Glossary of terms used in DEEP Character Clearing (DCC), the GPM processing approach developed by Clearbird.


GPM Glossary

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 Keyword or theme "Wealth" in common - they belong to the same "Wealth GPM".
A goal is something one saw as a desired end-result or activity and worked on or towards. "To hunt wolves" is a goal. "To fear wolves" is not a goal.

GPM Goal: One key difference between a postulated goal (an analytical goal) and a GPM goal is: A GPM goal contains effort. It is something one has worked on for a very long time. It will have countless incidents connected to it. It contains typically a lot of effort and passion, including addictions and major cravings, and only little reason. It's a degree of obsession and not under the Being's analytical control in present time. One could say it's a petrified goal. It's petrified into an obsessive effort. In running these goals, addressing the effort is crucial.

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.

GISP: It stands for Goals Identity Super Problem. This is the term used in DEEP Character Clearing for a GPM. 
It gives important aspects of what we are processing. Conceiving a goal leads to assuming an identity. A person who wants to fight crime (goal) could become a police man (identity) or judge (identity). A person who sees hunting as a way of life (goal: to hunt) becomes a hunter (identity), and so on. In the GISP we find a compilation of related problems or conflicts, one problem piled on top of the previous one. So instead of a relatively simple problem with two sides to it, we get a super problem that often has been added to countless times over millions of years of living through many incarnations. The person may even have switched sides numerous times, say between being a police man and being a criminal.

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.
Note: To turn an adjective or verb into a noun, use suffixes, like "-ness" (rich-ness) or "-ing-ness" (accumulat-ing-ness), etc. One can usually run any Keyword that is charged and simply take up refinements later. It's called a Keyword, because it gives access to the different layers of information in the GPM. Timeless Keywords, such as concepts and conditions, will give access to very early content. The best reading Keyword, is however the one to choose. Dictionary definitions of Keyword (n.): 1. A significant or descriptive word. 2. A word that serves as a key to a code or cipher. (American Heritage). 3. A significant word from a title or document used especially as an index to content. (Miriam-Webster).  

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.
2) An ID 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. Also, like you see in government, it will hang around and draw a paycheck in the form of theta energy forever if nobody higher up releases it from its duty. 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 identities.
3) We define "Identity" this way: It is a way to organize skills and experience, so they are instantly available to the Being when needed. Before the identity was formed there was a goal expressing the "want to succeed" (or sometimes ”want to have” or end product) in a certain area. A doctor would have a goal like "to heal people," (by end product: to make healthy people;) an architect a goal like "to build houses." (By end product: to make nicely built houses.) So there is a basic goal and an identity that go together and they define the game and the role to play. An identity is obviously also a substitute for the Being. From a free Being's viewpoint, an identity is a piece in a game (as for instance a piece in a chess game) he controls and identifies with.

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 surrounded 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.
The  procedures are designed to get the Being to examine his relationships to the two sides, one at the time. As the Being gradually regains control of the dichotomy, he will experience considerable discharge. In processing each side, the preclear is asked to "assume a higher viewpoint;" that is the top beingness called 'the Being' in the illustration. One can also ask "assume a pan-determined viewpoint," "assume a higher self" and the like if that communicates better.

Be-3 EP: At some point, during the process, the two sides will apparently unify with the Being. The compartmented situation is permanently erased. The poles have melted down. This is the End Phenomenon of that dichotomy. We call it "Be-3 EP" for short as the 3 apparent Beingnesses are united into the original one that formed/adopted, and held in place, the two opposing sides.

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.

Below is a fictive example related to a woman’s marriage. It shall be noted that the "Marriage GPM" is not a record of one marriage with its ups and downs. It's a composite of the woman's whole track marriage history as it’s grouped in her mind. It will thus include many different identities, periods and scenarios on both sides of the dichotomies. Yet, the woman has this blueprint that very well may determine the fate of her current marriage. It shall be noted that goals and identities have to be found individually for each person to have any value (1). The below is thus only meant as an illustration:

[Girlfriend in love] to create the perfect marriage –><–to break up the future marriage [Future mother-in-law]
[Wife in love] to establish the perfect marriage –><– to cast doubt in the perfect marriage [Woman’s old friends]
[Realistic wife] to sustain a good marriage–><– to “supplement” the marriage [Cheating husband]
[Angry wife] to defend a challenged marriage–><–to ignore a good marriage [Army recruiter]
[Troubled wife] to scrutinize the marriage–><–to sabotage the marriage [Drinking husband]
[Resigned wife] to pretend a good marriage–><–to "test" the marriage [Potential lover]
[Furious wife] to break up the marriage –><–to try saving the marriage [Amendful husband]

As you can see, countless movie scripts could be built over this GPM. When you hear people “are playing games” with each other, you often find they are operating on old goals and identities that don’t serve anyone’s interest. They are dramatizing their GPM cases. Also note, the original opposition goal was “to break up the marriage”. As the GPM came to an end it briefly became the wife’s own goal. This is the sad proof of the maxim “What you resist you become” and also why it’s such a good idea to get one’s GPM case handled. Add to the example above that the wife’s husband has his own GPM case related to marriage that can look and play out quite differently from hers and you will know why marriages can be troubled. There is another thing to note about the series of goals in the example. Each goal runs on a cycle of action. It starts with the intention to succeed doing the goal. The opposition will, at some point, make the person give up on it and decide on a change of tactics, which is the next goal down in the Line Plot. The succession of goals runs likewise on a cycle of action until “to break up the marriage” ends it all. The original Line Plot of a basic GPM is formed in chronological order. The pattern of goals is, however, repeated many times on the time track and often out of the original sequence. As it exists in the present it can best be described as s sorting system that sorts experiences and efforts related to the theme. The GPMs could be said to float in time. They are in part being used as a portable reference library each time the person meets a challenging situation. The person has this library of ready-made responses whether they fit the situation or not. It’s a well known observation that “history repeats itself”, be it in marriage or politics. Each time a new marriage or era is begun, it starts with high hopes and high in the Line Plot. All possibilities are open. As things develop, more incidents and charge are added to the already existing goals pursued earlier. The identities behind them become more and more mired into fixed ideas and set expectations. You see the whole spectrum play out when young and visionary people rebel against the establishment run by solid citizens.


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This page last changed on: 2013-03-04 12:35