Glossary of terms used in DEEP Character Clearing (DCC), the GPM processing approach developed by Clearbird.
This glossary covers different GPM terms used in running GPMs. Not all methods referred to are current.
DEEP: The name DEEP stands for: Decisions, Emotions, Energies and Polarities, and these are the elements the practitioner can isolate and discharge in the identities found. This will result in that the identities (characters) lose their power to irrationally control the client's behavior or to interfere in relationships.
Problem: The basic anatomy of a problem is goal-counter goal; intention-counter intention; identity-opposing identity. It could also be seen as a multiple confusion; or one confusion that is hung up against another comparable confusion. We mainly work with, one identity hung up against a conflicting or opposing ID.
Goal: A postulated direction or
end result. An expressed or unspoken persistent intention that at some point was
implemented or acted upon. In Super Problems processing, all goals in the
same GPM have to end on the same word, called the Keyword. Goals used are in
the form "to [verb] (Keyword)". Examples: "to earn wealth"; "to spend wealth";
"to waste wealth"; "to steal wealth". As all these goals have the
theme "Wealth" in common - they belong to the same "Wealth GPM".
1. Goals-Problem-Mass (GPM): A layered super problem. A GPM consists of a series of dichotomies (problems as: goal/counter-goal) related to the same theme. Each dichotomy in an old GPM was at some point abandoned unresolved as it became too much of a conflict, a lost war. Initially the conflict was replaced with a new goal within the theme, usually less ambitious. This goal soon got opposed and we have a new dichotomy related to the same theme. As this process of solutions and new problem continues, we get layers of unresolved conflicts that have built up very resistive masses and patterns of efforts in the person's mind.
2. The Goals Problems Mass: A GPM is a super problem of sorts that has layers and mental mass to it. There are numerous GPMs stored in a person’s mind. Each GPM is a collection of old conflicts and games-conditions. The basic elements of a GPM are: a goal and the identity pursuing the goal (self in some form); a counter-goal and the identity behind it (the opponent). Such a pair is called a dichotomy or polarity. A GPM, furthermore, contains a series of such similar dichotomies, one layered on top of the previous one. These conflicts are all held together by a common subject matter or theme. Historic examples of GPMs in action are the Cold War (theme: world supremacy); the Middle East conflict (theme: the land of Palestine). A stormy marriage headed for divorce can also be analysed as a GPM (theme: marriage). The problems and conflicts in one GPM are all related as they are fights over the same subject matter, the same theme. Both sides want to win the game they are playing, be it in politics, war or in life. The super-problem of the GPM in play is constantly being added to and made even harder to resolve as these kinds of conflicts are intimate parts of living and surviving. GPMs do, however, also exist as completed matters on the track. At some point the game is declared ended. The local convenience store owner may at some point on his track have been a player in the game of “world supremacy”. It hasn’t bothered him much lately. He gave up on that theme eons ago. Once one walks away from a theme completely the GPM is "ended" or simply stored on the track as part of one’s history. Yet, even in this case it can be restimulated and come back into play; say, when the store owner plans for supremacy in the local convenience store market. A GPM, in other words, contains a wealth of experience and patterns on how to react to things and handle opposition related to its theme. It’s a recipe for how to be, do and have in that regard.
It stands for Goals Identity Super Problem. This is the term used in DEEP Character Clearing for
Theme: Broad subject matter of long-term engagement, passion, attraction or addiction. The most basic themes are the basic driving forces that define an individual. The Eight Dynamics could be said to be the most basic themes; only, they form a theoretical model and each individual has his/her own passions, affinities, and long-term engagements that should be found and cleaned up. All the elements of a given theme have a certain quality in common. It is best described as a unique affinity, wavelength or "feel". Runable themes may be less than "eternal games, urges or attractions"; the bottom line is that the person has been preoccupied with it for some time. If the person brings up something that sounds like a theme, whether it's "overweight", "smoking", "insanity in the family", "sex life", "my job", "marriage", "collecting stamps", etc., it can and should be run, as long as it's charged, as it unburdens the case.
Keyword (same as End-word): A
noun that one finds or makes up to capture the theme. Once the theme is established,
one has to find a charged Keyword. It's "the name of the game" inside the GPM,
so to speak. One usually tries a few variations to find the most charged version.
If the theme is "getting rich", one has to find a noun for that. One
may try versions like "Richness", "Wealth",
"Wealthiness", "Abundance", "Excess", and anything else
that pops into the person's head. The person may have to repeat words a few
times to check them out. One should try for Keywords that are timeless and
general (conceptual) and check them for charge. If the theme is "Cars", one
can use "Cars" as Keyword, of course, if it reads. One can also try things
like "Machinery", "Vehicles", "Transportation means" and the like, as cars have
existed for less than 150 years and the charge may go back to "Bicycles" or
"Spaceships", etc. in the preclears mind.
Energy Field: This exists in and around the body. It can be described as an thought field that can be compared to an electrical field. It contains decisions, emotions, impulses or efforts, and many other thought forms. Much of the content of the GPMs can be found and located in this field. Being aware of where it can be found makes the processing run DEEPer.
Identity (ID): A specialized
Beingness. Each major goal is executed by its own specialized ID. The ID was in
part formed to automatically manage that goal to a degree of success. The
fixated IDs we address have become mental machines or "robots" if you will. A
specialized ID is found by asking preclear: "Who or what would [goal]?" "Who or what
would 'spend money'?" Answer: "a shopper", which is the ID found in this
particular case. Once an ID is formed, it can over time solidify. Very old goals
make very solid IDs. Taking the old IDs apart is therefore part of processing a persistent dichotomy. Synonyms: Valence, Hat, Beingness.
Character: (synonymous to Identity) A Character is like a hired bureaucrat. It has one duty and basic function only: to succeed in executing the goal it has been entrusted with by the Being. A whole hat or admin scale has been formed around this goal. It is therefore not enough just to address the goal. Also, like you see in government, the "bureaucrat of the mind" will hang around and draw a paycheck in the form of theta energy forever if nobody higher up releases it from its duties. It is a machine or robot the Being has built and granted life to -- originally out of convenience or perceived necessity (the latter can happen after traumatic incidents and shocks.) But now it has taken on a life of its own and may later on be in severe conflict with its master or with other Characters.
GPM Triangle: shows the
relationship between the Being and the two polarities in the GPM dichotomy. The
identity (ID) on each side is
by mental mass held in place by the goal and the ID. Often it is found to be a
collection of incidents related to the goal.
Pan-determinsm: is the ability to regulate the considerations of two or more identities, whether or not opposed. (Creation of Human Ability R2-42)
Fixed Idea (FI): Opinions a person holds to be absolute vital or true. FIs routinely replace rationality and ability to freshly look at a situation. FIs of special interest in the process are irrational "make-wrongs", justifications, insistence on own rightness, old grudges, etc. Even self-defeating ideas may have to be run. Such ideas tend to persist and lock the old identities in "survival patterns" and conflicts. The FI should be verbalized as the direct statement the ID used or could have used. It's not an emotion, attitude, action, or thing. Nor is a description an acceptable substitute.
The Line Plot:
The GPM gets initially formed step by step as the person
lives through the eons. One conflict comes to an end and gets layered as
sediments and fossils at the bottom of the sea. This happens when the person
stops pursuing a certain goal and modifies it. A new conflict based on the
modified goal on the same theme comes into play, only to be layered on top of
the previous one in due time. It starts with a big idea and no thought of
opposition. Just like an artist with the goal 'to create Beauty.' Over time,
he may have to modify his goal time and again to stay in the art game. The goal
will step by step degrade to less ambitious ones due to the opposition. From
being the postulate of a free spirit it eventually becomes that of a trodden
down player that, despite all, still has a passion for art and beauty. From his
original dream of being the greatest artist who ever lived he has become a shy
assistant in an art store sweeping the floors.
This page last changed on: 2013-03-04 12:35