss processes can be used, such as Ideal Scenes, ISID, PDIS.)

Optional: Shock Moment Handling
In case a shock moment is uncovered in above, run:
Overwhelms are closely assiciated with shock moments. A shock is here a moment where the person decides he/she has lost, can't cope with the situation, gives up, etc. This is always at the core of a true overwhelm. There are many techniques for handling shocks. The following is a simple and effective tool.
You ask "Was that a shock?" and if "Yes," do the following:

Where were you at the time? Where are you now 'today'?" ('today' meaning your current situation, maybe the last year or so)
"What did you do at the time?" "What are you doing now?"
"What did you feel at the time?" What are you feeling now?"
"What did you think at the time?" "What are you thinking now?"
Each line can be done several or many times.

Note on Flow 0: There may not be an opposition to Flow 0, of course. Run the pc side in "I" above. Then run Havingness.

 

 


 

Alternative Running Level 4

Take the overwhelm situation and run it effort processing style.
The main effort in the incident is the overwhelm.
Since we know what it is from the assessment, we will start with running that. We run it from the overwhelmed's viewpoint first.

Example:
Aggressor: Forcing another to help. (or another forcing Self (you) to help.)
Overwhelmed: Self (you) being forced to Help.

0. You find the incident and run the two sides of the conflict.
(The process immitiates what happened in life. But it is run in "slow motion" and under the person's control.
The student does conciously what life did to him and what the bank impacted or reran on him repeatedly after that.)
You take the 2 sides seperately, usually Self first, but some students prefer Other first.

I. Take the recipient (usually self)
1. Experience the main effort (another forcing "that" onto you (Self.). Get Self's reactions.
2. Get reactions to overwhelmerr: Get a) emotions, b) counter-efforts, c) thoughts around that.
3. Get the games sensations: Is there a noble or desired sensation  that the recipient (self) craves or experiences.
4.  Spot that sensation repeatedly or create it knowingly.
(Get them all 4, 5 done repeatedly)

II. take the originator (usually the other)
1. Get the originator's effort of forcing "that" onto you.
2. Ask for originator's a) emotions, b) additional efforts and c) thoughts around that.
3. Get the games sensations: Is there a noble or desired sensation  the originator craves or experiences.
4.  Spot that sensation repeatedly or create it knowingly.
     (Get them all 4, 5 done repeatedly)
 



III.
11. Get the sensation generated by the games condition with its 2 opposing postulates.
12. Spot that sensation repeatedly or create it knowingly.
 

11. Havingness: Invent a game of comparable magnitude.
(many other havingenss processes can be used, such as Ideal Scenes, ISID, PDIS.)

A Shock Moment Handling
Overwhelms are closely assiciated with shock moments. A shock is here a moment where the person decides he/she has lost, can't cope with the situation, gives up, etc. This is always at the core of a true overwhelm. There are many techniques for handling shocks. The following is a simple and effective tool.
You ask "Was that a shock?" and if "Yes," do the following:

Where were you at the time? Where are you now 'today'?" ('today' meaning your current situation, maybe the last year or so)
"What did you do at the time?" "What are you doing now?"
"What did you feel at the time?" What are you feeling now?"
"What did you think at the time?" "What are you thinking now?"
Each line can be done several or many times.

Especially the thought is important as that typically is a postulate to give up, a self-limiting thought, of one's inability to cope, etc.
One can do repeating on the central self-limiting thought
or do this: Say the thought was "I am too stupid for this."
Ask student: "What is the opposite in you mind to "I am too stupid for this?"
Student: "I can easily master this." (Take whatever the student gives you, even though it may not seem logical.)
Mentor: OK, Get the idea, "I am too stupid for this."
                     Get the idea "I can easily master this." (This is run 1,2,1,2, etc. to a cognition and or VGIs.)
 

Games Sensations of War
In war all kinds of pains and sufferings are experienced. Wounds, exhaustion, starvation, thirst, dying, loss of comrads and loved ones, etc. These are not the primary Gams Sensations.
Primary games sensations of war are: heroism, curage, cunning, fallen hero, cameradery, sacrifice for a noble cause, nationalism, etc. All the noble things portraied
in war literature and films. These are the all important elements that make young men go to war willingly and dying with a smile on their lips. These are the virtues that
make them popular with the ladies and make the ladies as well support the war effort on an emotional level.

Another type of games sensations in the example is of course, the sensations of fighting the enemy. There are this tension, the excitement, the gambling with one's life, getting the enemy overwhelmed (killed, sent to flee, surrender, etc.) There are the sensations of winning and losing, of prevailing or being wiped out. The whole spectrum of games sensations is a vital part of games playing; the reason for that soldiers keep fighting wars despite the destructive outcome of any war. Finding these games sensations and gaining control over them is an important part of running out obsessive games playing.

Similar packages of gams sensations exist for the different favorite games of Man. The game of courtship, the game of marriage, the game of an executive, the game of a worker, a writer, an actor, musician, a politician, etc., etc.

Games Sensation here:
A games sensation consists of fine particles with a certain feel or thrill connected to them. Games are basically played and fought to experience these sensations.
It is not an emotion in the normal sense. It can be certain "enjoyable pains" but usually it is a very fine feeling  or special flavor that is not perceived through the normal senses. One could compare it to a thrill obtained from a drug or substance.
Different subjects and goals have each their special sensation connected to it as do winning and losing. Synonyms are passion, special joy. It is the sesnation connected to one's dreams and aspirations; but also all intermediate sensation experienced by playing the game--by players and onlookers.

 

Examples of games sensations: greed, dread, euforia, elated, degradation, inner joy, spinning happily, speed; falling,

Winning
pride, richness, admired, invincible, powerful, possessive, healthy, fit, connected,

Playing: alert, active, productive, sex stimulation, sex pain, exquisite pain, beautiful sadness, greed, on fire, hungry, flŭing, falling, speed,light, repulsed, attracted, spinning, heavy, light, repulsed, attacted, dirty, clean.

Losing: degraded, confused, overwhelmed, disconnected, horror, surprise, deprived, disconnected, burned out, restless, depressed, hungry, anxiety, troubled, indecisive, intoxicated, death, smashed, lost.