• Distinctionary

    A dictionary of Possibility Management distinctions.

    Some people have told us that reading the Distinctionary has changed their lives. What it will do for you can only be found out by reading it yourself.

     

    NOTE 1: Words in the Distinctionary that are themselves listed in the Distinctionary start with a capital letter.

     

    NOTE 2: Some of the links listed in the Distinctionary are new and not live yet. Please check back later.

     

    If you are playing Start Over - the massively-multiplayer online-and-offline personal transformation game - then you have just unwittingly discovered a gold-mine nexus of Matrix Points links waiting to be explored!

  • NUMBERS & A

    1 - 13

     

    1 TRUE THING – Stories are not true. They are Stories. So much of our daily lives consist of Stories. We make Stories up to serve conscious or unconscious Purposes. The one True Thing is that everything comes without a story attached. Nature is neutral. What is, is meaningless. As someone once said in Possibility Management, "There are only two things in life: bullshit, and nothing." Both bullshit and nothing are useful. Neither has meaning. Practically applying this Distinction in your life involves applying skills and attitudes that emerge in Authentic Adulthood and Archetypal Initiatory Processes. Things exist and things happen without any meaning attached until a human being comes along and attaches meaning to them. Even attaching meaning to something is meaningless. It is even meaningless that it is meaningless. Acknowledging in a practical way that stories are not true could release you from your Box's survival strategy into life at large. This could be High Level Fun! (See: Box, Initiation, High Level Fun, Is-Glue, Stories, http://www.1TrueThing.strikingly.com, )

     

    2 DRAMAS – The 2 Dramas are Low-Drama and High-Drama. Low-Drama is any action that creates the illusion of trying to avoid taking responsibility. High-Drama is any action through which you take responsibility. Drama is interaction that includes emotional energy. You were most probably not trained about emotional energy by modern culture, so most of your emotional energy is unconscious. Modern culture thrives by keeping the emotional energy of its citizens unconscious. Through introspection you will discover that emotional energy has cause and purpose. You may be aware or unaware (conscious or unconscious) of the cause and purpose of the emotional energy in your interactions. Being unconscious of the emotional energy of your interactions creates Low Drama. Low Drama allows your Gremlin to be running (eating) your interactions. Intimacy dies when emotional energy is unconscious because Gremlin makes it unsafe for intimacy. (Relationships do not die from a lack of Love, they die from a lack of Intimacy.) Authentic adulthood Initiations give you the Distinctions necessary to become Responsible (Responsibility is applied Consciousness.) for making Conscious use of the emotional energy of your interactions. Consciously using the energy and information of the emotional energy of your interactions is called High Drama. In High Drama you can be the space through which your Bright Principles and Archetypal Lineage do their work in the world. Possibility Management is designed to help you consciously navigate Low Drama and High Drama. (See: Distinctions, High Drama, Low Drama, Gremlin, Initiation, Intelligence, Intimacy, Love, Possibility Manager, http://www.2dramas.strikingly.com)

     

    3 GAMES – Interactions and Gameworlds can be divided into three classifications:

    1. 'I win - you lose': competition based on a perceived scarcity of resources. 'I win - you lose' is a survival game where there are very few winners and very many losers, currently the most popular Gremlin game on Earth today.
    2. 'I win - you win': cooperation, which can easily morph into the game of 'I lose - you lose' through compromise: "I agree to lose this if you agree to lose that."  Some people play 'I win - you win' (win-win) like this: "It is okay that you win as long as I win just a little bit more." This degrades your game back to 'I win - you lose.'
    3. 'Winning Happening':  Winning Happening is an interaction or gamespace that serves the Bright Principle of Winning Happening. The exciting energy of creative collaboration fills the space where it is not about 'I' or 'you' but about optimizing Possibilities. 
    (See: Bright Principles, Gameworld, Gremlin, Purpose)

     

    3 POWERS – Through authentic adulthood and archetypal Initiatory processes you can activate your three innate human powers: Declaring, Choosing, and Asking. (See: Asking, Choosing, Declaring, Initiation, http://www.initiations.org)

     

    3 WORLDS – The 3 Worlds referred to, while Navigating Spaces, are Upperworld, Middleworld, and Underworld. In Standard Human Intelligence Thoughtware you are told that the Middleworld is located between the Underworld and the Upperworld, and you may conclude that your job is to make the Middleworld into the Upperworld, in other words, to create heaven on Earth. This is a common new-age delusion. If you made the Middleworld into the Upperworld, where would the Middleworld be? In Possibility Management the endeavor of creating heaven on Earth is comparable to catching your own thumb because heaven already exists on Earth any time you Navigate Space to the Center of the Great Labyrinth of Spaces. But if you examine practical details of your life, for example, if you remember a time when you visited your parents' house for Christmas with the idea in mind of entering the Upperworld with them, you will most certainly observe that the first step from the Middleworld towards the Upperworld is into the Underworld. This realization gives you a more accurate Map of Worlds, with the Underworld located between the Middleworld and the Upperworld. Training in Possibility Management is dedicated to skilling you up in Navigating all 3 Worlds, because you cannot, in practical terms, stabilize Upperworld journeys without first owning your Underworld. Whatever part of your Underworld you don't own, owns you. (See: Great Labyrinth of Spaces, Gremlin, Map of Possibility, Navigating Space, Principles, Thoughtware, http://www.3worlds.strikingly.com)

     

    4 ARCHETYPAL LINEAGES – (See: Archearchy, Archetype, http://www.4lineages.org) In the ongoing research of Possibility Management we have recently discovered that the Archetypal Lineages can be grouped into roughly four categories.

    • Guardians - Guardians are concerned with protecting Gaia and protecting individuals within the Context of a Gameworld such as Rangers at Burning Man festivals, the Kaitiaki in Maori culture, and the stewards in Peter Block's revolutionary book: Stewardship. Guardians are liberated, trained, and connected with their Archetypal Lineage in Expand The Box trainings and Possibility Labs.
    • Evolutionaries - If your Gameworld is not evolving it is dead. Which professions have the responsibility to go the edge of the thoughtware of your culture and do the healing, transformation, magic, alchemy, sorcery, shamanism needed to support evolution in the people and the culture? It is the exact same people killed off in the 700 years of Inquisitions. Fortunately, if you were ever killed as a witch or in an Inquisition, you now have proof that it did not work... because you are back! It is now up to you to re-ignite your skills and knacks that you may have previously hidden away thinking they were dangerous. Skill building for navigating the nothingness can happen at Evolutionaries Labs.
    • Intimacy Navigators - Musicians, artists, moms and dads, poets, actors, singers, lovers... if there is no dancing the revolution has failed. Yet still, being intimate is the scariest thing. Revealing yourself as vulnerable and still remaining open for being seen and heard feeds and heals the soul of the village. Who navigates the healing journey? The intimacy Navigators. Skill building is practiced at Intimacy Journeyer Labs.
    • Gameworld Builders - Certain members of the village are responsible for inventing, expanding, managing, and repairing the Gameworlds. Humans interact and creatively collaborate according to the rules of engagement in the Gameworlds we play in. Want to reinvent the future? Want to unleash new potentials? You've heard the saying, "Build it and they will come." The opposite is also true. If you don't build it they can't come. Newly discovered factors make Gameworld building more effective. Practice skills at Gameworld Builders Labs.

     

    4 FEELINGS – Possibility Management uses the Map of 5 Bodies, where the Emotional Body is one of the 5 Bodies. The Emotional Body has a heart with Feelings. Modern culture teaches us about Feelings on the Old Thoughtmap of Feelings, where there are three bad/negative Feelings, namely: anger, sadness, and especially fear, and only one good/positive Feeling, which is joy. But if you walk down the street experiencing pure radiant joy people will think you are crazy, childish, high on drugs, not taking life seriously, and obviously do not have enough work to do. On the Old Thoughtmap of Feelings it is actually not okay to feel. When someone asks, "How are you?" and you say, "Fine," what you really mean is that you feel numb. Possibility Management offers a New Thoughtmap of Feelings in which Feelings are neutral energy information from the Emotional Body that provide energy and information for you to deliver your Archetypal Lineage on a daily basis. Feelings are Distinguished from Emotions in that Emotions are not yours in the present but instead come from External Authorities, from your past, or from your Gremlin. When your Emotions get triggered they feel just like Feelings: anger, sadness, fear, or joy, but they last for hours, days, weeks, or months. On the other hand, Feelings are from you in the present. When you consciously apply the energy and information of your Feelings they are gone out of your body in less than 3 minutes. Before initiations, however, Emotions are often mixed. Emotions can be unmixed to alleviate symptoms such as depression, hysteria, despair, aggression, etc. during Expand The Box trainings plus Possibility Labs, or Possibility Coaching sessions, or during Feelings Practitioner trainings. (See: 5 Bodies, Emotions, Expand The Box, Feelings, Feelings Practitioner, Map of Mixed Emotions, Numbness Bar, Phase 2, Possibility Coaching, Thoughtware, Read: Directing the Power of Conscious Feelings by Clinton Callahan, http://www.4feelings.strikingly.com)

     

    4 KINDS OF LISTENING – Possibility Management distinguishes four different kinds of conscious listening as skills to learn and practice:

    1. Normal Neurotic Listening - using closed body position, interruptions, scattered Presence, mumbling, insulting jokes, gossip, an inattentiveness. Normal Neurotic Listening is a common Gremlin food, and is the most common kind of listening in human interactions including at the personal, familial, educational, legal, and international political levels. Normal Neurotic listening is for ME (...'me' most often meaning the unconscious Gremlin).
    2. Adult Listening (also called Active Listening) - information exchange using eye contact, open body position, Completion Loops to repeat back what you heard the person say to check your understanding, posture mirroring, and asking questions for clarity and understanding. Adult Listening is a central skill in Possibility Making called Using the Golden Keys. Adult Listening is for US as adults.
    3. Possibility Listening -  listening as a space. There are 3 handicaps to Adult Listening: 1. You repeat back what you heard them say... so you are talking, not listening. 2. You ask questions... questions are the most powerful means of controlling a conversation. You force the speaker to speak about what you want to know about. 3. You are trying to understand what they say, so you manipulate the speaker to speak into your limited form of understanding. Possibility Listening avoids these 3 handicaps by not speak, not repeating back, not asking questions, not nodding your head or smiling, not making suggestions or giving ideas, not trying to understand. In Possibility Listening you function as the space into which the speaker can say anything even if you disagree or don't understand what they say. You are a workbench. You use your Center, your Grounding Cord, and your Bubble to create a safe space. Possibility Listening is listening as a service for THEM.
    4. Discovery Listening - listening as part of a group that is going together on a discovery journey. Discovery Listening goes along with Discovery Speaking and Dragon Speaking. Discovery Listening requires a Spaceholder and a Scribe to take notes about the Distinctions that are discovered on the journey. Discovery Listening serves a PURPOSE, the Bright Principle of Discovery.

    (See: 6 Kinds of Speaking, Bubble, Centering, Gremlin, Grounding Cord, Navigating Space, Possibility Making, Presence, Purpose, Space, http://www.4KindsOfListening.strikingly.com)

     

    5 BODIES – Possibility Management Distinguishes 5 Bodies. Human Beings can Negotiate Intimacies with other human beings in each of their 5 Bodies. Each Body has its own kinds of food, pain, ecstasy, and Liquid States:

    1. PHYSICAL BODY with organs that have sensations, such as sight, touch, taste, temperature, vibration, moisture, smell, sound, warmth, cold, pressure, etc.
    2. INTELLECTUAL BODY that has a mind with opinions, ideas, thoughts, attention, stories, interpretations, meaning, questions, conclusions, logic, information, images, etc.
    3. EMOTIONAL BODY that has a heart with Feelings, Emotions, Mixed Emotions, and the Heart Brain that memorizes poems and song lyrics 'by heart.'
    4. ENERGETIC BODY with a Being that has Presence, Beliefs, will, intention, vision, commitments, promises, energetic sensations of space, contamination, sanctuary, etc.
    5. ARCHETYPAL BODY that serves as an archetypal vessel that can jack into the archetypal forces of the universe and can punch through the self-defending 'crusty-stuff' of the Morphogenetic Field of the status quo that shapes human awareness. Especially during a 5 Body Intimacy Journey with at least one other person, your fifth body can journey into the Archetypal domains to find 'radiant dharma jewels' of Clarity and Possibility to bring back as treasure to serve people in ordinary spaces.

    (See: Archetype, Clarity, Emotions, Feelings, Morphogenetic Field, Navigating 5 Body Intimacies, Possibility, http://www.5bodies.strikingly.com)

     

    5 BODY INTIMACY EXPERIMENTS – (See: 5 Bodies, Negotiating 5 Body Intimacies)

     

    6 KINDS OF SPEAKING – Possibility Management (See: Purpose, http://www.6KindsOf Speaking.strikingly.com)

     

    7 CORE SKILLS – The 7 Core Skills of a Possibility Manager are: 1. Staying Unhookable, 2. Being Centered, 3. Holding Space, 4. Making Contact, 5. Going Stellar, 6. Creating Possibility, and 7. Selling Possibility. Skill 0 (zero) is the skill that makes all the other skills possible. Skill 0. Shifting Identity from being identified with your Body and your Box into being identified with being a Possibility Manager. Without this shift of identity you won't even remember that you have these skills. (See: each skill listed under its own name, Possibility Stone, http://www.7CoreSkills.strikingly.com)

     

    13 TOOLS – Possibility Managers train in using 13 Tools to deliver the Thoughtmaps, Processes and services of Possibility Management. Most of the Tools are energetic tools, that is, they are stored on an energetic Toolbelt and used by the Energetic Body through the 3 Powers of Declaring, Choosing, and Asking. There are,in addition, a number of effective energetic tools to use (see the See: section below.) The 13 Tools on the Toolbelt are:

    1. Possibility Stone - This is both a physical and an energetic tool. The Possibility Stone is an actual stone with the energetic substance of the material changed by a Possibility Management Trainer into being a gateway to the Bright Principle of Possibility. You will be given a Possibility Stone (if you want one...) at your first Possibility Lab to carry around with you for the rest of your life.  It serves you as a constantly bothersome reminding factor and your key to shifting identity from being your Box into being a Possibility Manager.
    2. Possibility Toolbelt - You put on your Possibility Toolbelt the instant you shift identity from the survival functions of your Box to you creative loving and living functions of your Being as a Possibility Manager.
    3. Sword of Clarity - your razor-sharp, two-edged sword for making Distinctions and Boundaries, and for holding at the throat of demons so if they come at you they disintegrate themselves. Remember... it has two edges...
    4. Belt Buckle - to locate where your Physical Center is and where your Energetic Center will be whenever you are Centered. You become Centered when you put your attention on your Energetic Center, and use your intention to move your Energetic Center to your Physical Center. (NOTE: Being Centered cannot be accomplished with a mere click of your Clicker.)
    5. Clicker - A Physical and Energetic Body tool that 'clicks' by snapping your fingers to Declare clean sudden shifts in energetic conditions. The small shock of the 'click' in your Physical Body finers helps your Energetic Body to assert clear Declarations, for example, for making your Grounding Cord, your energetic Bubble of Space, your golden energetic cube of work Space, Black Holes, etc.
    6. Voice Blaster - Your Voice Blaster sits in its holster behind your back. If you never used it, that is only because you did not know it was there. It has been there the whole time. You were born with a Voice Blaster that never misses its target and comes loaded with an infinite number of blasts. The instant you hear a praising or blaming voice... Blammo! That's the only conversation you'll ever need to have with one of those energy-sucking vampire praising or blaming voices... Your Voice Blaster is fast. You go 'snake eyes,' pull out your Voice Blaster, aim your Voice Blaster at the pesky voice, pull the trigger on your Voice Blaster, and slide your Voice Blaster back into its holster... before you even touch the Voice Blaser.
    7. Disk of Nothing - Your Disk of Nothing is a ten-centimeter diameter gold ring with a Star-Gate-like silver-blue shimmering access to Nothingness. When anyone (or their Gremlin...) throws a hook at you, your Disk of Nothing instantly flashed into your hand. You hold it between you and the hook, and the hook goes into nothing instead of going into you. This helps tremendously with staying Unhookable.
    8. Bag of Things - Tied to your Toolbelt is a handy little leather-like Bag of Things. Whenever you need something, anything, you reach into your Bag of Things and pull it out. Your Bag of Things opens into a Gap in Space. What is in the Gap? Nothing. What is possible in the Gap?  Everything. Your Bag of Things also includes a large supply of concentrated Golden Pearls of your own personal energy and information collected from all time and all space. You can use these Golden Pearls to refill your Bubble of Space each time you clean it out.
    9. Wand of Declaration - One of the most powerful Declarations that a Possibility Manager can make is with the Wand of Declaration that says, "Something completely different from this is possible right now!"
    10. Is Glue - It comes in a tube. Some people squeeze it from the middle. Some people squeeze it from the end. Use Is Glue for consciously making stories.
    11. Is Glue Dissolver - It comes in a spray bottle. Be very cautious with this stuff. Just a little "Pfffffffft!" will do the job. Use it to take apart existing stories to use the components for Is Glueing into new stories that give you and others more Power.
    12. Gremlin Chain - This chain is to stay in connection with your Gremlin. Whenever needed you know exactly where he or she is and you can tell him or her to "Sit!" at your side. From there he or she can help you protect yourself from other Gremlins, and can catch himself, because no other Gremlin is as fast and sly as your own Gremlin at his or her own tricks... eh?
    13. Possibility Paint Brush - Your Possibility Paint Brush is perhaps the most powerful Possibility Tool of all. Keep it handy for painting the experience of the possibilities of new Context. Then people can visualize and experience a different image on the inside of their Box. A Distinction is more powerful than a boundary. But new Context is even more powerful than a new Distinction!

    (See: 3 Powers, Energetic Body, Gap, Low Drama Detector, Spinning Your Energetic Body, Spring Screen, VaVoom!, http://www.13tools.strikingly.com)

     

    A

     

    ABUSE – Abuse can occur in any of your 5 Bodies. If you were born and raised in modern culture's capitalist patriarchal empire you have probably been abused, because even the wealthy, the powerful, and the famous people in modern culture are uninitiated adolescents. They too were abused by parents or authorities using extremely old and outdated Thoughtware. They are in pain, Beings stuck inside of Boxes with Gremlins running rampant, undistinguished and uncontrolled. Such a person unconsciuosly wants to cause you as much pain as they are experiencing. You have probably been, to one degree or another, physically abused, emotionally abused, psychologically abused, energetically abused, and / or sexually abused . When a child falls down and the mother says, "Nothing happened!" and the father says, "It doesn't hurt!", this is abusive. If you were forced to go to School, sit in rows, takes notes, and try to compete against the other students to get the best grades, instead of being encouraged to develop your talents and gifts, this is abusive. How is your healing process going? How are you managing to transform all this abuse into a training program to develop your sensitivities for delivering the services of your Bright Principles and your Archetypal Lineage to the Village? (See: 5 Bodies, Living, School, Thoughtware, Village)

     

    ACTION – In Possibility Management an Action is defined as any gesture that has energy. This definition for Action is far more refined than your typical understanding of an action that only includes gross level physical movement. In Possibility Management examples of Actions include: physical motion, spoken word, insinuation thought, placing your Attention, moving your Attention, placing your Center, keeping your Center, making a conscious or unconscious wish, internal emotional reaction, Declaring, Choosing, Asking, and so on. In general, the more subtle the Action, the more energy it contains. (See: Results, Purpose, Center, Declaring)

     

    ADULT (RESPONSIBLE ADULT OR ADULT EGO-STATE) – Adult is a person taking unconditional Responsibility for being centered in a storyless minimized now and minimized here. The originator of Transactional Analysis, Dr. Eric Berne in his famous Parent Adult Child Ego-states thoughtmap (to which Possibility Management has added a fourth ego-state, namely, the Gremlin ego-state), recognized the adult ego-state as when a man or woman has power because they are themselves in the present. Through Possibility Management research we have discovered that the free-and-natural initiated Adult Ego-state also turns out to be the gateway to Archetypal worlds, in other words, the gateway to Archearchy, which is why ongoing Adulthood Initiatory processes are at the center of archearchal cultures. (See: Archearchy, Archetype, Center, Initiation, Next Culture, Now)

     

    ARCHEARCHY – Archearchy is the natural evolution of human culture that comes after matriarchy and patriarchy. Archearchy is the creative collaboration between archetypally initiated adult women and archetypally initiated adult men. The core qualities of archearchal cultures are that they are centered on ongoing adulthood initiatory processes and they are sustainable. Possibility Management is a context out of which archearchal gameworlds can emerge. (See: Possibility Management, Archetype)

     

    ARCHETYPAL BODY – One of your 5 Bodies. (See: 5 Bodies)

     

    ARCHETYPAL LINEAGE – Your Archetypal Lineage is the ways in which your Being is thrown to serve the village, in the same way that clay is thrown to shape it into that shape of a cooking pot, or serving platter, or water jug, or coffee mug which determines the ways in which it will serve its user. Life is improvisation. For an improvisor, function follows form. One could say that your Being was born in a specific shape to serve the village through the talents, knowledge, tricks of the trade, insights, experiences, imagination, instincts, and intuitions that come from your Archetypal Lineage. Some people say that life is best when you are not there - meaning, life is best when you experience yourself being the space through which your Archetypal Lineage ecstatically does its service work in the world. Childhood education could be about preparing you for your adulthood Initiations. Your adulthood and Archetypal Initiations prepare you to jack-in to your Archetypal Lineage. Preparations are general, such as Centering, Presence, Attention, etc. developing the inherent faculties of your 5 Bodies. Preparations are also specific, relating to the talents, awarenesses, and features needed to deliver whichever of the 4 Lineages your Archetypal Lineage inhabits. (See: 4 Lineages, 5 Bodies, Initiation, http://www.4lineages.org)

     

    ARCHETYPAL LOVE – In contrast to spaces of Ordinary Love (adolescent love) where love is scarce and you spend your days and nights going around looking for evidence or experiences which can prove that somebody loves you - or testing if they love you enough - and, in contrast to spaces of Extraordinary Love (adult love), where you source love, where love happens because you are there generating love in the space, there are spaces of Archetypal Love, where the love is limitless and neutral. Archetypal Love is a force of nature, that is, not personal. It is a force of nature, the direct experience of Consciousness. (See: Navigating Space, Read: Radiant Joy Brilliant Love by Clinton Callahan)

     

    ARCHETYPE – (NOTE: Archetypal terminology used in Possibility Management has emerged from decades of experimentation in the context of possibility and is not derived from or associated with the popular works of Carl Gustav Jung. Jung evolved his deep-psychology “archetypes” in reference to the psychoanalytical context that he adopted from his teacher Sigmund Freud. Instead of relying on the works of Freud or Jung we have done our own empirical research that brought us directly into contact with the same spaces that Jung must have tapped into to formulate his particular languaging. However, instead of a psychological context we researched from a possibility context. Because we fished with a different net we caught different fish although we were fishing in the same sea.) In Possibility Management, Archetypes are energetic configurations hard-wired into the Energetic Body of every human being. Archetypes are either Responsible or Irresponsible. Responsible Archetypes lie dormant until they are consciously initialized or Stellated. Before Stellating Responsible Archetypes a human being must first be capable of Adult Responsibility, which does not occur before about fifteen years of age. Modern culture does not provide authentic initiatory processes though which you can activate your Responsible Archetypes, so they remain switched off. If you want your Responsible Archetypes activated you are forced to go outside of modern culture and arrange it for yourself. This takes a lot of courage and entails certain real risks. Actions of people who have not gone through the process of Stellating their Responsible Archetypes are typically dominated by the Shadow Principles of their Irresponsible Archetypes and their Gremlin. Archetypes are fueled by the energy of conscious Feelings or unconscious Emotions. Anger fuels the Responsible Doer / Warrior / Warrioress or the Irresponsible Persecutor. Sadness fuels the Responsible Communicator / Lover or the Irresponsible Victim. Fear fuels the Responsible Creator / Magician / Sorceress or the Irresponsible Rescuer. And Gladness fuels the Responsible Man / Woman or the Irresponsible Gremlin. (See: Adult, Feelings, Gremlin, High-drama, Low-drama, Stellating)

     

    ASKING – Asking is one of your three original powers of a human being. (The other two are Choosing and Declaring). You use the three powers already but without practice you use them to serve unconscious purposes such as the survival purposes of your Box, or the Hidden Purposes of your Gremlin. Used consciously the power of Asking allows you to ask Dangerous Questions which are questions the answers to which do not exist in the current Space. Finding answers to a Dangerous Question can take you into an entirely different Space. Since the qualities of the Space influence or even determine what is possible, Asking is a powerful tool for Navigating Space and for creating Possibility. Asking is also the power behind making extraordinary requests. Most requests that you make are logical, reasonable, understandable, and perhaps even wrapped inside of a convincingly needy Victim story. If your request is fulfilled then you create ordinary results. Your power of Asking can be used for making Unreasonable Requests. These are requests which, if fulfilled, cause transformation, healing, and entry into new territory for the person fulfilling the Request. A single-mom recently called me because she caught her15-year-old son with two bottles of vodka, one half empty, after he had already promised to stop the drinking. I asked her to immediately take her son out of School and go live with him on a small island in Fiji for a year without his mobile phone. That was an unreasonable request that could possibly give her son (and herself) a new and brighter future. She immediately booked the tickets and they departed. It transformed their lives for the better. Clearly you may need to use the practical street-smarts and nonlinear possibility resources of your  Initiated Conscious Gremlin to assess the appropriateness of your Unreasonable Request to make sure it meets the potential capacities of the the person you make the request of. Will you recognize and be ready to respond accordingly when someone makes an Unreasonable Request of you? (See: 3-Powers, Box, Dangerous Question, Gremlin, High Drama, Navigating Space, Possibility, School, Space)

     

    ATTENTION (CONSCIOUS ATTENTION) – Conscious Attention means paying Attention to your Attention, being aware of what you are aware of, or perceiving what you are perceiving with. Engaging Conscious Attention helps build the Matrix upon which your consciousness can grow. Attention can also become conscious by paying Attention to your Purpose. Businesses spend billions of dollars every year trying to get your Attention. They do this for two reasons: 1) Because it works. 2) Because it is worth it. When they have your attention, they have your wallet. Paying Attention to your Attention initiates a process that makes you less susceptible to being used for other people’s Purposes and therefore more capable of creating High-drama and fulfilling your Destiny. (See: Matrix, Center, Purpose, High-drama, Destiny)

     

  • B

    BEING – Your Being is your Energetic Body. (See: 5-Bodies, Presence)

     

    BEING-CENTER – You have two Centers, your Physical-center and your Being-center. Your Being-center is mobile and starts out about the size of a grapefruit. You move your Being-center around in various parts of your body for various Purposes. You can also place your Being-center outside of your body when you give your Center away to either a general or specific authority figure. Normally, in Western cultures, you keep your Being-center located in your heads. (See: Being Centered, Physical-center)

     

    BEING CENTERED – Being Centered is the energetic state that arises when you place your Being-center on your Physical-center. Being Centered is one of the seven Core Skills of Possibility Management. (See: Being Center, Physical-center, Core Skills)

     

    BEING A SPACE – Being a Space contrasted with being yourself. Being a Space means that you are Holding Space but you are not filling up that Space with the usual needs and wishes of your Box. Instead that Space is empty and consciously dedicated serving your Destiny Principles. Possibility Management starts by teaching you how to listen as a Space called Possibility Listening, and to speak as a Space called Possibility Speaking. With practice you may become the Space through which the Principles that you serve can do their work. Your Box will only let you be a Space after you realize that you already have everything that you need, a quality of the King / Archetypal Man and the Queen / Archetypal Woman. (See: Holding Space)

     

    BEING PRESENT – (See: Presence)

     

    BEING-WITH – Your familiarity with the adrenalin-enhanced tension of constantly doing things largely distracts you from your capacity for Being-With. Being-With another person who is Being-With you opens the door to intimacy and creates food that feeds your heart and your soul. Relationships do not die from a lack of love; relationships die from a lack of intimacy. Western culture teaches you to feed your body and feed your mind, so your development is most likely way out of balance. Your heart and soul may be starving, and intimacy may be the most frightening proposition in the world. Intimacy starts with Being-With, and Being-With starts in the Adult Responsible Ego-state. Being-With can become Countenance if it enters the Archetypal. (See: Adult, Archetype, Countenance)

     

    BELIEF (BELIEF SYSTEM) – A Belief is an Is-Glued formulation that has no connection to reality. Therefore, anybody can believe anything about anything. The Box uses Beliefs as a Band-Aid to patch over holes in its walls where it has no answer. Beliefs are defended not by experience but by positionality such as “I’m right. You’re wrong.” Positionality excludes. In other words, a particular Belief can be supported only if all contradictory Beliefs are destroyed. The automatic and unavoidable result of positionality is war. Look at human history. Sets of Beliefs hang together in a Belief System (abbreviated as BS). A Belief System is a virtual reality. A Belief System gives the Box a framework of reasons with which to prove itself real. Thomas Moore says, “A Belief System is one of the most effective shields protecting us against the intricacies of the soul.” People whose Boxes use the same Belief System tend to gather in groups and play in the same Gameworlds. Kurt Vonnegut Jr. invented a word to name a group of proud, superficially bonded people: Grandfalloon. (See: Is-Glue, Box, Gameworld)

     

    BLACK HOLE – In communications theory, a message persists until it is received. If a communication arrives either spoken, written, by electronic message, or even psychically, which contains more emotional energy than your Box can manage, the Box shuts down and blocks the message. The result of not hearing the message at the superficial level is failing to drop down to the next deeper level of connection, so you do not get to find out what is really going on with the other person. Your job is to receive and complete communications, because until you receive the communication that is offered and use a Completion Loop so the person knows that you have heard them, you won't go to the next deeper level - and the next deeper level is probably where Love happens. This is when the Black Hole comes in handy. The Black Hole in Possibility Management is a powerful energetic tool that separates the information of a communication from the energy of a communication. A Black Hole extracts and absorbs nearly infinite amounts of energy from a communication and lets the information of the communication continue so your Box lets you receive and complete the message.  You Declare a Black Hole into existence using your Energetic Body's Clicker. It is proper to use your Clicker again to vanish each Black Hole after you use it so that socks, your second ear ring, or the cat do not disappear. (See: Clicker, Declaring, Energetic Body)

     

    BLACK WIDOW – The term 'Black Widow' is the name that Possibility Management has given to the Box survival strategy of a person who has been sexually abused and has dedicated themselves to revenge. This is a desperate strategy, but understandable. A Black Widow woman typically wears skin-tight shiny-black leggings with high heels, amplifies her cleavage, and does whatever it takes to steal the attention of men of the Capitalist Patriarchal Empire and make them drool even if (especially if...) they are walking arm-in-arm with their wife. The Black Widow will wrap the man around her finger, use him for whatever, then flick him away like a dry buger. Black Widows do not usually participate in transformational trainings or initiatory processes such as Expand The Box or Possibility Labs because they are so completely identified with the Black Widow survival strategy that they are afraid nothing else is possible and their Gremlin does not want to sacrifice vengeance as its Gremlin Food. The White Widow, on the other hand, can participate in, benefit from, and even create magically transformational training spaces. (See: Box, Gremlin, White Widow)

     

    BOX – Also known as belief system, worldview, mindset, reality structure, paradigm, self-image, identity, personality, psychology, comfort zone, or defense strategy. Your Box is made out of beliefs, preferences, assumptions, expectations, reasons, conclusions, opinions, prejudices, perspectives, fantasies, values, memories, choices, projections, and so on, all made arbitrarily out of nothing. The Purpose of your Box is to insure your survival. Since you have survived so far, the Box knows that its strategy works, and it suspects that anything else will not work. So the Box dedicates its resources above all else to defending itself first. The Box defends itself through acting as a giant filter and controlling what you can perceive and what you can express. The Box’s original Purpose is to keep everything the same way it has always been, no matter what that original state of normal is. The Box is designed to shift Purpose from Defensive to Expansive when you are about fifteen years old, but your culture does not promote that process. Boxes come in layers. Individuals, relationships, families, clubs, committees, teams, communities, cities, businesses, races, cultures, religions, and nations all have Boxes. Possibility Management focuses on the individual Box because that is the only Box that can take Responsibility for itself and therefore it is the only Box that can create change. (See: Defensive-context, Expansive-context, Responsibility)

     

    BOX MECHANICS – Since the Box is assembled from inanimate structural components all working in relationship with each other, the machine-like stimulus-response impulses are repeatable and subject to mechanical laws just like ordinary machines. These laws form the theory and practice of Box Mechanics. Gaining familiarity with Box Mechanics gives you abilities to troubleshoot, repair, redesign and rebuild Boxes, in the same way that familiarity with engine mechanics gives you equivalent capabilities with engines. (See: Memetic Engineering)

     

    BRIGHT PRINCIPLE – The overriding Bright Principle of Responsibility prisms into a rainbow of Bright Principles including Integrity, Abundance, Aliveness, Growth, Learning, Love, Inclusion, Clarity, Kindness, Possibility, Acceptance, Respect, Joy, Communion, Commitment, Impeccability, Creation, Winning Happening, Healing, Transformation, Openness, Communication, Relationship, Practice, Service, Appreciation, Fitness, Hospitality, Generosity, Authenticity, and so on. Serving Bright Principles is High-drama. (See: Archetype, Map of Possibility, Shadow Principle)

     

    BRIGHT-WORLD (UPPERWORLD) – The domain of Gameworlds dedicated to serving Bright Principles. (See: Bright Principle, High Drama, Map of Possibility)

     

    BUILDING MATRIX – (See: Consciousness, Matrix)

  • C

    CENTER (CENTER OF A GAMEWORLD, MAGNETIC CENTER) – An organization is two or more people with a common Purpose. A family is an organization. Every organization needs leadership and the person or persons who stand for leading the organization are its Center. A Center in an organization functions much the same as the sun in your solar system. The “planets” that orbit around a Center in an organization are people. A Possibility Manager gains enough mass to be a Center by consciously choosing to serve his Destiny Principles. Your job as the Center of a Gameworld is to “feed,” care for, educate, train, and liberate the potential of your planets. A Center knows that planets can become Stars. By learning to create the Possibility that planets become Stars, a Center can become a Starmaker. (See: Laboratory, Gameworld, Star, Starmaker)

     

    CENTER OF THE GREAT LABYRINTH OF SPACES – (See: Labyrinth of Spaces, Navigating Space)

     

    CENTER (PHYSICAL-CENTER, INTELLECTUAL-CENTER, EMOTIONAL-CENTER; ENERGETIC-CENTER) Each of your 5 bodies has a center. Your Emotional Body Center is in your heart. Your Intellectual Body Center is in your head. Your Physical Body Center is at your center-of-balance, located about 3 fingers below your navel and half-way back in the abdomen. Your Energetic Body Center starts out about the size of a grapefruit, and in contrast to the previous three centers, it is mobile. You consciously or unconsciously move your energetic-center around. Rodin’s sculpture of The Thinker is a fine depiction of a man with his energetic-center located in his head. Perhaps as a child you adopted a strategy of giving away your energetic-center to external authority figures in the hopes that they would take care of you so you could survive. This is a workable but very expensive strategy, suitable for children, but almost suicidal for initiated adults – except during conscious theater pieces. A transformation happens in a human being when you place your energetic-center onto your physical-center. The new state is called being centered, and is key to getting your power back, your voice back, your authority back, and other initiatory shifts required in preparing to serve the purposes of your pearl and your Archetypal Lineage. Placing your energetic-center onto your physical requires splitting your attention, putting one part of your attention onto your energetic-center, keeping your attention split while using your intention to move your energetic-center from wherever it is to your physical-center. Nobody can take your energetic-center away from you, but you can give your energetic-center to anyone. I have seen people give their energetic-center away to the TV, to naked women posters at the train station, to children, even to their dog. Your Archetypal Body Center is located where your Archetypal Body flows its resources into your other 4 bodies, above and behind your physical heart. This is different from where you first jack-in to your Archetypal Lineage which is a place located on your back at the base of your spine. (See: Archetypal Lineage, Attention, Being Centered, Conscious Theater, Four Bodies, Pearl)

     

    CHOOSING – Choosing is one of your three original powers of a human being. (The other two are Asking and Declaring). You use the three powers already but without practice you use them to serve unconscious purposes such as the survival purposes of your Box, or the Hidden Purposes of your Gremlin. Used consciously the power of Choosing allows you to choose options that do not exist on the current menu of things to choose from. Making your Choosing conscious empowers you to go orthogonal, that is, to go perpendicular to (at right angles to) the assumptions, expectations, conclusions, etc. of the current Space. Conscious Choosing is central to invention, improvisation, Discovery Speaking, Navigating Space, and for creating Possibility and High Level Fun. (See: 3-Powers, Box, Dangerous Question, Discovery Speaking, Gremlin, High Level Fun, Navigating Space, Possibility, Space)

     

    CLICKER – One of a Possibility Manager's 13 Tools on their energetic toolbelt. The Clicker is used for Declaring. (See: 13 Tools, Black Hole, Declaring)

     

    COMMUNICATOR – One of the four Archetypal, High Drama Bright World characters who serves Archetypal Man and Woman (the other three being Doer, Creator, and, for lack of a better term, Possibility Manager). The Communicator responsibly uses the energy and information of sadness. The way a Communicator uses sadness is to connect, listen, understand, let things go, be vulnerable, be honest, be trustworthy, open up, accept, be intimate, and so on. Relationships thrive on communication. (See: Archetype, High Drama)

     

    COMPLETION LOOP – Communications theory says that a communication persists until it is received. When a communication is received it is completed. Your job is to complete communications. To complete communications it helps to know that communications have two components: the information and the carrier. The information is the intellectual content of the communication. The carrier is the emotional content of the communication, either a Feeling or an Emotion, and, perhaps more often than you might think, the more important of the two components. In the Thoughtmap of Communication, a Completion Loop is when the listener has a chance to repeat back to the speaker what they heard them say. If you leave out the Completion Loop you do not give the speaker the chance to say, "Yes. What you heard is what I meant to say," or, "No, what you heard is not what I meant so say. What I meant so say is..." If the speaker says, "Yes," then you receive a Bing! - like scoring a point in a video game - meaning you have successfully completed this level of the communication and you drop directly to the next deeper level. Perhaps the next level of the communication requires that you make a decision or take responsibility in some way. As an unconscious strategy for avoiding responsiblity we frequently avoid completing communications by using what Dr. Thomas Gordon identified as one of the 12 Roadblocks to Communication. With blocked communications intimacy is destroyed. (See: 4 Emotions, 4 Feelings, 4 Kinds of Listening, Problem Ownership)

     

    CONSCIOUS EVOLUTION – If you look around you can find evidence to support the story that the purpose of the Universe is evolution. Gaia seems to have been working hard for 4.5 billion years evolving organic forms that manifest more and more of the General Field of Consciousness. This kind of biological evolution happens rather slowly, between lifetimes. It turns out that the human 5-Body organism is complex enough in its structure that it can expand awareness within one lifetime. This happens at a natural speed automatically. However, once you notice that human awareness can expand during your lifetime you might be attracted to take on the hobby of expanding your human awareness at the maximum possible sustainable rate. And once you experience the elation of the evolution of consciousness personally you might want to share that with others who are enthusiastic about the same hobby. If you document what works and what doesn't work and shared what works in Trainings you might end up with something similar to the Gameworld of Possibility Management. (See: Gameworld, Possibility Management)

     

    CONSCIOUS THEATER (HIGH-DRAMA) – If everything is neutral, if there is no such thing as a Problem, if it is impossible to be a Victim, if Irresponsibility is an illusion, if accepting things exactly as they are here and now without judgment is all that is left for you, what are you to do with your humanity? You are a Human Being after all. That does not go away. What do you do with all of that creative energy? The answer is, Conscious Theater. Extraordinary Human and Archetypal Relationship are ongoing acts of Nonlinear Conscious Theater. Conscious Theater is looking at the world through the eyes of your Destiny Principles and saying, “Okay. What needs done? What is the next thing right here and now for me to do to make the world a better place?” Suppose it is something that you do not know how to do; suppose it is something that you do not like to do; suppose it is something that your Box is afraid of, but still it is something that obviously fits the criteria of serving the world. What do you do then? How do you carry on without complaining, without sabotaging, without being confused, without whining? How do you go ahead with dignity, with enthusiasm, with care? The way you can carry on is to act “as if.” You go ahead and do the job acting as if you know how to do it, as if you liked to do it, as if you had courage. You contain all the sideways energies that may arise and you redirect even them towards getting the job done well. Acting “as if” to create High-drama is Conscious Theater. (See: Map of Possibility)

     

    CONSCIOUSNESS – (Please remember, this is a glossary, not a course in philosophy or quantum-physics. Terms are defined here for practical purposes, specifically to deliver the distinctions, tools, thoughtmaps, adulthood healing processes, and archetypal initiatory processes of Possibility Management. If these explanations also make you feel like you understand life, the universe and everything in a clearer, more practical and satisfying way, you can feel lucky.) Possibility Management postulates that the universe is consciousness, and that: Responsibility is Consciousness in action. In other words, Responsibility is applied Consciousness. When Consciousness spins in natural vortexes and toroids, matter appears. Suddenly you have three things (triality): consciousness, matter, and the General-field-of-consciousness between them. Without the General-field-of-consciousness, matter and Consciousness would be stuck together as one thing. (This implies that the concept of duality is a delusion, and that actually what we have is triality.) The General-field-of-Consciousness pervades everything in the manifested universes, but just as with light, you don’t notice the General-field-of-Consciousness until it strikes a material object. Just as with light, the qualities of the reflected Consciousness depend on the structure of the object it strikes. Stone matrix reflects stone Consciousness. Sheep matrix reflects sheep Consciousness, and so on. Human beings have a refined and complex-enough biological structure to have a matrix that can be further built. When the General-field-of-Consciousness interacts with a material object, a second and more local field is generated called the Specific-field-of-Consciousness. For example, when the General-field-of-Consciousness strikes the planet Earth, a Local-field-of-Consciousness of Earth is generated called Gaia. Since the overriding purpose of the universe is the evolution of Consciousness, Gaia has been arranging conditions on Earth (for example, sequestering carbon, balancing ocean acidity and global temperatures) to produce stable conditions for evolving organic life forms that can Consciously Evolve. An interesting condition arises because the organic life forms of Gaia are affected by both the General-field-of-Consciousness (transcendent) and the Specific-field-of-Consciousness of Earth (imminent). The distinguishable experiences of relating both to the General and Local Fields of Consciousness has produced the two basic forms of human religious belief systems: monotheism and pantheism, which are non-conflicting and true. “The Kybalion states that nothing can be outside of The All.” (The Kybalion, by Three Initiates, [1912], www.sacred-texts.com) (https://en.wikipedia.org/wiki/Conceptions_of_God). This quote points to the origin of many of the adulthood and archetypal distinctions and thoughtmaps from Possibility Management that emphasize the value of and procedures for navigating and creating with the nothingness. It also answers the age-old question about which is bigger, the archetypal masculine nothingness, or the archetypal feminine everythingness? The answer is obvious: “Nothing can be outside of The All.” Nothingness is bigger than The All, or else where would The All fit? This proves to be especially useful for an archetypally initiated adult man's nothingness encountering the immensity of the conscious or unconscious manifestations of the archetypal feminine everythingness. Even facing the greatest storm, the man can relax at his center and hold space from the experiential nothingness distinction, “I am bigger than that.” (See: Adult, Conscious Evolution, Initiation, Matrix)

     

    CONSTRUCT – A Construct is an assembly of Beliefs, concepts, tabboos, values, mores, etc., which are Is-Glued together by a Gameworld (such as an organization or culture) to stand alone outside of their Box. Familiar constructs include 'monogamy', 'polyamory', 'the rule of law', 'a religion', 'an education', 'success', or 'economics'. Because the Construct can stand alone it can easily be labeled as The Truth, The Way, and then can be defended. Part of your Initiation into Adulthood is to deconsruct your Constructs. The processs is to clearly identify by name each of the Constructs you carry around with you, dismantle them into their component parts, and find out your Purpose for carrying them around with you. In order to make right-angle turns at light-speed you will need to have as little Construct baggage as possible. (See: Beliefs, Box, Is-Glue, Purpose)

     

    CONTEXT – Context is the framework of responsibility being applied by an individual both personally and in the groups they are in. Context is crucial to be aware of because responsibility is applied consciousness. Since context sets the frame for the level of responsibility, context also establishes the way consciousness is related to by individuals, projects, and societies. If you are not aware of the context of the activity or group you are involved with, then the context that prevails is unconscious. This has two meanings. First, the context that prevails is unconscious to you, so you constrict your relationship to the world to fit the group’s framework of responsibility and relationship to consciousness for fear of being expelled from the group. Second, the context that prevails in such a person, project or group promotes you as a participant in the project or member of the group remaining unconscious of the context you are serving. The context of the group requires you to remain blind, deaf, dumb, unfeeling and unaware about the context of the group.

    Context refers to the structure of a Box rather than the contents of a Box. A Box can have one of two basic Contexts: either the Box is Defensive or it is Expansive. Archetypal Men or Women work in the Expansive-context, so Archetypal Men and Women are Context generators. That is, they are Responsible at the level of Context; they decide what game is played, Ordinary, Extraordinary or Archetypal. The Context of a Box determines its content. If you change the Context of a Box, you automatically change what the Box can hold. Archetypal Men and Women scan the Context of conversations, and reinvent Reality by shifting the Context. (See: Consciousness, Meta-Conversation, Reality, Responsibility)

     

    CORE SKILLS – (See: 7 Core Skills)

     

    COUNTENANCE – When two people are Being-With each other in the Adult Responsible Ego-state and they both enter the Archetypal as a Space, then the Principle of Archetypal Love can become conscious of itself through them. The intensely ecstatic physical experience of Archetypal Love in one person consciously recognizing and experiencing Archetypal Love in the other person is called Countenance. (See: Making Contact, Archetypal Love, Being-With, Being A Space)

     

    CREATING POSSIBILITY – Since Possibility is itself a Bright Principle, infinite Possibility already exists. Possibility is not actually created; it is already there. Practically, gaining access to unSee:n Possibility comes from changes in the filtering system of the Box, which is actively engaged in occluding Possibility in its own defense. Since the Box is tremendously creative, the obstacles blocking Possibility are equally inventive tend to be self-repairing. The options for creating Possibility looked bleak until the advent of the Thoughtmaps, tools and techniques of Possibility Management. Possibility Management creates and manages options equally well for individuals and organizations because both are blocked from Possibility by Boxes and are subject to the laws of Box Mechanics. (See: Creator, Possibility, Thoughtmaps, Box Mechanics, Possibility Management)

     

    CREATOR – One of the four Archetypal, High-Drama Bright-World characters who serves Archetypal Man and Woman (the other three are Doer, Communicator, and, for lack of a better term, Possibility Manager). The Creator responsibly uses the energy and information of Fear. The way a Creator uses fear is to stay alert, pay attention, See: risks, make plans, make agreements, and make things secure. In order to make something out of nothing, the Creator must first have access to nothing as a resource. To attain nothing the Creator steps over the limits of the Box into the unknown. This is definitely frightening, and the Creator has learned to feel 100% maximum of his or her fear and to still function. If you are not feeling fear, you are not creating. (See: Archetype, High-Drama)

     

    CURIOSITY – Curiosity is a Mixed Emotion made from mixing emotional joy with emotional fear. (See: Emotions, Mixed Emotions)

  • D

    DANGEROUS QUESTIONS – You can ask many kinds of questions. Most of your Asking has been civilized and made polite, and therefore disempowered. You have the capacity to ask yourself or other people certain questions the answers to which lay outside of the Box. These are called “Dangerous” Questions, because going to where the answer is Expands The Box. (See: Expanding The Box, Pirate Agreement)

     

    DECLARING – Declaring is one of the three powers that Possibility Managers use for Reinventing Reality (the other two are Choosing and Asking). Declaring is the conscious use of Is-Glue. With Declaring, you can fabricate the Stories of a new Gameworld that include Possibilities that are not available in the present Gameworld. Modern culture Thoughtware (Standard Human Intelligence Thoughtware) does not give you enough Distinctions to notice how unconsciously you Declare the circumstances of your life into existence. If you Declare what is so unconsciously then your Stories serve the survival purposes of your Box and the Hidden (Shadow World) Purposes of your Gremlin, and you have no idea why your life sucks, nor do you have the power to do anything to change it. Discovering the prevalence of unconscious Declaring in modern culture can cause a shock of realization that is deep enough that you start taking Radical Responsibility for engaging the Authentic Adulthood and Archetypal Initiatory Processes of Archearchal culture. (See: 3-Powers, Archearchy, Gameworld, Initiation, Is-Glue, Radical Responsibility, Thoughtware)

     

    DEFENSIVE-CONTEXT – The Defensive-context is the original survival strategy of the Box. Since that original strategy is for the most part unconscious, your Actions cannot help but serve Shadow Principles. Conscious Archetypal Actions are only possible your Box shifts from the Defensive-context to the Expansive-context through formidable initiatory processes. (See: Expansive-context)

     

    DEFENSIVE LEARNING – The way you were taught to learn in school is Defensive. You built a central continent of knowledge, and new knowledge could only be learned when it fit into some part of your present knowledge-continent. If something does not fit that thing is invisible and regarded as useless. (See: Expansive Learning)

     

    DESTINY (DESTINY PRINCIPLES) – Your Destiny is the specific set of Bright Principles that you were born to serve. Serving your Bright Principles is what most turns you on. Serving your Destiny is optional – you do not have to do it and Box can easily get in the way. When you distill your Destiny Principles out from your life and serve them intentionally then you become your Destiny in action right now. (See: Bright Principles, Map of Possibility)

     

    DISCOVERY SPEAKING – One of the four kinds of speaking defined in Possibility Management. Discovery Speaking is a team effort where the Space Holder avoids discussion about who has the better opinion and instead Navigates to the edge of New Territory. Once at the edge the team keeps going powered by group genius. The team uses previously unSee:n wisdom and suddenly-discovered insights as milestones. The Space Holder is no longer an authority figure who already knows but instead becomes a true Navigator, working with the team to collaboratively Map distinctions in graphic and verbal form on flip charts. Discovery Speaking is done in response to the true necessity of one or more of the participants asking real questions. Most of Possibility Management was developed through thirty years of Discovery Speaking. (See: Navigating Space, New Territory, Possibility Speaking)

     

    DISK OF NOTHING – A Possibility Management tool that allows a Possibility Manager to avoid being Hooked. A mere ten centimeters in diameter and clipped onto your Utility Tool Belt, the Disk of Nothing is metallic gold on the back and around the rim, but the front is a thin fluid gateway into absolute nothingness. Whenever a hook is cast in your direction to try to offend you and start a reciprocal feeding frenzy between Gremlins, simply hold up the Disk of Nothing. The hook goes into the void and returns unrewarded no matter how often or how deeply it is cast. In the void, no one can hook you. Having a bit of nothing conveniently at hand can prove to be extremely useful. (See: Hooked, Unhookable, Springscreen)

     

    DISTILLING DESTINY – Distilling Destiny is the process by which a person extracts from their life the precise formulation of the essential Bright Principles that they were born to serve. (See: Destiny, Map of Possibility)

     

    DISTINCTION – A Distinction is a Declaration of difference that can change who you are. When you get a Distinction it reorders your energetic body in such a way that you can differentiate something which you could not differentiate before. Each Distinction in your Energetic Body acts as a thread in a net allowing you to catch more Consciousness. The more Distinctions you have the more Consciousness you can catch. Weaving Distinctions into your Energetic Body builds Matrix. One Distinction equals one Matrix Point in the Start Over Game. (See: Consciousness, Declaration, Energetic Body, Matrix, Start Over Game)

     

    DO-OVERS – The fourth step of the 3-step Rapid Learning process is a Do-Over. After, 1. Trying something, then, 2. Getting feedback and coaching, then, 3. Shifting your point of origin to begin at a completely different place, you need to start over at the very beginning with an attitude of never having tried this before. No stories, zero history. This is called a Do-Over. Possibility Managers tend to allow each other an infinite number of immediate and completely fresh Do-Overs. Imagine how supportive that would feel, radically relying on a lively field of intelligent, immediate and compassionate feedback from your friends without penalty for Do-Overs. (See: Point of Origin, Rapid Learning, Wall initiation)

     

    DOER – One of the four Archetypal, High-Drama Bright-World characters who serves Archetypal Man and Woman (the other three are Communicator, Creator, and, for lack of a better term, Possibility Manager). The Doer responsibly uses the energy and information of anger. The way a Doer uses anger is to start things, stop things, make decisions, make distinctions, say “yes,” say “no,” ask for what the Space or the Torus needs, make boundaries, complete things no matter what, change circumstances, and so on. Doers create High-drama. (See: Archetype, High-Drama, Sword)

     

    DRAGON DREAMING – Dragon Dreaming is a four-phase spiralic project creation and management Meeting Technology originated by John Croft and now delivered by Dragon Dreaming Trainers around the world. Dragon Dreaming originates in the same context as Possibility Management, namely Radical Responsibility for building the Gameworlds you would love to live in. For further details please explore the Dragon Dreaming website http://www.dragondreaming.org/ (See: Context, Gameworld, Meeting Technology, Radical Responsibility)

     

    DRAGON SPEAKING – The Thoughtmap of Six Kinds of Speaking distinguishes:

    1. Normal Neurotic Speaking [speaking for me and my Gremlin...]
    2. Discussion (which may be either Normal Neurotic Speaking or Adult Speak)
    3. Adult Speaking (sometimes called Active Speaking which is the complement to Active Listening) [speaking for us]
    4. Possibility Speaking [speaking for them as a service of creating Possibility]
    5. Discovery Speaking [speaking in a team as an adventure for a purpose that is greater than ourselves, such as Discovery]
    6. Dragon Speaking [letting the fire within you speak in order to fully participate, to clarify vision, to let your heart speak, to Declare your commitment, to state your Purpose, to land Distinctions in a Space, to challenge the status quo, to make Unreasonable Requests, to take things into breakdown in order to initiate the Phoenix Process, and so on] (See: Asking, Distinctions, Feelings, Purpose)

    DUALITY – (See: Consciousness)

     

  • E

    EDGEWORK – Edgework is the practice through which Possibility Managers discovers the never-ending excitement of the Possibilities of life. Edgework has three steps: 1) Find an edge of your Box that excites you to explore. 2) Go to that edge and stay there (when you can feel the excitement or See: the edge you are at the edge). 3) Do Edgework Experiments. For example, there are four kinds of intimacies that you can explore with your partner (See: Four Bodies). Choose physical, intellectual, emotional or spiritual intimacy, or some combination, and do Edgework Experiments that feed and inspire your relationship. For example, when most of us think of physical intimacy all you think of is sex. Sure sex is one form of physical intimacy, but physical intimacy also includes dancing, singing, playing musical instruments, making art, doing theater, physical maintenance (combing hair, bathing, massage, physical therapy, cutting fingernails, brushing teeth…), martial arts, walking, picnics, eating, sports, swimming, sailing, washing dishes, cleaning out the garage, remodeling the house, gardening, and so on. Have fun! (The term “Edgework” was sparked by ideas in Seth Godin’s practical little book titled Free Prize Inside.)

     

    EDUCATOR – (See: TRAINER)

     

    EMOTIONAL BODY – One of your 5 Bodies. (See: 5 Bodies)

     

    EMOTIONS – Emotions are distinct from feelings in that the experience of emotions lasts longer than the 3 to 5 minutes than Feelings last. Whereas Feelings are for handling things, Emotions are for healing things. There are four Feelings: anger, sadness, fear, and joy. Mixed Emotions There are four kinds of Emotions:

    1. CHILD EMOTIONS Incomplete Feelings from the past show up in your present life as Child Emotions which can be many times retriggered by present stimuli. The persons, places, or things that trigger these Child Emotions act as a movie screen onto which you project your incomplete Feelings. However, they are not the persons, places, or things that can heal or complete your incomplete Feelings. This is the present, not the past. You have no power in the past. You cannot change what happened to you. But you can change your relationship to what happened to you through an Emotional Healing Process such as those delivered at Possibility Labs or in single sessions by Possibility Coaches or Feelings Practitioners. (See: Feelings Practitioner, Possibility Coaching, Possibility Lab, Process, Trainer)
    2. PARENT EMOTIONS You adopt Emotions that are held by others as a camouflage survival technique so you can fit in and be accepted. It works, to survive, but then you carry around Emotions that don't belong to you and come up in your daily life and interfere with your ability to be present. Parent Emotions come from external authority figures such as parents, teachers, politicians, corporate branding, religions, doctors, etc. Such a survival strategy is valid until you are about 18 years old at which time it can be transformed by Authentic Adulthood Initiatory processes. Since these Parent Emotions do not originate in you, they are not resolvable by expressing them. Parent Emotions are resolved by giving them back to their proper owners, for example, the parent, church, government or corporation that originated them.
    3. GREMLIN EMOTIONS Your Gremlin generates Emotions almost instantly by creating a Low Drama either within yourself or with other Gremlins in a Gremlin Feedging Frenzy. (See: Gremlin, Shadow Principles)
    4. ENERGETIC VAMPIRE EMOTIONS Consider the possibility that human beings exist in a food web that includes energetic entities, some of which we feed on and some of which feed on us... if we let them. When you repeat a Trigger Phrase to yourself (such as: "I am not enough for her." Or, "Nobody truly sees me." Or, "If I am not perfect he won't love me.") this can open your defenses to letting an Energetic Vampire Entity suck our your precious life energy.  (See: S.P.A.R.K.135, Voice Blaster)

    Emotions have the same four categories as Feelings (Angry, Sad, Scared and Glad), but they come from the past, from others, or from your Gremlin. and you have no power over others, and your unconscious uninitiated Gremlin thrives on Emotions, so no matter how much you experience or express an Emotion nothing will change. (See: Feelings, Gremlin, Low-Drama, Mixed Emotions)

     

    EMPTINESS – (See: Void)

     

    ENERGETIC BODY – One of your 5 Bodies. (See: 5 Bodies)

     

    ENERGETIC VAMPIRE ENTITY – (See: Emotions)

     

    ETHNOSPHERE – The Ethnosphere is the cloud-like evolving field of cultures alive in the Local Field of Consciousness of Earth, sometimes also called the Global Ethnosphere. (See: Local Field of Consciousness, Thoughtware)

     

    EXPAND THE BOX – You built your Box to survive in the world. It works. You survived. But when you became capable of taking responsibility around fifteen years of age that which once protected you becomes your prison. The Box is ready to shift Context from its original Defensive mode to its designed in Expansive mode. That shift is not sponsored by Western culture so you must go beyond the culture to get if for yourself. There is no top end to Box expansion. Expanding The Box includes Stellating Archetypes. Since the Box is a solid, changing shape requires that it temporarily go through a Liquid-state so that its structural components can reorganize with regards to each other. It helps if the environment in which a Box expands is clear and safe enough to encourage and protect the Liquid-state such as in a training. (See: Box, Liquid-state, Stellating Archetypes, Starmaker)

     

    EXPANSIVE-CONTEXT – Through the equivalent of a “rite of passage” a Box can shift its basic strategy from Defensive to Expansive. When the Box is dedicated to expanding itself then daily life involves serving Bright Principles such as adventure, exploration, impeccability, learning, growth, clarity, wonder, awe, mystery, surprise, communication, respect, discovery and so on. In the Expansive-context, Possibility is unlimited. Since Extraordinary Human Relationship and Archetypal Relationship only function in the Expansive-context, Archetypal Man and Woman are careful to avoid being Hooked back into the Box’s original Defensive-context. (See: Defensive-context, Hooked, Unhookable)

     

    EXPANSIVE LEARNING – Expansive Learning was the original way you related to the world as a child. Expansive Learning readily accepts the unexpected because it does not assume that you already know everything. New pieces of knowledge can be appreciated for their own worth regardless of whether they fit into anything else that you understand. In school you learn Defensive Learning in which you fit new information into the knowledge-continent of what you already know. Expansive Learning is better suited for exploring new territories and gaining competencies in nonlinear skills. (See: Defensive Learning, Nonlinear)

     

    EXPECTATIONS –Expectations are sleep-inducing fantasy Declarations made by the Box with the impossible intention of forcing the future to be the same as the past, or of making someone else the same as you. Expectations are one of the Box’s most efficient tools for destroying the possibility of intimacy and for creating Low-drama. Expectations ruin relationships. Expectations are not far different from beliefs insofar as you can have Expectations about anything and there is no connection between an Expectation and reality. Expectations can also be used consciously as a way of shaping coincidences such as Expecting that your child is a genius, or Expecting that a miracle could happen. Using Expectation consciously is an advanced technique because you have to be Unhookable and completely able to drop the Expectation without residue if what you Expect does not turn out to be what happens. Expectation is a creative act that has nothing to do with positive thinking or self-delusion. (See: Declaring, Box)

     

    EXPERIENTIAL REALITY – Reality previous to being processed by the Box is experiential-reality . Reality after processing is verbal-reality . In experiential-reality , experience is not limited to words or concepts. In experiential-reality , experience leads. You communicate by finding words to use as a bridge to cause the experience to occur is someone else’s body. For example, before a person will buy something they must first experience the value that this product or service will provide for them in the future. With access to experiential-reality a salesperson can create the experience of future value in a client so they are inspired to buy. Access to experiential-reality also gives you the ability to appreciate and enjoy the fullness, richness, depth and complexity of life in a mysterious world. This appreciation improves Relationships both personally and professionally. (See: Mind, Relationship, Verbal Reality , Mind, What Is)

  • F

    FEEDBACK – Feedback is information from your surroundings about the past. Feedback can tell you what worked and what did not work. Feedback is the second step in the Rapid Learning process. Whatever you do or do not do, See: or do not See:, say or do not say, you will get Feedback. The world is a giant Feedback generator. There are only two kinds of Feedback that you can receive. Go! which means that what you are doing works, keep going. And Beep! which means that what you are doing is not working. Use the information of the Beep! to shift and Go! again. The more unexpected the Feedback is, the more information it contains. WARNING: Please be careful with the use of Feedback. Feedback can be, and almost inevitably will be, taken over by sly Gremlins who start using Feedback as a defensive and offensive weapon. (See: Getting To Know You Better, Gremlin, Rapid Learning)

     

    FEELINGS – To Feel is your birthright because you have a body. Western culture teaches you that it is not okay to feel, so you block your feelings. Blocked Feelings leaves you in your head. There are four Feelings: Angry, Sad, Scared and Glad. Every Feeling experience falls into one of these four categories. You have been trained to regard three of the Feelings as “bad feelings” (Angry, Sad and Scared) and one of the Feelings as a “good feeling” (Glad). This is as intelligent as saying that three of the directions on a compass are “bad directions” (for example North, South and East) and one of the directions is a “good direction” (West). Feelings are experiential energetic information. All four Feelings are tremendously useful professionally, capable of providing you with the energy and wisdom for doing your jobs with excellence. Each of the four Feelings energizes one of the four Archetypes. When you mix feelings you disempower your Archetypes. Disempowering your Archetypes is a standard psychological survival strategy. To turn on the Archetypes you can go through a Feeling process called Stellating. (See: 5 Bodies, Archetypes, Emotions, Inner Navigation, Mixing Feelings, Mind, Stellating, Experiential-Reality )

     

    FEELINGS PRACTITIONER – Specifically applying the tools, thoughtmaps and processes of Possibility Management for completing the emotional body component of any healing process. Medical Doctors service the physical body, Psychologists and Psycho-Therapists service the intellectual body. Lightworkers and Spiritual Healers service the energetic body. And Feelings Practitioners service the emotional body. It is widely recognized that illnesses and ailments frequently have simultaneous causes or complications in more than one body all of which need to be treated for a complete healing. Until now there was not enough clarity or methodology to provide adequate and effective emotional body treatment. The list of ailments and conditions that benefit from Feelings Practitioner treatment is immense. The Feelings Practitioner Team can now certify healing professionals in emotional body healing skills. (See: Four Bodies, http://feelingspractitioner.com)

     

    FEELINGS WORK – (See: Inner Navigation, Feelings, Initiation)

     

    FOUR BODIES – You can distinguish that you live in four bodies. The four bodies are the physical body (the bones and tissues with sensations), the intellectual body (the Mind, psychology, and intellectual capital of the Box with thoughts, knowledge, logic, and reasons), the emotional body (the Heart with feelings and emotions), and the energetic or spiritual body (the Soul with presence, essence, and being). Each body has its own kind of pain, its own kind of ecstasy, its own kind of food, its own kind of intelligence, its own kind of Liquid-state, and its own kind of intimacy with other people’s four bodies. Western culture tells you to Identify yourself as being your intellectual body so you can assume that you are significantly imbalanced. Possibility Trainer Wolfgang LeeKumar Köhler invented the Map of Four Bodies 3 September 2005. In 2017 the fifth body - the archetypal body - was distinguished by Anne Schmid and Clinton Callahan.  (See: 5 Bodies, Edgework, Mind, Soul, Heart, Feelings, Box)

     

    FORCE OF NATURE – It is a far greater error to assume that you know something and to limit your experiences so that they fit your assumptions than it is to open yourself to perceive a world more magnificent, bizarre and mysterious than your wildest expectations even if you do not understand what is happening. In this book you bandy about with terminology and ideas like you know what you are talking about. Please remember, Possibility Management is a new field. If you have a question about things now, ask us in two or three hundred years after you have had a little more time to experiment. Mostly you do not know. Mostly you are guessing. You too will discover when trying to Create Possibility for yourself, for other individuals or for organizations, sometimes it works and sometimes it does not. If it does not work, consider yourself the lucky recipient of a lesson from Mother Nature. Pay attention and take notes. She may be trying to teach you something. Human Beings are delectable items for Forces of Nature far greater than you typically concern yourselves with. You are influenced by the likes of planets, stars, karma, family ancestry, brain chemistry, genes, memes, phases of the moon, barometric pressure, pheromones, blood sugar levels, contaminants, radiations, deities, demons, entities, angels, elves, fairy godmothers, indigestion, past life vows, curses, and the will of God. Do not fool yourself into thinking that you can control these things. You cannot. You can hardly even imagine them. So when things work out well, count your blessings. When things work out badly, count your blessings. Just do the jobs that hit your bench as elegantly and with as much dignity and integrity as you can. You cannot create possibility for a person whose Soul is not ready to take that step. You cannot create possibility for a person without finding some way to love them. Most times it is not up to you, so give yourself some slack, and the other person too. The best overall advice that I have ever heard is: Trust the process. (See: Principle, Creator, Creating Possibility)

  • G

    GAMEWORLD – A Gameworld is the field of commitment generated by three or more people applying distinctions, thoughtware, and internally-consistent rules-of-engagement that emerge from an agreed-upon context. Gameworlds can range from temporary and of minor consequence to longer lasting and major consequence. Examples of Gameworlds include: let’s go up the elevator, let’s have a party, let’s have a relationship, let’s have a family, let’s have a company, let’s have a town, let’s have a country, let’s have a war, and so on. Gameworlds can be Responsible or Irresponsible, depending on their Purpose and their Results. Gameworlds become Defensive if their Stories are Believed to be true or are kept invisible to the participants, in which case the participants are said to be Identified with their Gameworld. Even if a Gameworld is considered to be the 'one and only true reality' by a majority of its players, it is still a Gameworld. Gameworlds founded in Beliefs and Shadow Principles build false community and survive through competing for limited resources through war. Gameworlds founded in Bright Principles and Responsible Results build authentic community and thrive on creative collaboration to source the resources. Taking Responsibility at the level of being the Story maker for Gameworlds is the entry door to Possibility Management. Building new Gameworlds could create the space to activate your Archetypal Lineage. To paraphrase R. Buckminster Fuller, "You do not change things by fighting existing gameworlds. You change things by creating a new gameworld that makes existing gameworlds irrelevant." (See: 3-Games, Identification, Organization, Story, Purpose, Results, Possibility Management, http://gameworldbuilders.org/)

     

    GAPS – There are 5 kinds of Gaps that a Possibility Manager uses to manage what is possible:

    1. Gap In Space
    2. Gap In Time
    3. Gap In Noise
    4. Gap In Identity
    5. Gap In Knowing

     

    GENERAL-FIELD-OF-CONSCIOUSNESS – The General-field-of-consciousness (See: Matrix)

     

    GETTING TO KNOW YOU BETTER – A Possibility Management tool for creating an alternative to the kind of war that can arise from "...giving each other feedback!" is authentic curiosity and amazement. The tool starts when the one who is offended and about to either give up in hopelessness or to attack in outrage instead says, “May I ask you a question?” If the answer is, “No,” then the conversation may be over, at least for the moment (a moment is defined as 3 seconds), after which time it may be appropriate to ask the same question again if, in the meantime, a new Possibility was created. If the answer is, “Yes,” then the Possibility Manager asks, in a state of authentic and vulnerable curiosity with no hidden strategy to attack or blame, simply because there is nowhere else to go other than to the heart of the matter, “In order to get to know you better, could you please explain to me how a person such as yourself could put the world together so that…,” or, “…could have it in yourself that…,” or, “…would feel okay about doing…,” or, “…paints it so the world looks like…” etc. Two things can result from this. Either the questioner is changed by the explanation so there can be no more conflict about this issue. Or the questioner understands the speaker and through the understanding is able to make a further short clarification such as, “I am not available for that.” (See: 3-Powers, Feedback)

     

    GOING STELLAR – Experiencing and expressing one hundred percent maximum of any of the four Feelings without reason and without warning. Archetypal Man and Woman have Stellated their Archetypes so that they can from then on for the rest of their lives have the uninhibited ability to Go Stellar. The energy and information of all four Feelings are then available for use as an inexhaustible resource. Going Stellar is a core skills. (See: Feelings, Stellating Archetypes, Core Skills)

     

    GREAT LABYRINTH OF SPACES – The Great Labyrinth of Spaces is the totality of all Spaces that can be navigated to. A characteristic of the Great Labyrinth is that every Space is connected to every other Space, which means that while Navigating Spaces you can get to anywhere from here, regardless of where 'here' is. Clearly, a map of the Great Labyrinth of Spaces would be multi-dimensional, or, dimensionally flexible and therefore difficult to draw. What remains constant is that the Space at the center of the Labyrinth is Archetypal Love. (See: Archetypal Love, Navigating Space, Space)

     

    GREMLIN – Archetypal King or Queen of your Shadow-world, Gremlin is that part you dedicated to creating Low-drama and serving Hidden Purpose. Everyone is part Gremlin. Gremlin is quite likely to take over whenever you are unconscious of your Purpose. When Gremlin takes over you do not know the true cost of your actions. Gremlin creates Low-drama Gameworlds based on scarcity, competition, and survival. Gremlin-leaders take other people’s Centers and surround themselves with followers in order to feel safe. Gremlin derives joy at other people’s expense through “I win! You lose!” and “I’m right! You’re wrong!” “Ha ha! I got you!” games and nasty little jokes. Gremlin is not bad. (This is important to remember!) Gremlin cannot be rehabilitated to be Responsible because Gremlin is Gremlin. Gremlin is not your enemy. The idea is not to kill, imprison or disempower Gremlin as you have been taught, but rather to establish a relationship with it such that Gremlin is subsumed and integrated into your general presence. Transforming your relationship to Gremlin is the way to Stellate Joy, and like Stellating the other Feelings involves two phases. Phase 1 is liberating Gremlin to 100% capacity and presence (which obviously must be done in a special Gremlin-proof environment designed exactly for this Purpose). Phase 2 is integrating Gremlin capacities into practical skills through conscious practice. Since Gremlin can destroy any Space at any time for no reason, there are many practical uses for Gremlin that nothing else can accomplish. Some of these uses are: staying unhypnotized, staying Unhookable, and going Nonlinear. Expanding to responsibly include Gremlin takes time and necessitates building Matrix. (See: Map of Possibility, Center, Purpose, Hidden Purpose, Unhookable, Matrix, Nonlinear, Pirate)

  • H

    HACKING REALITY – Hacking Reality is using Is-Glue dissolver and Navigating Space to reinvent what is possible. By taking Radical Responsibility for What Is you can reinvent What Is. Hacking Reality helps you find more precise ways to create real results. Reality exists without stories or models attached. But human beings live and relate in the domains of stories and models. The closer your model matches reality, the more your operation of the model influences reality. Radically responsible observations of reality’s subtle intricacies permit a Possibility Manager to shift components and fabricate ever more refined models. This is called Hacking Reality. (See: Creating, Is-Glue Dissolver, Radical Responsibility, What Is)

     

    HARBIGARRR! –

     

    HEART – The center of the Emotional Body and the transducer of Feelings. A person gives their Heart to the partner who they love, and a person gives their Being to their Destiny. (See: Being, 5 Bodies, Feelings, Destiny)

     

    HIDDEN PURPOSE – Your Hidden Purpose is the personalized set of three, four or five Shadow Principles that you serve as your survival strategy. Your commitment to serving your Hidden Purpose is primary, which means that it is previous to any other commitment in your life, because first you choose to survive. It is difficult to realize that you are so dedicated to irresponsibility as a way of survival. This explains a lot about the current human condition, and also explains the importance of entering Authentic Adulthood Initiatory Processes starting at 18 years of age that allow you to shift fro merely surviving to actually living. The Hidden Purpose is called “Hidden" because you do not become aware of it until Initiations begin. As a child, when you choose to live instead of die, you replace your instinctive perception of what is “normal” with the often cataclysmic “normal” of your childhood environment. Your Hidden Purpose is to create and sustain the abnormal normal at any cost because in that state you know that you can continue to survive. (See: Gremlin, Hidden Purpose Process, Map of Possibility, Shadow Principles)

     

    HIDDEN PURPOSE PROCESS – The guided expedition during you enter your Underworld and extract the jewel of clarity about what your Hidden Purpose Shadow Principles are. As you could well imagine, the process is intense and loud, and is done carefully in a safe and sustainable way in a training environment. (See: Hidden Purpose, Map of Possibility)

     

    HIGH DRAMA – High-drama is any Action designed to take Responsibility. High-drama a piece of conscious theater enacted as a way to serve Bright Principles. An example of High-drama is committing to produce results before you know how to do it. Sometimes High-drama is also referred to as High Level Fun. The world lays itself before you like an open oyster (or if you are not attracted to raw oysters, which is quite understandable, how about “like a peeled mango”? or “like a sliced pepperoni pizza”?) begging you to create your life so you can live as your Destiny in action. Mostly of us are so imprisoned by your Box that you do not even perceive the universe’s invitation let alone act on it. Another example of High-drama is Expanding The Box. Because the Box is so cleverly defended, Expanding The Box is impossible and cannot be figured out with the Mind. High-drama is to go ahead and commit to doing it anyway. (See: Action, Expand The Box, Low Drama, Map of Possibility, Mind, Pirate Agreement, Responsibility)

     

    HIGH LEVEL FUN –

     

    HOHE ZEIT – Hohe Zeit (pronounced “ho-a-tzite”, meaning “high time”, derives from a German word-play of the term Hochzeit which means wedding) is an Archearchal relationship ceremony facilitated by a Possibility Trainer couple, typically three days long, in which singles and couples come together to upgrade their skills for relating. The first day is mostly Underworld work during which time separations can be negotiated in dignity and respect. The second day is mostly Middleworld work, handling details and communications. The third day is a day of celebration in which the women and men prepare themselves separately then come together and by the power of their own authority commit to negotiating 5 Body Intimacy Experiments with each other for another year. (See: Archearchy, Middleworld, Possibility Trainer, Underworld, Upperworld)

     

    HOLDING SPACE – Holding Space is the act of being Responsible at the level of Space. Space can be Declared either as an eight-pointed box, or as an amorphous bubble. Space is held through conscious Attention and a commitment to Service, not through control, domination or manipulation, which are Shadow Principles. When a Space is Held the Space can be called into existence to serve Bright Principles. Once you can Hold Space you can learn to Navigate Space. Holding Space is a Core Skill. (See: Attention, Core Skills, Labyrinth, Navigating Space, Space, Trainer)

     

    HOOKED – Being Hooked is when you are knocked unconscious and behaving according to mechanical Box reactions. Being Hooked is psychological imprisonment. When you are Hooked your Attention and identity are confined to the limitations of your Box’s defense strategy. When you are Hooked you easily enter Low-drama and have no access to possibility. (See: Centering, Disk of Nothing, Gremlin, Reminding Factor, Springscreen, Unhookable)

  • I - J - K

    I DON'T KNOW TORPEDO – The I Don't Know Torpedo is a self-disempowering verbal / energetic Box-defense weapon that destroys your connection to your inner resources. When someone asks you a question and you answer with "I don't know" you are using the I Don't Know Torpedo. Saying "I don't know" to yourself or to others brings chaos and confusion to your intuition, your instinct, and your imagination. This automatically blocks you from experiencing a realization that could change your self-image, self-experience, or Story about who you are. You use an I Don't Know Torpedo when your Box and Gremlin want you to keep things the same as they are. When negotiating 5-Body Intimacy Journeys it is possible to negotiate with your partner or partners not to use I Don't Know Torpedoes. Instead you can make a mutual agreement to simply go ahead and answer the questions, whatever it is, whether you think you know about the territory or not. This can tap you directly into previously unforeseen inner resources and can lead to amazingly extraordinary conversations. (See: Box, Gremlin, Declaration, I Know Torpedo, Story)

     

    I KNOW TORPEDO – You send out an I Know Torpedo when you want to destroy what someone has just told you before in enters your system. This is a verbal / energetic Box-defense weapon. Each time you say, "I know", you explode the incoming message in the space out in front of you. You don't actually hear the message except briefly with your intellect, and you cannot consider the message more deeply because the message no longer exists in the Space. You have obliterated it. Your Gremlin uses an I Know Torpedo whenever you want to keep your Box and Gremlin the same as they are. When negotiating 5-Body Intimacy Journeys it is possible to negotiate with your partner or partners not to use I Know Torpedoes. Instead you can make a mutual agreement to simply listen to messages whatever they are. Whether you think you know about the territory or not, you agree to let the messages in. This can cause previously unforeseen inner connections and reorderings and can lead to astonishingly rewarding conversations. (See: Gremlin, Declaration, I Don't Know Torpedo, Story)

     

    IDENTIFICATION – Identification is the creative action of using Is-Glue to Declare who you are. Identification can be unconscious or conscious. Unconscious Identification equates you to being your Box, and is the result of Standard Issue Thoughtware. Conscious Identification equates you to being a vast and awesome potential, specifically as the Space through which the Bright Principles that you serve can do their work. There is far greater Possibility available when you are Identified as a vast potential than when you are Identified as your Box. (See: Is-Glue, Is-Glue Dissolver, Hooked, Unhookable, Creator, Thoughtware)

     

    IMAGINATION – In many ways, who you are is your Imagination. But in Western culture, Mind is at war with Imagination. And Mind has won. You can get your Imagination back. The work of rehabilitating your Imagination is preparatory work for Stellating your Masculine or Feminine Archetypes. You can use your Imagination as an endlessly rich resource of wild, unpredictable, radiantly humorous Nonlinear possibilities. You may be using an unconscious form of Imagination right now in one of these two forms. 1) You imagine that things are as they are, when in fact your perceptions of things as they are have become quite distorted by your Box and they are not really that way. 2) You imagine that things are different from how they are, meaning that you are living in a fantasy world as a way of avoiding the way things are. Imagination can be intentionally applied for the practical purpose of Creating Possibility. (See: Nonlinear, Mind, Creating Possibility)

     

    INACTION – Inaction is the Action of avoiding doing something, which can also be the Action of not stopping yourself or somebody else from doing something. Inaction is often more powerful than the Action that was stopped, for example, not speaking can be more powerful than speaking. Possibility Management Trainers count on each other in delicate circumstances - for example, during Memetic Surgeries - to manage inactions, for example, to say what is avoiding being said, if it useful and can be endured. (See: Action, Purpose, Radical Honesty)

     

    INITIATION – The term 'initiation' in Possibility Management refers specifically to a massive and growing library of game-changing processes each one expanding a participant’s capacity for taking authentic adult-level responsible actions by intentionally repositioning your points-of-origin and your assemblage-points. Your points-of-origin establish your relationship with yourself. Your assemblage-points establish your relationship with the world around you. The term assemblage-points is borrowed from Carlos Castaneda’s writings about Don Juan Matus’ Yaqui Indian teachings in the forward of the book Journey to Ixtlan. Next-culture initiations do something different with your assemblage-points than modern culture’s initiations (which are essentially nonexistent because authentic adulthood initiations were banned over 6,000 years ago) and indigenous initiations (which anchor your assemblage-points into the village traditions). In Possibility Management both your points-of-origin and your assemblage-points are gradually repositioned so they are anchored into your own energetic-center. This is simultaneously an act of radical responsibility and makes you radically responsible. Possibility Trainers deliver five categories of initiation:

    1. Banishment, which sends away something that you added in order to survive your childhood that is no longer necessary when you have an adult relationship to the world, such as a block, a fantasy world, an old story, or a partnership with a demon.
    2. Retrieval, which reconnects you to something that you sent away in order to survive your childhood, such as your imagination, your energetic-center, your feelings, your sword of clarity, your ability to say “No!” or “Stop!,” or a chunk of your energetic body.
    3. Thoughtware Upgrades, which use the Bright Principle of Clarity to compare and contrast your current thoughtware structure (or lack thereof) with adult or radically responsible thoughtware, giving you the choice of which thoughtware you will use from here on out.
    4. Healing, which transforms your relationship to things of the past, such as through mind-machines, mental wiring, old decisions or old stories, or your relationship to external authority figures, such as voices in your mind, beliefs, expectations, etc., and puts you in your own pilot’s seat as an adult woman or man with your own voice and all 4 bodies in the present where spaces can be navigated and new choices made.
    5. Stellating, which hooks you into archetypal resources either inside of you or outside of you that modern culture knows nothing about, including your Bright and Shadow Principles, your Gremlin, your Pearl, and your Archetypal Lineage.

    Possibility Trainers are skilled in delivering all 5 Initiations because one never knows which might be needed as a next step for a client. (See: Trainer, http://initiations.org)

     

    INNER NAVIGATION – The term 'Inner Navigation' is what Possibility Management uses to refer to applying the set of skills needed naivgate the feelings world of your Emotional Body. Learning Inner Navigation goes through two phases. Phase 1 of feelings work includes learning how to consciously feel.

     

    PHASE 1 OF FEELINGS WORK

    • Shifting from the Old Thoughtmap of Feelings to the New Thoughtmap of Feelings, including learning that feelings are not good or bad, positive or negative, but instead relating to feelings as neutral energy and information resources that you need as rocket fuel for delivering your Archetypal Lineage to the Village. 
    • Experientially distinguishing between your four primary feelings of anger, sadness, fear, and joy, both in yourself and in others. (NOTE: There are several approaches for giving names to feelings that claim there are five primary feelings. One system calls 'disgust' a feeling. In Possibility Management, disgust is a Physical Body sensation on the opposite end of the spectrum from delicious tastes, beautiful sounds, pleasant scents, etc. Another system claims that shame is a fifth feeling. In Possibility Management, shame is not a feelings but an emotion that comes from the past or from others, and is a mixed emotion combining into one sensation different proportions of sadness, fear, and anger, similar to guilt, greed, jealousy, blame, resentment, revenge, etc.)
    • Experientially distinguishing between feelings and emotions.. Notice how the anger, sadness, fear, and joy of emotions feel the same as the anger, sadness, fear, and joy of feelings, the difference being that emotions last longer. If a feeling lasts longer than 3-5 minutes in your body it is not a feeling at all. It is an emotion, often being used by your Gremlin for creating Low Drama. 
    • Experientially discovering that emotions are useful for healing things, and feelings are useful for handling things. It is not a design error that we can feel feelings or feel emotions. 
    • Consciously starting and stopping each of your four feelings.
    • Consciously detecting the intensity of your four feelings through calibrating your Feelings Detector for each feeling from 0% intensity to 100% intensity. 
    • Consciously experiencing and expressing each of your four feelings one at a time up to 100% intensity for no reason, when you decide to, for as long as you want. This process is called Stellating your feelings. Stellating is an initiatory process that irreversibly changes your nervous system. Stellating is one of the gateways to Adulthood and being Radically Responsible for your feelings. Human beings are designed to consciously experience and express 100% intensity feelings. 

    (See: Emotions, Feelings, Gremlin, Low Drama, Numbness Bar, Phase 2, Stellating)

     

    INNER PERMACULTURE – Inner Permaculture is the conscious design and maintenance of socially productive inner ecosystems which have the diversity, stability, and resilience of natural ecosystems. Planting seeds for new ways of thinking can be disruptive. What if the seeds actually sprout and produce new ways of seeing what is possible in your connections, your potentials, and problem situations which before seemed immovable? What if your Being is nurtured and expands? Who will you become? Who is the undiscovered 'you'? Each person who upgrades their thoughtware subtly but profoundly changes the shape of the morphogenetic field of the human race. It is a personal sacrifice, to be sure, becoming something new within the confines of your own life. However, this may be the most powerful way to transform the status quo. No one can do it for you... but, more interestingly, no one can stop you from doing it. (See: Inner Navigation, Thoughtware)

     

    INNER VOID – You have an Inner Void and an Outer Void. Through Adult and Archetypal Initiations both Inner and Outer Voids become incredibly useful. If you are uninitiated about the Void, then the Inner Void feels like a bottomless, shadowy, lonely, cold emptiness inhabiting your whole insides. You may notice this, for example, when staring into the open refrigerator and nothing in there is able to fill you up. You know this feeling? Neither your partner, your your dog, your mom, not even a Superhero could give you enough loving attention to fill that Inner Void. It turns out that this Inner Void is not a design error from God. The only design error from God is the size of the seed in an avocado - it is far too big! You pay for this expensive fruit, cut it open, and "KCHUNK!" you immediately hit that gigantic seed in the middle... You know what I mean? But I digress... As an initiated woman or man you need that Inner Void as a cleaned out, empty space to welcome intuitive impulses. You can use it like a work bench to invent designs and strategies, or a sensitive ear to listen to Gaia, or as a video screen that allows imagination to upload visions and possibilities. If the Inner Void were ever filled you would have no inner creation space. There are 4 Possibility Management Initiations specifically designed for Possibility Coaches to help you clear out your Inner Void:

    1. ENTFALTUNGS INITIATION: Unleashing anger, sadness, fear, and joy safely but with enough insane chaos force to efficiently expand and clear out your Inner Void. ('Entfaltung' is the German word for 'unfolding'.)
    2. RELATIONSHIP SPACE CLEANOUT INITIATION: Most people have their inner relationship-space temple contaminated with leftover blobs of love/sex fantasy world energy from their 3rd grade teacher, Brad Pitt / Scarlett Johansson pin-up posters, ex-partner, mom / dad, childhood neighbor girls / boy, etc. If your Relationship Space is already filled 60% with sexual love sludge, any current partner will only be able to commit to you 40%.
    3. DIAPHRAGM INITIATION: You automatically have stored huge amounts of unexpressed fear in your diaphragm, the muscle between your lungs and your liver. By energizing your hands in a specific way and applying your charged-up hands to your diaphragm you grease a lightening path for long-stored fear to release through your voice and nervous system.
    4. CALLING THE BEING THROUGH: Modern birth only welcomes your Physical Body and your Intellectual Body. Your Energetic Body (your Being) is neither acknowledged nor welcomed so remains largely unborn. Instead of having your Inner Void enjoyed by the Creative Presence of your Being, you are inhabited by beliefs, assumptions, expectations, resentments, unfulfilled longings, possessions, cravings, etc. During Calling the Being Through you blow away the collection of detritus that has accumulated for years and give your Being breathing space.
    (See: Box, Gap, Initiation, Outer Void)

     

    INTELLECTUAL BODY – One of your 5 Bodies. (See: 5 Bodies)

     

    INTELLIGENCE – Possibility Management uses a simple definition of Intelligence from Joseph Chilton Pearce, the author of Crack In The Cosmic Egg, and Magical Child: Intelligence is the ability to interact. This is why Possibility Management delivers so many tools, initiations, Distinctions, and practices focused on developing skills of communication, listening, and Negotiating 5-Body Intimacies. (See: 2 Dramas, Negotiating 5-Body Intimacies)

     

    INTENTION – Your Intentions can be Conscious or Unconscious. The point in Possibility Management is to make more and more of your Intentions Conscious. Then your Intentions can serve Conscious Purposes such as your Pearl, your Bright Principles, and your Archetypal Lineage. Conscious Intention is the application of will through your Energetic Body. The driving impulse of Intention is experienced at your Physical Center when you are Centered, not from your Mind. Inner Navigating this distinction about where the impulse of your Intention originates could make a tremendous difference in your ability to manifest what you intend to manifest. A suddenly applied Intention is a Declaration, one of your 3 Powers, which is augmented by using your Clicker. (See: 3 Powers, Archetypal Lineage, Bright Principles, Center, Centered, Clicker, Energetic Body, Inner Navigating, Pearl)

     

    IRRESPONSIBILITY – Irresponsibility is pretending not to be at source, acting as if you are at the effect, acting as if there is not enough, trying to disown, taking, playing the Victim role, or in any way being contracted from your inherent limitless potential. From the Archetypal perspective, irresponsibility is an illusion. Irresponsibility is unconsciousness in action. Irresponsibility is applied unconsciousness. (See: Consciousness, Responsibility)

     

    IS-GLUE – A tube of Is-Glue is one of the 13 Tools on a Possibility Manager's Toolbelt. The concept of "is" does not exist in nature. "Is" was invented by the human mind. (There are human languages that do not use the word "is.") You ongoingly and perhaps, until this very moment, use Is-Glue to serve the unconscious Purposes of your Box and Gremlin by Declaring that two completely disassociated concepts are stuck together as a Story. Then you step into your Story World and act as if the Story is true, even though just a moment before you made it up out of nothing using Is-Glue. For example: “This job is impossible.” Or “My team loves doing impossible jobs.” (See: 13 Tools, Box, Declaring, Gremlin, Is-Glue Dissolver, Story)

     

    IS-GLUE DISSOLVER – A spray-bottle of Is-Glue Dissolver is one of the 13 Tools on a Possibility Manager's Toolbelt. Is-Glue Dissolver has the power to disassemble Is-Glued stories through recognizing that the story is held together only with Is-Glue and is not in fact objectively true. If you before now held onto the strange belief that a story can be true or real even though you or someone else just made the story up, then spraying Is-Glue Dissolver will feel like reinventing reality. Is-Glue Dissolver is powerful, so we suggest that you begin using it in very small doses. (See: 13 Tools, Declaring, Hacking Reality, Is-Glue, Story)

     

    J

     

    JUSTIFICATION – Justification is a signal that a Low Drama Gremlin feeding frenzy is happening. Whether the justification is spoken out loud, or written, or just rehearsed over and over in your own mind like a broken record, Justification means you have given your Center away to an external authority figure. Other sure-fire indicators that Low Drama is happening and that your Gremlin is binge-feeding include: blame, resentment, complaining, trying to be right, trying to make someone else wrong, cynicism, making hurtful comments or bad jokes about other people, self-flagellation (beating yourself up), sneaking, lying, cheating, covering your tracks, hatred, self-hatred, listening to voices, superiority, and so on through a complete Underworld tour of side-show attractions. Remember, Gremlin is not bad or wrong. He is simply serving Unconscious Purposes and devouring your life energy and your opportunities to create Love Happening until you are in Phase 2 of the Gremlin Initiations. (See: Centering, Low Drama, Gremlin, Phase 2, Voice Blaster)

     

    K

     

    KNOWING – Modern culture emphasizes Knowing as one of its highest values, especially in its educational institutions which use a form of learning called Defensive Learning where you can only learn more about what you already know about and build one large knowledge continent, the same knowledge continent as everyone else. Modern culture style Knowing limits you to living in Verbal Reality by exclusively feeding the Intellectual Body. In Archearchy (next culture), Knowing is valued less than, for example, experiencing (Experiential Reality), or being able to create and navigate nonlinear Spaces of Possibility. Archearchy style reclaims the kind of learning you used before you went to school, namely, Expansive Learning, where you navigate and build on multiple disconnected knowledge continents simultaneously and feed all 5-Bodies. Knowing is not wrong or bad. It is simply far less rewarding than direct wordless experience and being able to create or transform. (See: Defensive Learning, Expansive Learning, Experiential Reality, I Know Torpedo, Verbal Reality)

  • L

    LABORATORY – Many Possibility Managers find it extremely useful to relate to the gameworlds and interaction opportunities in their lives as spaces of experimentation, or Laboratories. Formal training spaces for learning Possibility Management tools, thoughtmaps, and skills, and for experiencing healing and authentic adulthood and archetypal initiatory processes are called Labs. These days, in addition to the traditional Possibility Labs, you can also find various specialty Labs such as Women's Labs, Men's Labs, Outdoor Labs, Gaia Labs, Intimacy Journeyer Labs, Evolutionaries Labs, Adventure Labs, Gameworld Builders Labs, and so on, to enhance the distinctions and talents needed for fulfilling the work given to you by your Archetypal Lineage. (See: Archetypal Lineage, Archetype, Edgework)

     

    LEARNING SPIRAL – The Learning Spiral Thoughtmap has a long and colorful history. It is sometimes thought to have derived from the Johari Window, and clearly was improved by Thomas Gordon, originator of Parent Effectiveness Training. The Thoughtmap shows four quadrants, the lower left being Unconscious Incompetence, the priod where ignorance is bliss. The upper left quadrant represents the time of Conscious Incompetence, which is triggered by uncomfortable Feedback that makes you aware that you are not aware of something and you become painfully conscious of your incompetence, in other words, "Beep!"). The upper right quadrant represents the period of Conscious Competence which is achieved through diligent practice, although the new talents cannot be enacted without paying full attention to your efforts and you mostly follow the standard forms. The lower right quadrant is Unconscious Competence, the time when the new distinctions and skills are bodily integrated and you behave in a new way without conscious efforts. You enter Conscious Competence only through letting your old self die and allowing a new self to be born. You are now a new person. Many traditions might allow you to rest on your laurels. In Possibility Management when you reach Conscious Competence we give you fifteen seconds of applause and then kick you in the butt to the next level of Conscious Incopetence, thus moving you along the spiral of learning. You may find yourself entering a territory of learning that you thought you have already been through, but don't worry. You are there to learn a new level of competence in the same territory. (See: Thoughtmap)

     

    LABYRINTH – (See: Great Labyrinth of Spaces, Navigating Space)

     

    LINEAR – Linearity is the quality of being direct, straightforward, predictable and reasonable. Once regarded as the most efficient and effective method for solving problems, nowadays Linear solutions are frequently not efficient and effective enough. For any given problem there is usually one Linear solution, but often many Nonlinear solutions that turn out to be far more useful. Extraordinary Human Relationship as well as Archetypal Relationship both require that you have access to an unlimited resource of nonlinear possibilities. Your Initiated harnessed consciously-fed Gremlin can be an incredible ally for this. (See: Gremlin, Nonlinear)

     

    LIVING – The term 'Living' in Possibility Management specifically refers to the creatively-collaborative, Winning-Happening, Bright Principle and Archetypal Lineage Serving, High Drama life of Initiated Adults in Next Culture, Archearchy. Before then, what is happening is Box and unconscious Gremlin dominated survival. Living is very different from surviving. Imagine trying to be in relationship or be a parent or creatively collaborate in projects as a human embyo still squeezed into and being adaptive to the perception and expression restrictions of your Box. Life is waiting for you on the other side of Initiations. (See: Adult, Archearchy, High Drama, Initiation, Next Culture) 

     

    LIQUID-STATE – Upon inspection it becomes obvious that for a Box to shift from one solid shape into another solid shape it must at least for a short while pass through a Liquid-state. During the Liquid-state rigid structures become fluid in relationship to each other and reordering can take place. (See: the Theory of Dissipative Structures by Ilya Prigogine, awarded the Nobel Prize for Chemistry in 1977.) Ordinarily when your Box expands you are more interested in the newly expanded position than you are in the frighteningly groundless Liquid-state. Nonetheless, as an Possibility Managers continues to develop, they may notice that each new Box shape becomes more and more unstable, and that the distance between one known position and the next becomes greater and greater. Archetypal Men and Women slowly grow more comfortable in the wild fluidity of the expansion process than in the known structures of being on a position. It may then be discovered that the Liquid-state is the true nature of reality, and that human beings are designed to fly. (See: Box, Morphogenic Field, Expand The Box)

     

    LISTENING AS A SPACE – (See: Possibility Listening)

     

    LIQUID STATE – The time during which the Box (either individual Box or organizational Box) disassembles due to the vacuum of Possibility Listening or the pressure of Dangerous Questions and reorganizes itself. Each of the 5 Bodies (physical, intellectual, emotional, energetic, or archetypal) has its own kind of Liquid States. A Liquid State does not assure an authentic change, but if there is no Liquid State there can be no change because the Liquid State can be the time in which the Box reorders itself. A Liquid State is more likely to lead to evolutionary change if it occurs within a Consciously Held and Navigated Space called into existence in the name of Bright Principles, such as during Possibility Coaching or a Training. (See: 5 Bodies, Box, Bright Principles, Navigating Space, Possibility Coaching, Training)

     

    LOCAL FIELD OF CONSCIOUSNESS – As the General-field-of-consciousness intersects with matter is generates a Local Field of Consciousness in accordance with the structure of the material. The Local Field of Consciousness of planet Earth is Gaia. Human beings are influenced by both the General-field-of-consciousness (unity) and the Local Field of Consciousness, or Gaia (diversity). This explains the validity of both traditional forms of religion, the one god and the multiple gods or nature deities. (See: General-field-of-consciousness)

     

    LOVE – Possibility Management distinguishes three kinds of love. 1) Ordinary Human Love where “I love you” means, “I need you, I own you, I want to control you.” Ordinary love that comes and goes, so people are Victims looking for someone to love them. There is a scarcity of love. 2) Extraordinary Human Love where “I love you” means, “I am responsible for love, I source love, if I am there love is there,” with Responsible Adult dignity and respect. 3) Archetypal Love where Love is a sourceless radiant Principle, the most abundant thing in the universe, and “I love you” means, “the Principle of Archetypal Love is happening.” In the great Labyrinth of Spaces the Space of Archetypal Love happening is also known as “the heart of the labyrinth.” (See: Navigating Space, Low-drama, Responsibility, Principle, Relationship, Labyrinth)

     

    LOVE HAPPENING –

     

    LOW DRAMA – Low Drama is any Action designed to avoid Responsibility. Low Drama is an energetic exchange between Human Beings that serves Shadow Principles. Low Drama is certainly exciting but it is not life; it is only Low Drama. No matter how right you are, how resentful, how justified in you position, no matter how good the excuses are or how strongly you blame another person, the only thing that happens as a result of Low Drama is that you get older. Nothing changes. Low Drama cannot be transformed into High Drama. Attention placed on Low Drama is Low Drama. The only way out of Low Drama is Responsibility. Possibility Managers will in general avoid entering Low Drama for any reason. Low Drama is the main characteristic of Ordinary Human Relationship and the main food of the Gremlin. (The Map of Low Drama Map is modeled after the original Drama Triangle developed in 1965 by Dr. Stephen Karpman. Dr. Karpman was a student of Dr. Eric Berne, the originator of Transactional Analysis. It was Dr. Karpman who named the three positions of Victim, Persecutor and Rescuer the Drama Triangle.) (See: High Drama, Responsibility, Gremlin, Map of Possibility)

     

    LOW DRAMA DETECTOR – Possibility Managers can establish an energetic tool of a red flashing warning light mounted on their right shoulder as a Reminding Factor to guard against the Box’s habit of creating or participating in Low Drama. The Low Drama Detector detects a Low Drama coming from a distance of 100 meters and immediately flashes its red light and emits a sharp persistent warning beep. The Detector displays which of the three roles is being played out, Victim, Persecutor, or Rescuer, and which of the three roles you are being invited to play. (See: 13 Tools, Hooked, Unhookable, Reminding Factor, Low Drama)

  • M

    MAKING CONTACT – Making Contact means establishing sensation between two beings. Making Contact begins with a “Hello.” Maintaining Contact uses Attention and provides you with the experiential information required to Navigate Space into New Territory with your partner, your family, or a group of people in such a way that the people trust you and stay as One Team. Rather than making the others come to you, you go to them and Make Contact. Contact allows you to know how another person is, not through communication but through direct experience. If you Make Contact and you know where your Attention is, then you know where their Attention is. If you Make Contact and you know where your Center is, then you know where their Center is. If you Make Contact and you know what you are Feeling, then you know what they are Feeling. Making Contact is one of the seven Core Skills of Possibility Management. (See:Attention, Being With, Core Skills, Feelings, Presence)

     

    MAKING TIME – Being Responsible at the level of time. Responsibility for making time can be understood from responsibly answering the following question: “Where did you get the time to read this sentence?” After you understand about Making Time you can figure out how to move faster than the speed of time. (See: Responsibility, Creator)


    MAP – (See THOUGHTMAP)

     

    MAP OF POSSIBILITY – A case could be made for calling this the central Map of Possibility Management. The Map of Possibility starts with a single vertical line which acknowledges that whatever happens is completely neutral. The Map is based on the assumption that Human Beings do not leave things neutral but instead are creating in every moment. You create by making Stories about what happens, interpreting the evidence that you perceive and giving it meaning. The world is rich in evidence so there is evidence to support any Story you want to create. Every Story you make has a Purpose. Either you are Conscious of your Purpose or you are not. The dichotomy between Conscious and Unconscious Purpose creates two general types of Games: Responsible Games or Irresponsible Games. Which game you are playing is always discernable by the Results you create. Responsible Games serve Bright Principles. Irresponsible Games serve Shadow Principles. (See: 2 Dramas, Archetype, Gameworld, Low-Drama, High-Drama, Story, Results, Principles)

     

    MATRIX – (Not to be confused with the matrix concept from the popular films of the same title.) Matrix is the energetic structure upon which consciousness or “being” can grow. Matrix is generated over time and as a result of certain efforts and influences. Matrix can be built through exposing yourself to beneficial stresses (such as travel in a foreign culture, doing Responsible Edgework Experiments, or trying to understand this book), certain radiations (such as being in the company of saints, empowered temples, objective art, or sacred artifacts), certain substances (such as early morning sunshine or using a true alchemical elixir such as Tonic Gold™), the efforts to stay awake (such as by paying attention to your attention and staying aware of what you are aware of), and your efforts to Practice (such as avoiding Low-drama, or flossing your teeth every night before you go to bed no matter how late it is or how tired you are). No one can build Matrix for you. Matrix is like soil. There are more than enough See:ds. What is needed is good soil. As soon as the soil is prepared the See:ds grow. As soon as the Box expands, new Possibility is available. As soon as Matrix is built, consciousness grows. Matrix is similar to the trellis upon which a climbing rose is supported. (See: Consciousness, Edgework, Practice, Responsibility, School, Tonic Gold™)

     

    MEMES – The word “meme” was invented in 1976 by Richard Dawkins, a British biologist. Memes are comparable to genes. Whereas genes are the fundamental instructions for the design of your physical interface with the world (our body), memes are the fundamental instructions for the design of your intellectual interface with the world, your mind – what in Possibility Management is referred to as the Box. (See: Box, Memetic Engineering)

     

    MEMETIC VIRUS – Memetic Viruses are a compact set of Memes usually stored in written form that are so clear, so useful, and so interesting that their new thinking patterns automatically replace and upgrade your current thinking patterns. (If you want an additional source of Memetic Viruses get a hold of the book Wild Thinking (Abenteuer Denken) by Clinton Callahan.) (See: Thoughtware)

     

    MEMETIC ENGINEERING – Memetic Engineering is the set of practical techniques for making changes in thoughtware. Possibility Management is concerned with Memetic Engineering because Boxes are constructed out of Memes. A Box’s form determines its functionality, in other words, function follows form. By reinventing the form of the Box even slightly through Memetic Engineering, vast new possibilities can be tapped. (See: Box Mechanics, Thoughtware, Liquid-state, Memes, Possibility Trainer)

     

    META-CONVERSATION – A Meta-Conversation is a conversation about the conversation. The way to create the possibility of possibility is to have a conversation about the conversation. Then instead of remaining stuck in the limits of the present conversation content you go Nonlinear into a broader perspective and consider changing the context of your conversation so that the conversation can have a different content. This has the same effect as putting away the chessboard and getting out the cookbook – you get to play together in a completely different kind of Gameworld. (See: Navigating Space, Nonlinear, Gameworld)

     

    MIDDLEWORLD – The Middleworld is one of the three worlds distinguished in Possibility Management as an aid to Navigating Space. The Middleworld encompasses, ordinary life, practical details, money, food, and sex. The Middleworld is completely neutral, that is, it exists with no stories attached until a human being comes along and attaches stories to serve conscious or unconscious Purposes. (See: 3 Worlds, Navigating Space, Purpose, Story)

     

    MIND – The Mind is the form and Actions of your intellectual body. You have been trained in Western civilization to Identify yourself as your Mind. Science operates under the assumption that the universe can be systematized and explained so that Mind can understand it. In Extraordinary Human Relationship and Archetypal Relationship the Mind is too slow, too impoverished, and too Linear for what you need to accomplish. To source an ongoing act of Nonlinear creation you require greater resources than Mind offers. Your physical body, emotional body and energetic body directly access such resources and you can use their energy and information even if your Mind cannot figure out how you do it. (See: Box, Four Bodies, Identification, verbal-reality , Imagination)

     

    MINIMIZE NOW – Most people live in an extended Now. If you ask them for something and they say, “Not now,” you might ask them three weeks later for the same thing and they might say, “I told you, not now!” Some people live in Nows that include decisions made in a far distant past or expectations that project into a far distant future. From the perspective of a Minimized Now, “far distant” means anything longer than three seconds. Boxes defend themselves by creating big Nows to keep things the same. Archetypal Relationship requires Possibility Managers to move Orthogonally through the gaps between moments. Gaps between quantized moments are invisible if your Now is too big. A big Now smears over the gaps and makes reality appear to be one continuous scene. (See: Now, Orthogonal)

     

    MIXED EMOTIONS – Without clarity about Emotions you tend to experience and express your Emotions mixed together. Mixing Emotions blocks your access to the Archetypal energy and intelligence of the pure Feelings. For example, mixing emotional Anger with emotional Sadness produces the experience of depression. In Possibility Laboratories you can learn inner navigation and physically separate the Feelings clearly one from the other. After unmixing the Anger from the Sadness the depression vanishes. Instead you feel Angry about one thing and Sad about either the same thing or another thing, and you can use your clarified Emotions in an Emotional Healing Process. This clarity gives you the power to create different Results. Mixing Sadness with Fear creates the experience of isolation or desperation. Mixing Anger with Fear creates the experience of hysteria. Mixing Joy with Sadness creates the experience of sentimentality or nostalgia. Mixing Joy with Fear creates the experience of carelessness or excitement. And mixing Joy with Anger creates the experience of feeling glad when someone else feels pain, I win you lose, or Ha-ha I got you! Mixing feelings is not bad or wrong; it just produces certain Results. (Possibility Trainer Marion Krause developed the Map of Mixing Feelings in her Abenteuer Gefühle workshops in the fall of 2005.) (See: Feelings, Archetype, Laboratory, Results, Possibility Trainer)

     

    MORPHOGENIC FIELD – Literally Morphogenic Field means “shape making field”. (This term comes from Rupert Sheldrake and his Theory of Morphogenic Fields.) When you Declare and Hold a Space in the name of Principles and someone in that Space enters the Liquid-State, the Principles of the Space function as the Morphogenic Field molding the Box’s new shape when it resolidifies. (See: Declare, Space, Liquid-State, Principles)

     

    MUSE – The term Muse refers here to your archetypal Muse. The suggestion here is that each person (you included...) have direct access to a delicious and delightfully personal source of creative impulses. Further, the suggestion is that the Muse is waiting for you to put your attention on Her (or Him, or It, as the case may be, although most reported Muses are extraordinarily feminine...) with Authentic Necessity and Possibility Listening which brings the Muse to life as an endless personal source of creativity, as suggested by Elizabeth Gilbert (author of Eat, Pray, Love) in her inspiring (15 million views...) and highly recommended 20 minute TED Talk: Your Elusive Creative Genius, and also suggested by the tendency for ancient Egyptian royalty to choose to have a winged Isis engraved on the inside lid of their sarcophagus to gaze upon the doorway to such archetypal beauty for all eternity.

  • N

    NAVIGATING SPACE – An infinite Labyrinth of Spaces ranges the full spectrum from Shadow-worlds to Bright-worlds and everything in between. Every Space is connected to every other Space. Every Space represents a different set of possibilities. Possibility Managers uses the powers of Choosing, Declaring and Asking to tell Stories for moving from Space to Space. This set of skills is called Navigating Space. While Navigating Space you recognize each member of your team as a crew-member of the 'Spaceship.' Every crew-member is responsible for informing the Navigator the instant anything is detected on the instrument panel of their 5-Bodies. Extraordinary Human Relationship and Archetypal Relationship only occur in certain rarified Spaces. Only you can Navigate the Space of your relationship there. (See: 1 True Thing, Great Labyrinth of Spaces, Laboratory, Painting Doorways, Possibility Trainer, Space)

     

    NEGOTIATING 5 BODY INTIMACIES – Each of your 5-Bodies (physical, intellectual, emotional, energetic, and archetypal) needs food, and the food derives from interaction. For example, relationships don't usually die from a lack of love, they die from a lack of intimacy. This implies that interactions thrive on Negotiating Intimacies in all 5-Bodies simultaneously. Navigating Spaces of love, bringing your partner to life, and playing full out all depend on ongoingly negotiating the kinds of intimacies that feed and inspire you and the other. New sets of experiential Distinctions and skills are required. These are explored and practiced in Intimacy Journeyer Labs. (See: 5 Bodies, Intelligence)

     

    NEW TERRITORY – Each new Thoughtmap is an invitation to Expand Your Box into New Territory. You explore New Territories by doing Edgework Experiments. Possibility Management is not theoretical or verbal; it is experiential. So in Possibility Management trainings, first you See: a Map of a New Territory and then you actually go there. New Territory is new because things are possible in the New Territory that are not possible elsewhere. As soon as you acquire enough familiarity with a New Territory your own learning continues by bringing others along with you so that they too can make use of the possibilities in the New Territory. The expanse of New Territories is endless. This means that in Box Expansion there is no top end. Trainers who go first into New Territories have the Responsibility to make new Thoughtmaps and bring them home to their people. (See: Edgework Experiments, Expand The Box, Laboratory, Map)

     

    NEXT CULTURE – Originally and for nearly 200,000 years, matriarchal cultures walked the Earth as if through a gigantic self-serve salad-bar, worshipping the generosity of the Great Mother. As weather patterns shifted some six thousand years ago after the last ice age and food became more scarce, a new cultural form emerged, Patriarchy, characterized by hierarchical armies, domesticated animals, agriculture, technology, and concepts of land ownership, government, and money. Since modern technologies extract Earth’s resources from depths and places unreachable without those technologies, the modern patriarchal empire may be the last human empire on Earth. As the oil runs out you won’t have the resources to develop the machinery to extract further resources. When civilization began Earth contained enough mineral wealth to feed, clothe, and house 2 billion human beings forever, plus enough mineral resources to establish a sustainable human presence in space so that if Earth were ever destroyed by an asteroid human beings would not be exterminated. By now modern corporations have nearly exhausted that possibility, relegating future generations to low tech cultures. The patriarchal empire has failed to create a bright future for humanity. However, while the empire crumbles, new cultures are emerging simultaneously around the Earth functioning in Archearchy, the Next Culture that naturally evolves after matriarchy and patriarchy. The term Next Culture is not a brand name any more than matriarchy, patriarchy, or Archearchy are brand names. The whole idea that modern culture is not the greatest thing human beings ever invented is such a strange and shocking idea to players in the modern culture Gameworld, that simply saying the words Next Culture is a wake-up call, and directs people’s attention to the abundance of new cultures now developing around the world that regeneratively collaborate masculine and feminine forces. (See: Gameworld, Initiation, Thoughtware)

     

    NONLINEARITY – Nonlinearity is the quality of moving at right angles to the assumptions and expectations of the current Space. Western culture teaches you to be Linear. If you find a Linear solution to a problem, such as the shortest distance between two points, then you conclude that you have found the best solution and you stop thinking. With Nonlinearity you do not stop thinking because you know from experience that just over the Edge of your Box there are unlimited numbers and forms of other Nonlinear solutions waiting exactly where the last one was before you found it. When Navigating Space at higher speeds, going Nonlinear necessitates that a Box have little or no Mass. Trying to turn a Box made massive with assumptions, expectations, preferences, prejudices, positions, beliefs, rules, or opinions is like trying to turn the Titanic. This is why Possibility Managers learn to eliminate Mass by Minimizing Now and Minimizing Here. With little or no Mass you gain the ability to make right-angle turns at light speed. (See: Linear, Navigating Space, Orthogonal, Skyhook)

     

    NOT KNOWING – (See: Gaps)

     

    NOTHINGNESS – (See: Gaps, Vacuum, Void)

     

    NOW – Archetypal Man and Woman discover that their power is available only in the present. You cannot change something that happened even an instant ago, or which is about to happen an instant in the future. The only place where you have power is right Now. Creating happens Now. Distinctions are made Now. Decisions are made Now. Possibility Managers is really only interested in what is possible right Now. How big is Now? You could define Now as one moment. How big is a moment? Moments change depending on what is happening. As Albert Einstein described it, time is relative. A moment holding hands with your girlfriend is way too short. A moment sitting on a hot stove is way too long. In general you could define a moment as the length of time it takes to make a decision: One second to make the decision, and two seconds for the Box to reorder. (See: Gaps, Minimize Now)

     

    NUMBNESS BAR – (See: 4 Feelings)

  • O

    ORGANIZATION – An Organization is two or more people with a common Purpose. This definition includes a relationship or a family in the category of Organizations. Every Organization has a Box and is subject to the laws of Box Mechanics. The difference between the Organization Box and the individual Box is that the individual Box is the only Box that can take Responsibility. Organizations can be viewed as living organisms that need food, use energy, make waste, communicate, move, evolve, expel contaminants and parasites, replicate themselves, fight or align with other Organizations, and die. Organizations become rigid if they are conceived of as being hierarchical. Organizations are more fluid if they are conceived with a more organic flow of power and authority such as with Galaxical Organization Charts. (See: Purpose, Gameworld, Box Mechanics)

     

    ORTHOGONAL – Orthogonal literally means perpendicular to, or at right-angles to. The term ‘Orthogonal’ comes from mathematics. Possibility Management uses the word Orthogonal to mean ‘at right angles to the Possibility limits of the prevailing Space or Gameworld.’ Orthogonal is another word for Nonlinear. Orthogonal Actions lead to innovation and are crucial for Creating Possibility. (See: Nonlinearity)

     

    OUTER VOID – You have an Inner Void and an Outer Void. Through Adult and Archetypal Initiations both Inner and Outer Voids become incredibly useful. If you are uninitiated about the Void, then the The Outer Void is all space outside of your Box. If what is inside your Box is the known, then what is outside your Box is the unknown, the Void. (See: Box, Inner Void, Initiation)

  • P - Q

    PAINTING DOORWAYS – When you encounter an obstacle, whether it is physical or energetic, internal or external, you encounter the obstacle as an obstacle. This is almost too obvious to speak about. But encountering an obstacle as an obstacle plucks it of all of its other possibilities. Painting Doorways is the Possibility Management tool of transforming obstacles into passageways to New Territories. (See: 13 Tools, IS Glue, New Territory)

     

    PEARL – Your Pearl is a non-verbally encrypted message to yourself that you made prior to inhabiting a body. The Pearl resides at the center of your Being and awaits the Pearl Initiation to be found and opened. The Pearl Initiation is a guided energetic process during which you slide open the three layers of your Pearl and receive three visual or graphic impressions which you copy onto paper. After the Pearl Initiation you work with the Treainer or other participants to decipher and interpret what the message to yourself is. The Pearl's message is usually a visual or energetic description of the services you are to deliver to the Village this lifetime. (See: Initiation, Village)

     

    PERSECUTOR – A Shadow-world character in a Low Drama who unconsciously uses the energy of anger. The Persecutor takes the position of “I am okay, you are not okay,” and uses that as justification for trying to get rid of you. (See: Low Drama)

     

    PHASE 1 – (See: Phase 2)

     

    PHASE 2 – In Possibility Management Initiations there is a Phase 1 and a Phase 2 of everything. This means a Phase 1 and Phase 2 of Feelings Work, Centering, harnessing your Gremlin, using the 3 Powers, using the 13 Tools, etc. In general, Phase 1 is the time of Conscious Incompetence, when you become aware that you are not aware of something, and Conscious Competence, when you have gained some skills but you cannot apply them without concentrated focus of Attention. Phase 1 may appear like fanatically following the rules, overzealousness, almost neurotically copying the form. Phase 2 is the shift to Unconscious Competence when the new Distinctions and skills integrate and change who you are. Phase 2 is learning and practicing the creative application of what before you have learned by rote. These Phases are no different from the Phases of learning to play the piano or learning carpentry. In this case you are learning to manage Possibility. (See: Inner Navigation, Learning Spiral, Possibility)

     

    PHYSICAL BODY – One of your 5 Bodies. (See: 5 Bodies)

     

    PHYSICAL-CENTER – The center of gravity in your body. The Physical-center is generally located halfway between your hipbones, and halfway back through your abdomen. The Physical-center has various names in various traditions (dan-tien, hara, etc.) and is referred to in martial arts schools. Since Possibility Management is a form with some similarities to the martial arts, it is no surprise that the Physical-center plays a role in the studies of a Possibility Manager. (See: Being Centered)

     

    PIRATE – Rules of thinking, speaking, being and acting stand between you and being fully present in your raw aliveness. Relationship is an ongoing act of Nonlinear Creating. To gain access to Nonlinear creation power the dominance of rules must somehow be circumvented. There is a character for whom rules hold no concern. This character is the Pirate. The term Pirate (short for Possibility Pirate) (motto: Give all you can and ask for what you want, Harbigarrr!) is spelled with a capital “P” so as to distinguish it from the small “p” pirate (motto: Take all you can and give nothing back!). Incorporating into your personality-repertoire the option of being a Pirate helps you recognize that in order to get your Center back, your voice back, your Feelings back, your Authority back, your Attention back, your Choosing back, and so on, there is nothing left in modern culture but to take it back. Nobody is going to give it to you. Taking Radical Responsibility involves taking without asking. A Pirate grants themselves permission to grant themselves permission. In order to unleash the full power of your Voice Blaster, your Sword of Clarity, your Declaration Wand, your Disk of Nothing, your Bag of Things, and so on, you need to break many spoken and unspoken rules. In order to tell your Gremlin to “Sit!” it is first required to own your own Underworld. Taking, breaking rules, standing in all three worlds and going Nonlinear are Pirate capacities, and from the Possibility Management perspective, are designed-in human capacities to be claimed during Initiations along the path of becoming a free-and-natural Adult human being. If by some chance you notice a Possibility Manager seeming to follow the rules you can be sure this is a mere coincidence. (See: Core Skills, Harbigarrr!, Initiation, Nonlinear, Pirate Agreement, Responsibility)

     

    PIRATE AGREEMENT – When an Possibility Managers commits to produce a result before they know how, they understand that they cannot do this alone. The kind of help they need is help that cannot be manipulated or thwarted by anything so mundane as circumstances. The commitment is to produce the result no matter what. So Possibility Managers calls on another Archetypal Men or Woman to make a Pirate Agreement. The agreement is to do everything possible to help produce the result no matter what. Everything… The agreeing Pirate says, “Yo Ho! Yo Ho! A Pirate’s life fer me!” (See: Pirate, Dangerous Questions, High-drama)

     

    POINT OF ORIGIN – Your Point of Origin is the place where your experience of your Identity comes from. It qualifies how you experience yourself. If you stay unaware of your Point of Origin then it can easily be located in your Underworld without your awareness forcing you to serve Gremlin's Unconscious Purposes. When you take Responsibility for where your Point of Origin is located then you have the option of moving it from one location to another. An Initiated Possibility Manager intends to keep their Point of Origin in the Present in order to have direct access to the most Power and the most Linear and Nonlinear Possibility. (See: Gremlin, Identification, Nonlinear, Possibility, Power, Responsibility, Underworld)

     

    POSITION – A Position is an arbitrary Belief taken to be true and subsequently defended against all feedback to the contrary. Beliefs have no relationship to reality. Positions based on the Belief that your ideas are right and another person’s ideas are wrong automatically and inevitably lead to war. Positionality is characteristic of Boxes still tied to using their adolescent Defensive orientation. (See: Belief, Box, Getting To Know You Better)

     

    POSSIBILITATOR – A Possibilitator is someone who takes Radical Responsibility for managing Possibility and who makes valuable things possible. Possibilitator is an alternative name for a Possibility Manager. (See: Possibility, Possibility Manager, Radical Responsibility)

     

    POSSIBILITY – Possibility is a measurable quality of persons, places, or circumstances. The amount of Possibility a person has, for example, is equivalent to the measurable number of real options that an individual is aware of to choose from at any given moment for themselves or for their Gameworld. Scanning for Possibility is a learnable skill that applies to any person, conversation, relationship, Space, Organization or Gameworld. In general, ninety-nine percent of the Possibilities that are available right now are invisible to you. This is because the Box occludes Possibilities out of its habitual Defensive orientation. Possibility is a Bright Principle that a person can Choose to serve. Typically someone who consciously serves the Bright Principle of Possibility is a Possibility Manager. Possibility is one of the most valuable things in the universe. For example, any product or service that you buy you do not buy for the product or service itself but rather for the Possibility that this product or service provides for you. (See: Space, Navigating Space, Creating Possibility, Principle)

     

    POSSIBILITY COACHING – Possibility Coaching is the radically responsible context of Possibility Management being formatted and delivered in single or pair sessions, usually starting in the form of two chairs facing one another with the Possibility Coach shaking hands with the client and asking, “What can I do for you?” Possibility Coaching uses the client’s golden keys to navigate to the Liquid-state during which authentic transformation happens, particularly because the Liquid-state occurs in the Bright Principled Space being held and navigated by the Possibility Coach. (See: Bright Principles, Liquid-state, Navigating Space)

     

    POSSIBILITY LAB – Possibility Labs are the core healing, transformation, and Adulthood and Archetypal Initiation Process Spaces in Possibility Management. Possibility Labs (PLabs) are three to five days long and include Experiential Distinctions, Thoughtmaps, Technopenuriaphobia healing processes, exercises with Feedback and Coaching to practice new skills, personal Emotional Healing Processes, Stellating Processes, one or more of the 51 Big Initiations, and surprise elements. To have enough practical distinctions to participate in a Possibility Lab (PLab), you need to first participate in a three to five day Expand The Box training. (See: Expand The Box, Process, Technopenuriaphobia, Thoughtmap)

     

    POSSIBILITY LISTENING – Listening as a Space. Possibility Listening is the most recent Mental thoughtware upgrade with regards to listening, the previous modes being Normal or Neurotic Listening, and Active Listening (developed in the 1960’s and well described by Dr. Thomas Gordon in his books about Parent Effectiveness Training). If you do not know what you are supposed to hear, then you can hear anything. If you are listening as the Space into which the other person can say anything, then you are not there. Possibility Listening is a Service, and allows us to listen to more than you can understand. (See: Standard Issue Thoughtware)

     

    POSSIBILITY MAKING – (See: 7 Core Skills)

     

    POSSIBILITY MANAGEMENT – Possibility Management is the open code Gameworld created by applying the distinctions, thoughtware, and processes that emerge from the context of radical responsibility. It’s power comes from serving the Bright Principle of Possibility which brings with it the option of creating the possibility of Possibility. The Gameworld of Possibility Management was initialized in 1974 by Clinton Callahan and has been continuously developed, documented and delivered in various training environments since then. In 1995 Western civilization broke the evolution barrier and continues to exceed the naturally allowed speed of evolution. Present Organizations use last millennium designs and are no longer fluid enough to function effectively in the new conditions. Possibility Management proposes New Organizational forms and New Meeting Technologies. The job of Possibility Manager is already appearing on company Org Charts as a change agent with Radically Responsibility for liberating and applying a greater proportion of an Organization’s human intellectual capital. If it is your calling to provide new Thoughtmaps, tools and techniques through coaching, consulting or training, consider getting yourself certified as a Possibility Trainer. (See: Gameworld, Possibility, Radical Responsibility, Possibility Trainer)

     

    POSSIBILITY MANAGER – A Possibility Manager is an individual trained in the Thoughtmaps, tools and techniques of Possibility Management. Possibility Managers serve the village - both individuals and Organizations - by converting confusion, obstacles, conflicts, and diversity into opportunities, effective results, and success. On the Map of Possibility, a Possibility Manager is the Archetypal Bright-world King or Queen character serving responsible Principles to create High-drama. (See: Archetype, High Drama, Map of Possibility, Principles)

     

    POSSIBILITY PAINT BRUSH – (See: 13 Tools)

     

    POSSIBILITY SPEAKING (SPEAKING AS A SPACE) – If you do not know what you are supposed to say, then you can say anything. In Possibility Speaking, what speaks is the Destiny Principles that you serve and the Archetypes you have Stellated. When you are being the Space through which the Destiny Principles that you serve can do their work, the usual Box empowered “you” is not there. If the Box is not there filling up the Space with its usual concerns and opinions, then what can be spoken serves something greater than your Box. The secret to Possibility Speaking is first Making Contact and commit to serving the authentic necessity of the individual or group you are speaking to. Commit before you know how, then speak before you know what you are going to say. Let your commitment lead you. (See: Archetypes, Destiny, Discovery Speaking, Making Contact, Responsible Principles, Space, Stellating)

     

    POSSIBILITY TEAM – A form of Meeting Technology from Possibility Management. Possibility Teams use Rapid Learning, Winning Happening and Possibility Speaking to liberate the intellectual capital of every team member for the Purpose of creating Possibility for the individual and therefore for the Organization. Possibility Teams regard mistakes as intellectual property. (See: Meeting Technology, Winning Happening)

     

    POSSIBILITY TRAINER – (See: Trainer) An individual trained and certified to be able to train others in the Thoughtmaps, tools and techniques of Possibility Management. There is a big difference between Educators and Trainers.

    Educators provide explanations and information in classes where people learn how to do what is already known. Education provides new knowledge.

    Trainers provide possibilities in trainings where people gain abilities to innovate ways to do what is not yet known. Training provides new behavior.

    A Possibility Trainer’s job requires him or her to have an enhanced Creator (Sorcerer or Sorceress) Archetype connected directly into the source of Possibility. Through Practice, a Possibility Trainer learns to take reality apart and put it back together again with a new shape so that it provides the required new possibilities. A Possibility Trainer takes Radical Responsibility and Navigates Space to the Liquid-state so that individuals or Organizations can learn in all Four Bodies not just in the Mind. What a Possibility Trainer must learn is beyond what is provided by Western culture. This is the necessity that created Callahan Academy. If you are interested in being a Possibility Trainer you are interested in you. (See: Possibility Manager, Creator, Responsibility, High-drama, Navigate Space, Liquid-state, Four Bodies, Practice, Starmaker)

     

    POWER – Power is the ability to cause something to Be or to occur. This implies two kinds of Power: the Power of Being and the Power of Doing. Modern culture focuses on the Power of Doing which includes mostly external attentions and creating results in the external worlds. The Power of Being includes mostly internal attentions and creating results in the internal worlds. Developing your capacities in the Power of Being expands your abilities to relate. Your Energetic Body is fed by connecting with other Beings. Connecting from your Being to what someone possesses or what someone does is far less rewarding than connecting to what someone is. (See: 5-bodies, Being, Intelligence, Presence, Results)

     

    PRACTICE – Practice is intentionally enacting behaviors producing a quality of stress that builds Matrix. Practice is often Orthogonal to what is happening in a Space and can therefore require the conscious use of Gremlin to break free of the embarrassment of Practicing when others in the Space are not. Extraordinary Human Relationship and Archetypal Relationship only arise when supported by a certain level of Practice. Archetypal Man and Woman gradually build for themselves a life of Practice. (See: Matrix, Gremlin, Orthogonal)

     

    PRESENCE (THE EXPERIENCE AND FACT OF BEING PRESENT) – Presence is the experiential condition of being in a small NOW (meaning with your Point of Origin localized in a small point in time - not extending into the past or the future), a small HERE (meaning with your Point of Origin localized in a small point in space - without attentions in other places or fantasy worlds), and a small YOU (meaning with your Point of Origin - your identity - localized in an empty self-experience, meaning without many stories, assumptions, expectations, beliefs, projections, conclusions, etc.) The importance of learning Presencing skills is that your power is in the Present, meaning you are less Hookable in the Present, and you can most effectively Choose, Declare, Ask, and Create in the Present. Being Present with another person who is Present creates the Possibility of a Being-to-Being connection which bypasses all the defensive obstructions of your Boxes. Presence is also a prerequisite for the experience of Countenance. (See: 3-Powers, Countenance, Identification, Making Contact, Now, Unhookable)

     

    PRINCIPLE – A Principle is an energetic Force of Nature. A Bright Principles is a facet of Responsibility. A Shadow Principle is a facet of Irresponsibility. When you become the Space through which the Bright Principles that you serve can do their work then you are used by something greater than your Box and you become a force of nature as your Destiny in action. (See: Force of Nature, Bright Principle, Shadow Principle, Map of Possibility, Destiny)

     

    PROBLEM – In Possibility Management there is actually no such thing as a Problem. A Problem only arises from a certain perspective that you maintain to serve Purposes of which you are usually unaware. For a Possibility Manager, a Problem signals the start of the next Gameworld and initiates a higher order of learning. This is the basis of the Possibility Management Meeting Technology named The Problem Is The Solution. (See: Meeting Technology)

     

    PROCESS – In Possibility Management, the term 'Process' refers to a facilitated healing or transformational change experience that has a start, a middle, and an end. A typical Process will last from 30 to 120 minutes, and is delivered by Possibility Coaches, Possibility Trainers, or Feelings Practitioners. Further along the evolutionary path certain deep healing or transformation Processes may continue for a few weeks or a couple of months of Liquid States. Almost always a Process will involve the experience and expression of Feelings or Emotions because in Possibility Management it is understood that if there is no Liquid State (an any of the 5 Bodies) then there is no change. Why do a Process unless the outcome is change? Possibility Management Processes are not Cathartic. They are Cathectic. Nor are they for feeding Gremlins. From the first Possibility Lab onwards a participant experiences and is trained in how to discern Catharsis from Cathexis, and how to Hold Space for, and deliver, Possibility Making Processes (one of the 7 Core Skills of a Possibility Manager) and also the 51 Big Initiatory Processes. Since everything is always in flux, living can only be a Process. Lee Lozowick called it the great Process of divine evolution. (See: 7 Core Skills, Catharsis, Cathexis, Emotions, Feelings, Holding Space, Liquid State, Initiation)

     

    PROJECTION – An extremely effective Box defense strategy. The Box takes any part of itself that it does not like and transfers that quality to other people whom you can then outwardly ridicule. The problem is that the people you are projecting your Emotional reactions on are not the correct targets so nothing will ever be healed or resolved. To resolve Emotional Projections, an Emotional healing Process is necessary, such as those provided by Possibility Coaches, Feelings Practitioners, or Trainers at Possibility Labs. (See: Box, Emotions)

     

    PSYCHOLOGY – Another name for Box. All of Psychology is a virtual reality. (See: Box, Mind)

     

    PURPOSE – Purpose is the fundamental motivator in human beings. Every Action you take or avoid taking has a Purpose. You are either conscious or unconscious of the Purpose of your Actions or Inactions. Your consciousness or unconsciousness places your Action on either the Responsible or Irresponsible side of the Map of Possibility and determines the quality of the results that you create. You can determine the true Purpose of an action or inaction by looking at the Results. You may be fooling yourselves about your Purpose, but the Results never lie. You can also detect the Purpose of an Action or an Inaction by noticing its target. The instant an Action is done or avoided - for example placing part of your attention on something to see it, or avoiding placing your attention on something so as to not see it, the Purpose is visible. This is comparable to an arrow being shot from a bow. The instant the arrow is released from the bow the objective of the arrow has already been determined, and this objective can be sensed. Ignoring Purpose creates naivete. (See: Action, Inaction, Results, Map of Possibility)

     

    Q

     

    QUESTIONING – (See: Asking)

  • R

    RADICAL HONESTY – Radical Honesty is the art and skill of saying what is so. A researcher on the front lines of Radical Honesty is Brad Blanton who makes many fine distinctions in his work that empower individuals and organizations to communicate, relate, and co-create in extraordinarily productive ways. (See: What Is, http://www.radicalhonesty.com)

     

    RADICAL RESPONSIBILITY – Ordinary responsibility has been given a bad reputation in modern culture which teaches that responsibility is a burden. Responsibility makes you guilty. If you are responsible then you are the one to blame or to punish. To differentiate the Responsibility of Archetypal Woman or Man from ordinary responsibility you introduce the term Radical Responsibility. Radical Responsibility is the unreasonable Declaration of being the cause of everything, of being responsible for the level of responsibility being used in your gameworld. Radical Responsibility is uncompromising or unconditional responsibility. If you take Radical Responsibility then you are suddenly way beyond the influence of circumstances, excuses, reasons, logic or Psychology. Everything that happens is neutral, without Story, without meaning. There is no such thing as a problem. It is impossible to be a Victim of a situation because you created the situation exactly like it is. From the viewpoint of Radical Responsibility, Irresponsibility is an illusion. At first Radical Responsibility kills the Box and Gremlin’s victim positions which may seem unfair. To Possibility Managers Radical Responsibility is the practical manifestation of Archetypal Love. Responsibility is consciousness in action. (See: Archetype, Gameworld, Love)

     

    RAGE CLUB –

     

    RAPID LEARNING – Rapid Learning is a four step model of short-cycle-time evolution that avoids unproductive planning by starting with Go! The Feedback that you get from trying something tells you to keep Go!ing or to Shift your actions to course-correct towards your goal, and then to Go! again. Go! Feedback. Shift. Go! These are the four steps of Rapid Learning. Rapid Learning is a simple powerful tool used in Possibility Teams and other Meeting Technologies of Possibility Management. (See: Feedback)

     

    REALITY – Reality is what is seen through the agreed upon Story that establishes the rules of engagement in your Gameworld. Realities can have the quality of being more or less rigid, even when the true nature of the universe is fluid and without meaning. Realities become rigid when people take the Position (believe) that the Stories of their Gameworld are true and not just Stories. Rigid realities tend to generate excuses, conflict, and Low-drama instead of Results and High-drama. (See: Gameworld, Story, Belief, Reinventing Reality)

     

    REINVENTING REALITY – The Stories that produce a Reality can be rewritten, that is, restructured into new forms so as to contain different sets of Possibilities. With regards to Reality, function follows form, that is, when a Reality has a new form it can have new functionality. Archetypal Men and Women practice Reinventing Reality for serving their Destiny. (See: Declaring, “IS” Glue, “IS” Glue Dissolver, Liquid-state)

     

    RELATIONSHIP – Three distinctions determine the experiential quality of your Relationship. In Ordinary Human Relationship you avoid Responsibility, there is a scarcity of love, and you use your partner to create Low-drama. In Extraordinary Human Relationship you take Adult Responsibility and create High-drama as a source of Extraordinary Human Love. In Archetypal Relationship there is no such thing as Relationship. What exists is a potential that can be spoken into and enlivened any way you want, a Space that can be Navigated, a Possibility that always does not yet exist so therefore cannot be already known. Relationship is then nothing until you produce what it is through ongoing acts of Nonlinear creation. Archetypal Relationship thrives when you commit to what the other person is committed to. Relationship thrives through immediate communication about what arises in relationship. Immediate communication creates intimacy. According to Joseph Chilton Pearce, your level of intelligence can be determined by your ability to interact. An easy gauge of what Space you are Navigating your Relationship into is to detect your Purpose. Either you are seeking to be right, or you are seeking to be in Relationship. (See: experiential-reality , Laboratory, Love, Navigating Space, Nonlinear)

     

    REMINDING FACTOR – Without Reminding Factors the Box hypnotizes you into forget that something completely different from this is always possible right now. To keep one foot out the door, Possibility Managers develops the knack of arranging Reminding Factors for themselves. Then no matter what the circumstances are, Possibility is always a possibility. Reminding Factors must be somehow disturbing or uncomfortable in order to function, and they can vary wildly. For example, the Practice of behaving in some way contrary to any of the Box’s habits creates a Reminding Factor. You will find it necessary to persistently develop new Reminding Factors because the Box’s propensity for self-induced sleep can disempower the wake-up effect of a Reminding Factor in a remarkably short time. (See: Matrix, Practice, Responsibility)

     

    REQUEST– (See: Asking)

     

    RESCUER – The Shadow-world Archetype in a Low-drama who unconsciously uses the energy of fear. The Rescuer takes the position of “I am okay, you are not okay,” and uses that as justification for doing something for you because they are afraid that you cannot adequately do it for yourself. (See: Low-drama)

     

    RESPONSIBILITY – (See: RADICAL RESPONSIBILITY)

     

    RESPONSIBLE PRINCIPLES – (See: Archetypes, Bright Principles, Map of Possibility)

     

    RESPONSIBLE STORY – A Responsible Story is High-drama consciously generated by Archetypal Woman or Man as an arena for serving Bright Principles. Responsible Stories give you more power than Victim Stories. (See: Story)

     

    RESULTS – Results are the outcome of any Action. You can tell by looking at the Results whether your Action served Responsible Purposes or Irresponsible Purposes. The Results never lie. (See: Action, Irresponsibility, Responsibility)

  • S

    SCHOOL – Modern public culture school in western civilization was invented in the 1800's as a way to prepare citizens to serve as cannon fodder-foot-soldiers in the corporate wars and as slave laborers in the industrial corporations. Nothing has been changed. The belief behind forcing your children to attend public school is that if you go to school and do whatever it takes to get good grades then you will get a good job and have a happy life. There is not much evidence to support the validity of this story. The rule of law of modern culture is systemmatically exterminating all life on planet Earth. Modern culture's rule of law has lost its legitimacy. Anyone following the rule of law of modern culture is criminally insane. Anyone enforcing the rule of law of of modern culture has already forfeited their life. Children know this. Children know what is actually happening in the world. We are born directly connected to Gaia, the living spirit of the Earth. Each day that you force your child to stay in public school is one day less they have to prepare themselves for what is coming. Is it any wonder there is so much anger in school? Is it any wonder there is Attention Deficit Syndrome? You want to force your children to give their center away to false authorities in a suicidal system for fourteen years? School has no intention at all of unfolding your child's true potential, or preparing them for adulthood Initiations, or jacking them into their life mission, or teaching them the skills of Inner Navigation of their Emotional Body, Energetic Body, or Archetypal Body. School has no intention of Stellating Feelings, distinguishing Gremlin, building Matrix for holding mor Consciousness, teaching intimacy and communication skills, or bringing a Woman to life. Take your kids out of school. Teach them how to build new Gameworlds that make the existing Gameworlds irrelevant. (See: Consciousness, Gameworld, Initiation, Inner Navigation, Matrix, S.H.I.T, Stellating)

     

    SHADOW PRINCIPLE – Shadow Principles are facets of the overriding Shadow Principle of Irresponsibility. Shadow Principles include Revenge, Survival, Betrayal, Being Betrayed, Superiority, Manipulation, Chaos, Blame, Control, Deception, Exclusion, Disempowerment, Good / Bad, Arrogance, Disrespect, Scarcity, Competition, Being Right, Self Pity, Greed, Envy, Jealousy, Sneaking, Resentment, Making Wrong, Withholding, Domination, Contamination, Separation, Right / Wrong, and so on. Shadow Principles are referred to as unconscious or hidden because if you were conscious of the pain they caused to other people and yourself you could not enact them. Uninitiated Gremlin thrives in the service of Shadow Principles. (See: Bright Principle, Gremlin, Map of Possibility, Principle)

     

    SHADOW-WORLD (UNDERWORLD) – The Shadow World is the set of spaces in the Great Labyrinth of Spaces that are dedicated to serving Shadow Principles. (See: Great Labyrinth of Spaces, Gremlin, Low-drama, Map of Possibility, Shadow Principle)

     

    S.H.I.T. – S.H.I.T. is an abbreviation for Standard Human Intelligence Thoughtware, which is the uninspected distinctions (or lack thereof) handed down to modern culture children before they are sent to school. Modern culture is capitalist patriarchal empire with a rule of law that is methodically exterminating life on planet Earth. Calling modern culture's Thoughtware S.H.I.T. is not intended to be insulting, but rather to be clear that upgraded Thoughtware is available and can be downloaded through Authentic Adulthood and Archetypal Initiatory Processes delivered in Trainings such as Expand The Box and Possibility Labs. (By the way, S.H.I.T. is also the German title of the Hollywood movie Accepted, which is highly recommended on the Possibility Management Movie List posted at http://www.possibilityteam.org) (See: Intelligence, Thoughtware)

     

    SKYHOOK – A Skyhook is an energetic tool used to help lift yourself Nonlinearly out of Spaces or situations. The most famous Skyhook of Possibility Management is from the Wand of Declaration: "Something completely different from this is possible right now." (See: 13 Tools, Declaration)

     

    SOCIAL MAGICIAN – It is understood that a social entrepreneur uses business techniques to bring their society into a better state of well-being. In comparison, a social magician uses Possibility Management techniques to bring their society into a better state of well-being. In other times and places such a person may have been referred to as an alchemist, sorceress, wizard, shaman, witch-doctor, medicine man, initiator, or rogue. Their calling is to facilitate the expansion of awareness so humans can grow up, live, learn, work, and play in authentic adulthood. A social magician enhances people’s personal and group navigation skills in the current epochal culture shift to next culture. (See: Possibility Management)

     

    SPACE – There are two kinds of Space: Physical Space, which is defined by solid walls, ceilings and floors, and energetic Space, which comes into existence through Declaration and which can change size, location and Purpose. During one of the Initiations in Archearchy cultures while turning on the Archetypal Woman and Man inside of you is learning to use your Clicker to Declare energetic Space as a skill. Declared energetic Space is a volume of Attention in which the Man or Woman takes Responsibility for Responsibility. When a Space is Declared and owned, that Space can then be Navigated to serve Conscious Purposes. This is a Core Skill in Possibility Management because the Space determines what is possible. (See: 3 Powers, Archearchy, Conscious Purpose, Declaring, Holding Space, Initiation, Navigating Space, Possibility Trainer)

     

    SPACEHOLDER / SPACE HOLDING – (See: Holding Space)

     

    SPEAKING AS A SPACE – (See: Possibility Speaking)

     

    SPINNING YOUR ENERGETIC BODY –

     

    SPRINGSCREEN – A Springscreen is a Possibility Management tool that allows you to avoid being Hooked. Whenever you are presented with a scene that would upset you, offend you, frighten you, take your center, knock you off balance, over stimulate you (for example with rich food, easy money, or casual sex), or in some way hook you into Low-drama, you notice that the scene appears on a white screen. This screen has a rubber loop hanging from its bottom. If you simply unhook the rubber band from the floor the entire screen rolls up like a movie projection screen and instantly vanishes. It is a Springscreen! All that remains is the next perfectly blank white Springscreen. If the scene starts to replay itself on the next Screen, simply unhook that one and it zips away too. You have an unlimited number of Springscreens! (Possibility Manager Professor Johann Göbel invented the Springscreen in 2003.) (See: 13 Tools, Disk of Nothing, Hooked, Unhookable)

     

    STAR – A Star is at the Center of a solar system. A Star is at the Center of a Gameworld. You may think that a Star has all the glory and sits in the most important position, but this is not true. Stars need planets. A Star without planets is just a lone wolf. It is equally true that planets need Stars. A planet without a Star is just interstellar debris. Coming together, planets and stars form something greater than each of them – a planetary system – equivalent to an Organization, a Gameworld. You do not join an Organization to solve the problem of loneliness. In fact, coming together in an Organization is not intended to solve any problems at all. Coming together into an Organization creates a Gameworld that is the Possibility that Bright Principles can do their work in the world. (See: Center, Organization, Stellate)

     

    START OVER GAME – Start Over is a Massively-Multiplayer Online-And-Offline Personal Transformation Game. It is a Winning-Happening game played individually, or in groups of up to eight people, called Possibility Team. The purpose of Start Over is to gain Matrix Points. Each Distinction that you add to your Energetic Body equates to one Matrix Point . The results of Start Over show up in an increase of positive coincidences that occur in your daily life because the quality of the Matrix you build determines the quality of the Consciousness you catch. By collectively building Matix we change the characteristics of the human morphogenetic field to be more conscious which transforms the status quo. (See: http://www.startover.xyz , http://www.possibilityteam.org, Consciousness, Distinction, Matrix, Possibility Team, Winning Happening)

     

    STARMAKER – Certain individuals who Stellate their Archetypes serve Destiny Principles such as Integrity, Clarity, Possibility, Transformation and Love. Such a set of Principles manifest in certain activities, namely doing for others what has been done for them. This means that certain Stars dedicate themselves to making other Stars. A person who loves to liberate the vast and awesome potential of others is making Stars. In Possibility Management you refer to such a job as Starmaker. Starmaker professions may include teacher, trainer, coach, consultant, healer, mediator, guide, manager, leader, doctor, nurse, or therapist. But where do Starmakers come from? Think about it. If you are to somehow renew your public education system to provide the tools and techniques needed to live well in a rapidly evolving closed ecology environment you cannot start by teaching students because where would you get the teachers? You have to create possibility for teachers first. What you need most are people capable of making new teachers. You need men and women capable of training trainers, healing healers, and teaching teachers. You need people who can make Starmakers. This is the aim of Possibility Management, to liberate the potential of Starmakers so they can make other Starmakers. (See: Destiny, Possibility Trainer, Star, Stellating Archetypes)

     

    STELLATE – To change from a planet into a star. A planet absorbs more energy than it radiates. A star radiates more energy than it absorbs. Human Beings are designed to live as Stars. Standard Issue Thoughtware has us living as planets, consuming, imitating, criticizing, giving your Center away, being adaptive, and feeding off of the Responsibility of authority figures. Archetypal Men and Women use upgraded Thoughtware to own their Center, to take Responsibility for Responsibility, and to be the source of resources. (See: Being Centered, Starmaker, Thoughtware)

     

    STELLATING ARCHETYPES – Stellating Archetypes means to activate the Archetypes. Each of the four Feelings is associated with a Bright-world Archetype and a Shadow-world Archetype. Shadow-world Archetypes are generally already activated through the use of Standard Issue Thoughtware. Bright-world Archetypes are mature and ready to be activated when you are about fifteen years old. The process of Stellating Bright-world Archetypes requires that you experience and express one hundred percent maximum of each of the four Feelings intentionally until you discover that although the energy of the Feelings is big, you are bigger. Then for the rest of your lives the resources of the Archetypes are available for us to use. (See: Archetype, Center, Stellate)

     

    STORY – As described in the Map of Possibility, everything that exists and everything that happens is without meaning and completely neutral. You do not leave things that way. You are always creating. You create by making Stories about what exists and what happens. Stories are the meanings you add, your interpretations, how you See: things, your assumptions, projections, judgments, criticisms, opinions, implications, conclusions, expectations, and so on. Your Stories make the world look acceptable to your Box. You package Stories in specific tones of voice, emotional moods, and timing (or non-timing) in order to slant things, twist things, add spin, hook people, and make things important or invisible, so that your position is justified and your Box is proved right. If you can create your Box’s usual Stories then your Box feels safe and tells you that you will survive. It is amazing that you can believe your own Stories even though you just make them up out of nothing using “IS” Glue. The Mind has an uncanny ability to pop into a Gameworld created by a Story and act as if the Gameworld were Reality. Much of your Story making is unconscious and thus serves Shadow Principles. Archetypal Man and Woman learn to use Story making to create High-drama and serve Conscious Purposes. (See: Box, “IS” Glue, Gameworld, Map of Possibility)

     

    SWAMP – The world is a giant Feedback generator. Receiving direct, honest, confrontive Feedback can challenge the Reality of your Box. Having your Box challenged is one of the most disturbing experiences you could possibly have. When you are more committed to defending your Box as it is than you are to expanding your Box, you must somehow avoid Feedback. One very clever way to distract yourself from “negative” Feedback is to enter the Swamp. If you receive a Beep in Rapid Learning then voices in your head start repeating Stories such as, “I’m not good enough, I’m a failure, I will never make it anyway, Nobody loves me, Nobody listens to me, I can’t do it, I’m too stupid, I’m too weak,” and so on. After awhile you might even get turn your Story making towards the ones who gave you the Feedback, “What do they know about me anyway? Who are they to be giving me Feedback? Look at their life! They are stupid! They are a failure,” and so on. The energetic quagmire of having these voices in your mind is the Swamp. When you notice these kinds of voices in your head then you know that you are in the Swamp. This is then the “x” on your Map. Clarity gives you power. Recognizing that you are in the Swamp gives you a choice. You can continue to fester and decay in the Swamp, or you can get out. To get out all you have to do is say to yourself, “Oh! I am in the Swamp! There must be some Feedback I received that was not okay with my Box.” If you go to the person who gave you the Feedback and say, “Thanks for the Feedback,” this immediately takes you right out of the Swamp and put you back into Rapid Learning, where you can use the Feedback to guide you about what to shift to get better results when you try again. (See: Box, Feedback, Rapid Learning, Voice Blaster)

     

    SWORD – The term sword in Possibility Management refers to the metaphorical tool of the Archetypal Doer (Warrior/Warrioress). It is the Doer who establishes and nurtures a relationship with archetypal Anger such that Anger informs his actions and enables him to act with precision and without hesitation. The Warrior or Warrioress learns to never put away their Sword, not even when they go to bed. This makes them potent, ever alert, attentive, hot to Ask Dangerous Questions, and therefore useful for the Archetypal Man / King and Woman / Queen. (See: Archetype, Dangerous Questions, Stellating Archetypes)

  • T - U - V

    TECHNOPENURIAPHOBIA (TPP) – In the 1960s we needed a term to describe the rising fear about so much new technology entering our daily lives. The term was technophobia. One generation later we have become so dependent on modern technology that we now experience technopenuriaphobia (TPP), the fear of being without technology (penuria being a Latin term that means penury, or scarcity). TPP is symptomatic of an insane patriarchal empire disregarding the fact that human Beings live on a closed-ecology planet. Children in modern culture are born halfway up a tall ladder of technology where water comes from a faucet. Light comes when you flick a switch. Heat comes from turning a knob. Food comes from the refrigerator or grocery store. Money comes from ATMs. Cars or trains take you anywhere you want to go in near total comfort. Under all of this oozes a subtle but pervasive fear that this technology could suddenly fail. Since you do not know how to live on the Earth without your technological interface, failure of your technology can mean sudden death. The cure for technopenuriaphobia is to put in the missing low-tech rungs in the ladder of technology by learning low-tech skills. Repeatedly exposing yourself to gradually decreased levels of technology helps you regain the ability to live directly on the Earth. (See: Feelings)

     

    THOUGHTMAP - A Thoughtmap is an energetic diagram showing the relationship and the flow of power between factors. You can understand the importance of Thoughtmaps when you consider that very real possibilities were created when people changed their Map representing the Earth from a disk to a ball. You acquired new possibilities not because the Earth itself changed, but only because your Mental Map of the Earth changed. You do not relate to the world as it is. You relate through your Thoughtmaps of the world. Get a new Map and you get a new world. For example, Possibility Management only exists to produce more effective results. There is a Map that shows the relationship between Thoughtmaps and how they relate to creating new Results. It is called the Map of Changed Results where you can see that new results come from making new actions. It would be a form of insanity to think that you could get new results by continuing your same actions! New Actions are produced when you make new conscious or unconscious decisions to act. Making new decisions is based on having new options to choose from. New options come from new Thoughtmaps. And new Thoughtmaps come from new Context. From the Map of Changed Results you can see that instead of working on the level of trying to change your habitual actions you can go directly to the level of Thoughtmaps. Making a small change in your Thoughtmaps can produce a significant change in your Results. (See: Action, Results)

     

    THOUGHTWARE – Thoughtware is what you use to think with. The way you think is not random. You think in repeated patterns shaped by how you perceive the relationships between things as described by your Thoughtmaps. Your set of Thoughtmaps is your Thoughtware. You could think before you went to school, so you derived your present Thoughtware largely from your parents before you went to school. Where did your parents get their Thoughtware? From their parents. You have received Western civilization’s Standard Human Intelligence Thoughtware (S.H.I.T.) that has been passed down to you from generation to generation for thousands of years. You are using very old Thoughtware. Newer versions of Thoughtware exist. You have the option of upgrading your Thoughtware. As they say in Possibility Management, “Your mind is yours to play with and make into whatever you want. Upgraded thoughtware can be downloaded in 3-5 day transformational trainings such as Expand The Box training. (See: Beliefs, Expand The Box, Memetic Engineering, Thoughtmaps, Trainer)

     

    TONIC GOLD™ – Tonic Gold is a true alchemical elixir with similarly-contexted matrix-building properties as Expand The Box trainings. Tonic Gold has been called “liquid truth.” It builds your causal body which is the thing in you that when it grows allows you to take greater responsibility. Most people do not feel any different when using Tonic Gold, but soon notice beneficial coincidences occurring beyond all levels of probability. Tonic Gold acts as a catalyst that moves through your energetic blocks and harmonizes, coordinates and balances the 4 bodies. The spicy liquid is imbued with its own intelligence; it locates and transforms hindering tendencies redirecting them to strengthen you body’s own innate healing capacity. Tonic Gold is integrative and supports other healing and transformational processes. Tonic Gold is handcrafted exclusively in limited quantities in India, in the modern laboratory of a European man who is one of the world’s only living Master Alchemists. Tonic Gold is unequalled in quality and requires almost one year to prepare. It does not contain any molecular gold. It comes in 10 milliliter dark-purple glass dropper bottles. If you place one drop on the tongue each morning, one bottle typically lasts 2 to 3 months. Find more information at www.tonicgold.com. (See: Expand The Box, Matrix)

     

    TORUS TECHNOLOGY – (http://www.torustechnology.org) Torus Technology is a new meeting technology for groups, teams, clubs, organizations, businesses, and communities. Using a Torus rather than a pyramid or a circle is a way for many to also experience being one. Whereas in a traditional community or company the Gameworld only works when you try to fit in (not being yourself), a Torus only works by you being yourself. The exhilarating elation of being asked to be yourself by the Gameworld is indescribable. (See: Gameworld)

     

    TRAINER – Trainers are different from Educators in that Educators upgrade what you think about (information) and Trainers upgrade what you think with (Thoughtware). Holding Space for the process of adding to the contents of your thinking (what Educators do) is very different from Holding Space for the processes of shifting the Context of your Box and your Gameworld (what Trainers do). Shifting Context equates to shifting the Gameworld you are playing in, for example, shifting from weaving homegrown-wool sweaters to writing and directing Next Culture transformational theater pieces. You are either producing works of wool or works of theater, and you cannot change knitting into directing plays. They are two different Gameworlds, as different as chess and football. They each have unique rules, use different tools, make use of different distinctions and talents, and produce different outcomes. Trainers are specifically trained to initiate and navigate context-shift Liquid-states, fulfilling cultural roles historically filled by people in the roles of alchemist, shaman, magician, witch, healer, herbalist, cultural midwives, initiator, sorcerer, who were systematically killed off in Europe during seven hundred years of inquisitions. This could be why it takes such courage to reclaim you Trainer talents and put them to work in the service of humanity. They might come and get you again. Participants of a Training can only go as far as the Trainer can go. This means that the Trainer needs to go first, although the Trainer does not need to know, they only need to hold open the Possibility of receiving ongoing Feedback and Coaching from the participants. There may be Educators calling themselves Trainers because they are not familiar with these distinctions, however, calling yourself a Trainer and performing as an Educator when what the client truly needs is a Trainer betrays the Training profession. Possibility Trainer Certification takes all this into account and brings Trainers back fully into action serving as context-shift bridges to Next Culture. (See: Box, Context, Gameworld, Liquid-state, Next Culture)

     

    TRAINING – A Training differs from a class, seminar, talk, conference, or workshop in that a Training is navigated by a Trainer serving as the Spaceholder for the Four-Body Liquid-states involved in authentic Initiatory Processes and Context-shift. (See: Context, Four Bodies, Liquid-state, Spaceholder, Trainer)

     

    TRIALITY – (See: Consciousness)

     

    TRUE PURPOSE – (See: Destiny, Hidden Purpose)

     

    U

     

    UNCONSCIOUS PURPOSE – (See: Hidden Purpose)

     

    UNDERWORLD (SHADOW-WORLD) – The domain of Gameworlds dedicated to serving Shadow Principles. (See: Gremlin, Low-Drama, Map of Possibility, Shadow-Principles)

     

    UNHOOKABLE – The first and most crucial of the seven core skills is staying Unhookable. Staying Unhookable is an art form. Humanity is so easily Hooked that if you become Unhookable you almost seem inhuman. The art is to remain Unhookable and still be human. Unhookable does not mean unfeeling, isolated, shut down or numb. On the contrary, Unhookable means that you perceive the hooks with great sensitivity and precision, and while still being compassionate you shift slightly out of context before the hooks have a chance to set into your psychological flesh. The problem is, you will always have a Box. And if you have a Box, then there will always be something there to Hook into. Many of the tools and techniques from Possibility Management aim at keeping you Unhookable, because if you get Hooked you forget what is Extraordinarily and Archetypally possible for you and how to access it. (See: Center, Core Skills, Disk of Nothing, Springscreen)

     

    UNREASONABLE – The Box justifies its viewpoints through welding every choice that it makes to Reasons. You have been trained by modern culture to be reasonable. Without a good reason (meaning, a reason that is understood and accepted as reasonable) you can stand behind no choice. If you have a good reason, you can get away with (almost) any Irresponsibility. In order to go Nonlinear, Possibility Managers needs more freedom than is allowed by limiting decisions to reasons. It is possible to do the surgery of separating choices from reasons. (See: Nonlinear)

     

    UNREASONABLE REQUEST – (See: Asking)

     

    UPPERWORLD (BRIGHT-WORLD) – The domain of Gameworlds dedicated to serving Bright Principles. (See: Bright Principles, High Drama, Map of Possibility)

     

    V

     

    VACUUM – Offering Possibility to an individual or an organization may not be successful because possibility is often experienced as pressure. For example, if you present a new gateway, offer to go Nonlinear, shift Context, use Feelings energies, amplify their vision, committ to their commitments, land new Distinctions in the Space to create new Clarity, asking Dangerous Questions, making Unreasonable Requests, etc., they may think you are pressuring them and they may reject your Possibility offer. The Box is very skilled at defending itself against pressure from the outside by applying counter-pressure from the inside, such as reasons, laws, rules, traditions, or stories, for example, "We already tried that last year and it didn't work." "That is not possible." "We do not have the financial or manpower resources." "This scares us." etc. However, if you have been applying pressure your work becomes almost irresistable if you suddenly shift to applying a Vacuum. The Vacuum causes the Box to blow itself apart from its own inside pressure, which gives the individual or group the vulnerability it needs to consider new options . Vacuum can be generated through listening from absolute Nothingness (Possibility Listening), starting a Meta-Conversation (a conversation about the conversation), agreeing with their disagreements, turning to face their enemies from their point of view and asking, "What can I do for you?", pulling the rug out, going orthogonal from the current Space, or using Gaps in Time, Space, Identity, Noise, or Knowing. (See: Box, Gaps, Possibility)

     

    VAVOOM! – Sometimes Spaces become so confusing, chaotic, corrupted, cantankerous, and crashed that no linear or logical piece-by-piece method will work to put them back together again. Like Humpty Dumpty's great fall: "All the King's horses and all the King's men, couldn't put Humpty together again." Something different is needed. Something special... Something magical... It becomes necessary to Vavoom! the Space. Vavoom! is an energetic cleansing tool from Possibility Management. It is navigated with your breath, your Attention, and your intention. To Vavoom! a Space, place your attention on all the details of the current situation. Yes, you are right, the word 'all' is one of those fake words. It is a perfect word, in the same category of words as 'never', as in, "You never listen to me!", or 'always', as in "You always get to have things your way!" These fake words are easy for the Mind to comprehend... but have no connection to reality. Perfection does not exist in the material world. Still, I use the word 'all' on Purpose here to imply that you can energetically Declare that your Attention encompases and includes 'all' of the multidimensional details of the current situation even though you are not consciously aware of the 'all' of the details of the current situation. You are making a Declaration. You Declare that it is so and then act as if it is true. This is not so-called 'magical thinking' where just because you think something is true it is true. Declaring does not come from the Mind. It comes from the Energetic Body. You Declare that something is so from your Energetic Body. Then keep going. Once you encompass 'all' the details of the current situaion in your Attention you consciously and with full Attention make a maximum deep but slow inhalation of your breath. While you are inhaling you gather up all the multidimensional details of the current situation starting from immediately around you and by the end of your inhalation finally including 'everything' even from the farthest reaches of the Universe. Use your Intention to send the whole shebang into the center of the Bright Principles, raw Consciousness and Archetypal Love. Everything is being washed in the Bright Principles, including you and your 5 Bodies. Nothing is left out. In a flash the Bright Princibles do their healing, cleansing, uplifiting, and transformation work and put things back into their original, pure, pristine order. As you exhale you bring all the newly reordered details back into the material world, starting with the farthest reaches of the Universe and ending finally with your Center. There! In one breath you have just Vavoomed! the Space. (NOTE: To be transparent, I stole the root word 'Voom!' from a Doctor Suess children's book called The Cat in the Hat, and I stole and modified the actual procedure after a conversation with Lee Lozowick who called the practice 'Heart Breath'.) (See: 13 Tools, Bright Principles, Attention, Intention)

     

    VERBAL REALITY – Standard Human Intelligence Thoughtware excludes you from ninety percent of what is Possible by limiting what you perceive to what you can name, describe, or think about in words. This leaves you with no choice but to live in a word-bound, crystallized and well-defended Verbal Veality . Your conclusion must be that if you cannot say it in words, it does not exist. However, consider this question: What is bigger? The universe? Or your vocabulary? Because it is so simple to encounter experiences that are beyond words, you are hereby challenged to unbind your experience from your vocabulary, leave Verbal Reality behind like a butterfly leaves its chrysalis, and enter the worlds beyond words. (See: Experiential Reality , Mind, S.H.I.T.)

     

    VICTIM – Archetypal Shadow-world character who irresponsibly uses the energy of Sadness to create Low-drama. The Victim takes the position of “I am not okay, you are okay,” and uses that as justification for supporting self-pity, being betrayed, being resentful, blaming Persecutors, and manipulating Rescuers. A skilled Victim can make a Persecutor or Rescuer out of anyone. Once a Victim can prove they have been “victimized,” they have perfect justification to get revenge! In the Archetypal perspective it is impossible to be a Victim. (See: Low-drama)

     

    VICTIM STORY – A Victim Story is the Low-drama generated by a Victim as a reason to justify Irresponsible actions and for serving Shadow Principles. These Purposes are so convoluted and self-destructive that when Possibility Managers is presented with a Victim Story they take another perspective. They See: a Victim Story as an invitation to get into deeper Relationship. (See: Relationship)

     

    VOID – (See: Inner Void, Outer Void)

     

    VOICE BLASTER – The Voice Blaster is one of the 13 Tools on a Possibility Manager's Toolbelt. It is an energetic tool that allows you to obliterate mental voices speaking into your head. Voices come from someone else, from a belief system, or from out of your past. Your Box adjusted itself so you could survive by making hearing such voices normal. When the voices do not come from others your Box continues generating the voices itself from the inside. Voices can include both praise or blame, such as “I’m not good enough. I am the best. I am a failure. I am cool. I am stupid. I am smarter. I am faster. I am not okay,” etc. Neither praise nor blame are effective communication because both of them are forms of manipulative conditioning. The Voice Blaster has an infinite number of bullets, and never misses. Voices are known to flutter about outside of the head like vampire bats hungry to suck out your life energy. You can shoot them while they are flying around. The only useful conversation to have with a voice - whether positive or negative - is "BLAM!" (See: Low-drama, Rapid Learning, Swamp)

     

  • W - X - Y - Z

    WAKING STATE – A human being can experience sleeping and being awake, and yet... how awake is ordinary awakeness? Do you ever notice hours, or days, perhaps even weeks slipping by without really feeling present and fully awake? Can you think back in your past and remember incidents in clear detail from long ago? What if you remember those incidents because, even if they may have been unpleasant, in those moments you were truly awake? Why do people remember stories from when they were fighting in a war with such acuity? Some people even remember war time as the best time of their life because they felt so alive. There are two simple ways to shift your general level of awareness into the Waking State which is a state of being aware of what you are aware of, a kind of meta-awareness. These procedures are explained in the Start Over Waking State bubble website. Please do not do these experiments while driving a car. (See: http://www.wakingstate.strikingly.com, Start Over Game)

     

    The WALL – The Wall is one of the 50 Big Initiations delivered in Possibility Labs. The Wall brings you immediately to whatever limits interfere with your Being’s freedom of movement from your Box. How quickly and thoroughly can you go nonlinear from the space that previously gave you all your best possible solutions to the problems in your life? Not being skilled at entering the gap between your Box and your Being leaves you trapped inside your Box’s worldviews and behavior limitations. The Wall lets you get out of your mind and into what is possible. (See: Box, Initiation, Possibility Labs, Gap)

     

    WARRIOR / WARRIORESS – (See: Archetype, Doer)

     

    WHAT IS – A Possibility Manager is interested in What Is without any Stories attached because because being directly connected with What Is gives you certain Powers. There are two forms of What Is, a passive form and and active form. The passive form of What Is implies putting yourself in the position of accepting What Is. The active form of What Is implies putting yourself in the position of creating What Is. Both practices are useful for building Matrix. What Is is represented by the vertical line in the middle of the Map of Possibility. The vertical line is the only thing that could be considered to be true on the Map. What Is is neutral and without meaning. It is also meaningless that What Is is meaningless. As Lee Lozowick said, "What Is, is. Just this." (See: Experiential Reality, Map of Possibility, Radical Responsibility, Story)

     

    WHITE WIDOW - The term 'White Widow' is the name Possibility Management has adopted to distinguish the Box survival strategy which uses sexual energy to control and manipulate the environment to make it safe. This strategy is figured out when you as a child see that cuddling in your daddy's lap, batting your pretty little eyes and stroking him, or looking into your mom's eyes and being a 'good boy'and mixing your sexual energies together gets you more of what you want and less abusive attention. Both men and women can become White Widows, although a Capitalist Patriarchal Empire tends to force more women than men to take on the White Widow strategy. The White Widow strategy is neither bad nor wrong nor stupid. It works to survive. However, like any Box survival strategy, once you become 18 years old, what once protected you has now become your prison. After 18 years old your White Widow sexual energy enmeshment and exchange manipulation strategies are co-opted by your Gremlin to serve Shadow Principles and this blocks you from authentic intimacy. Getting bigger than your White Widow Box and Gremlin begins by identifying yourself to your friends as a White Widow and for a period of one to two years stopping all intimate interactions. This means not looking into people's eyes especially people of the opposite sex. This is difficult because in a short time you will notice your addiction to your automatic sexual energy enmeshment and control behaviors. It helps to write them down as precisely as you can, and admit them each week in your Possibility Team. After you have built and stabilized in a new identity and self-experience that does not have your clever sexual energy exchange behaviors at its center, you will find that authentic intimacy is possible again but in an entirely new Context, namely the Context of Radical Responsibility and Living rather than avoiding Responsibility and Survival. During this time you might notice that you still retain the subtle energy-awareness talents you developed to become a White Widow, and you can use them again now consciously for enjoyment and pleasures, and probably also as part of your skillset needed to deliver the healing and transformational services of your Archetypal Lineage to help other people heal and grow up. (See: Archetypal Lineage, Black Widow, Box, Gremlin, Living, Radical Responsibility, Survival)

     

    WHIZ BANG – Whiz Bang is the name of a chaordic group action Space where individuals agree on a set of tasks to do and anarchically self-organize to do it without further discussion. The objective of participants in Whiz Bang is to move before you speak. If it is no longer obvious what you could do next to accomplish the agreed upon tasks, then go to one of the Job Managers and ask, What can I do for you? If the Job Manager is serving the space, then what you do for the Job Manager serves the space. The formal ceremony for a group to enter Whiz Bang space is to stand in a circle, bend down to touch your toes, wiggle your fingers, all count out loud together: “One. Two. Three., and then all jump up into the air and before touching down shout, “WHIZ BANG!!!” It is also important to formally come together again after the tasks have been accomplished and have the Spaceholder say, “Please take a deep breath, and as you exhale, exit Whiz Bang Space.” (See: Space)

     

    WINNING HAPPENING – Standard Human Intelligence Thoughtware (S. H. I. T.) has you committed to playing “I win, you lose” games in life with money, power, possessions, love, etc. In “I win, you lose,” participants compete against each other for what appears to be limited resources. There are a couple winners and many losers. The assumption is: “If I do not win, I die,” or “If you win, I die,” neither of which is generally true in reality. The “I win, you lose” game is a survival game. An upgrade was invented in the 1960’s called: “I win, you win.” One potential defect of “I win, you win” strategy is the “I” and the “you” which often degenerates into “It is okay with me if you win as long as I win just a little bit more.” Then you have surreptitiously returned to “I win, you lose.” Another fault with “win-win” is that, through compromise, it can easily default into “lose-lose.” Winning Happening is different because there is no “I” and no “you.” Winning Happening is a Bright Principle, and Bright Principles are bigger than the “I” and the “you.” Winning Happening is the game where: “If you win, I win,” or “If you win, you win. Then winning is happening.” A strong sense of bonded teamwork arises when you experience the Bright Principle of Winning Happening in a space. Winning Happening is the backbone of Possibility Management Meeting Technologies. (See: Bright Principles, High-drama)

     

    X - Y - Z

     

    ZOMBIE – Although rarely applied in Possibility Management, the term Zombie is a useful reference to anyone serving values they are not aware of. In modern culture this could be the sleep-walking drone-slaves serving unconscious purposes in the corporate, political, educational, and military hierarchies. Try not to put negative spin on the term Zombie, because as Buckaroo Banzai says, “Wherever you go, there you are.” A Zombie is as awake as it can be, and perhaps you too were once a Zombie. Exposure to Possibility Management has brought some non-psychopathic Zombies back to life, through the shift to consciously Choosing and taking Radical Responsibility for the values of the Gameworlds they are playing in. The point of using the term Zombie is that in certain Zombie films (which are recommended watching, notably World War Z, Zombieland, and Warm Bodies – in that order!) it is evident that there is nothing to despise in a Zombie. Zombies do what Zombies do. Nonetheless, there are things to watch out for and to be attentive to when Zombies are around. Murmuring “Zombie!” to your team is a wake-up reminder to help each other shift into high-level alertness and reconnect to nonlinear human possibilities. (See: Choosing, Gameworld, Radical Responsibility)

  • Imprint

    Website responsible: Clinton Callahan

    Email: clinton@nextculture.org

    Telephone: +49 1629108208

    No physical address. I have been vagabonding for years.

    Website: http://www.clintoncallahan.org

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