Dulloldfart
Squirrel Extraordinaire
In PDC Tape 38 LRH talks about running Rising Scale on the Chart of Attitudes top and bottom buttons similar to this:
1. Get the concept of (bottom button column 1).
2. Now shift it as far as you can towards (top button column 1)
3. Get the concept of (bottom button column 1).
4. Now shift it as far as you can towards (top button column 1)
5. Get the concept of (bottom button column 1).
6. Now shift it as far as you can towards (top button column 1)
1. Get the concept of (bottom button column 2).
2. Now shift it as far as you can towards (top button column 2)
3. Get the concept of (bottom button column 2).
4. Now shift it as far as you can towards (top button column 2)
5. Get the concept of (bottom button column 2).
6. Now shift it as far as you can towards (top button column 2)
...
1. Get the concept of (bottom button column 16 [12?]).
2. Now shift it as far as you can towards (top button column 16 [12?])
3. Get the concept of (bottom button column 16 [12?]).
4. Now shift it as far as you can towards (top button column 16 [12?])
5. Get the concept of (bottom button column 16 [12?]).
6. Now shift it as far as you can towards (top button column 16 [12?])
Then start in at the beginning again, i.e.
1. Get the concept of (bottom button column 1).
2. Now shift it as far as you can towards (top button column 1)
3. Get the concept of (bottom button column 1).
4. Now shift it as far as you can towards (top button column 1)
5. Get the concept of (bottom button column 1).
6. Now shift it as far as you can towards (top button column 1)
I assume one would stay in good comm with the pc, handle originations, end off on a big win, etc.
The way it seems to be run these days on Grade 4 is different. I'll take the liberty of quoting the Clearbird version online (sorry about formatting of the buttons):
I remember as a pc running it this second way. I had read the theory about how fantastic it was as a process, but nothing much happened in the session doing each column to "F/N cog VGIs" and it was a bit of a disappointment. Of course, looking at it now, I can't tell if people really did have wonderful wins running Rising Scale or if it was just more Hubbard bullshit.
I thought I'd try a Paul's Robot version, just to see how it goes. I have two questions:
1. Has anyone run it both ways, and have practical experience of one way working much better than the other?
2. What happened to the other columns on the chart, as listed in 8-8008 and on PDC 38, namely Win/Lose; Start/Stop; Differences/Identification; Being/Had? Why were they removed from the items to run Rising Scale on? EDIT: I now see that Start/Stop and Being/Had are duplicates, but that doesn't go for Win/Lose and Differences/Identification.
Paul
1. Get the concept of (bottom button column 1).
2. Now shift it as far as you can towards (top button column 1)
3. Get the concept of (bottom button column 1).
4. Now shift it as far as you can towards (top button column 1)
5. Get the concept of (bottom button column 1).
6. Now shift it as far as you can towards (top button column 1)
1. Get the concept of (bottom button column 2).
2. Now shift it as far as you can towards (top button column 2)
3. Get the concept of (bottom button column 2).
4. Now shift it as far as you can towards (top button column 2)
5. Get the concept of (bottom button column 2).
6. Now shift it as far as you can towards (top button column 2)
...
1. Get the concept of (bottom button column 16 [12?]).
2. Now shift it as far as you can towards (top button column 16 [12?])
3. Get the concept of (bottom button column 16 [12?]).
4. Now shift it as far as you can towards (top button column 16 [12?])
5. Get the concept of (bottom button column 16 [12?]).
6. Now shift it as far as you can towards (top button column 16 [12?])
Then start in at the beginning again, i.e.
1. Get the concept of (bottom button column 1).
2. Now shift it as far as you can towards (top button column 1)
3. Get the concept of (bottom button column 1).
4. Now shift it as far as you can towards (top button column 1)
5. Get the concept of (bottom button column 1).
6. Now shift it as far as you can towards (top button column 1)
I assume one would stay in good comm with the pc, handle originations, end off on a big win, etc.
The way it seems to be run these days on Grade 4 is different. I'll take the liberty of quoting the Clearbird version online (sorry about formatting of the buttons):
SURVIVE RIGHT FULLY RESPONSIBLE -
DEAD WRONG NO RESPONSIBILITY
OWNS ALL EVERYONE ALWAYS
OWNS NOTHING NOBODY NEVER
MOTION SOURCE/ TRUTH FAITH
STOPPED HALLUCINATION DISTRUST
I KNOW CAUSE I AM
I KNOW NOT EFFECT I AM NOT
The commands are:
1. "Get the idea of (bottom of scale 'dead')"
2. "Do you have that idea?"
3. "All right.
4. "Now change that idea as nearly as you can to (top of scale 'survive')."
5. "OK. How close did you come?"
6. "Thank you."
Run each pair separately; 1,2,3,4,5,6 - 1,2,3,4,5,6 etc, until pc has a certainty that he can maintain the upper scale idea and has an F/N, Cog, VGIs. Then go to the next pair. Each pair is run to EP _____.
I remember as a pc running it this second way. I had read the theory about how fantastic it was as a process, but nothing much happened in the session doing each column to "F/N cog VGIs" and it was a bit of a disappointment. Of course, looking at it now, I can't tell if people really did have wonderful wins running Rising Scale or if it was just more Hubbard bullshit.
I thought I'd try a Paul's Robot version, just to see how it goes. I have two questions:
1. Has anyone run it both ways, and have practical experience of one way working much better than the other?
2. What happened to the other columns on the chart, as listed in 8-8008 and on PDC 38, namely Win/Lose; Start/Stop; Differences/Identification; Being/Had? Why were they removed from the items to run Rising Scale on? EDIT: I now see that Start/Stop and Being/Had are duplicates, but that doesn't go for Win/Lose and Differences/Identification.
Paul
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