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Game of Life: Settings, Rules, and Goals

“Every Game has a Setting – a context in which the competition takes place. This includes any visual or auditory aspects of the game environment, which serve to create an immersive experience and support the Story.
“Garbs are physical beings who need a physical environment to survive, while Souls are spiritual and can exist in an ethereal realm. When ALL imagined the Game of Life, It created worlds for both Souls and Garbs to live in.
“From the boundless expanse of Vastitude, ALL used Its Infinite Mind to craft various dimensions—some physical and others spiritual—each following Absolute Laws appropriately suited to its nature.
“In Everly, Souls would live eternally with their Soul Families, sharing pure joy with SoulSibs, their spiritual siblings. To their disappointment, in this blissful state Souls had little need for sharing love. For this opportunity, they would need to souljourn to TempTerra.
“Also created from Vastitude, TempTerra was designed to be a physical realm where Garbs could thrive. Without it, Garbs would lack a physical environment.
“TempTerra would have another crucial role, however – one intended for souljourning Souls, called Selfs. TempTerra would provide a testing ground where Souls might pursue greater spiritual Perfection by overcoming challenges. Hence, the adage, ‘no pain, no gain.’
“The key to a Soul’s Perfection Quest is in making independent choices. This concept is crucial for understanding the Game Elements, especially when we discuss this Game’s Objectives.
“Both Everly and TempTerra are vivid creations of ALL’s imagination. To ALL, they are mere illusions. From ALL’s perspective, both are pseudo phenomena.
“A Soul’s perspective is different, however. Souls recognize Everly as their true reality … and TempTerra to be transient. Everly is home, while TempTerra is artificial. To Souls, TempTerra is merely a vacation destination of no long-term importance.
“Conversely, Garbs for their part  consider their physical world as reality – their only reality. And they dismiss everything else – even the Spirit World – as fantasy.
“Every Game has Rules – guidelines and limits for how it is played, ensuring fairness and structure. For the Game of Life, ALL established unchanging Rules to keep things fair: “The sun shines the same on a funeral as on a birth, on everything that happens on Earth.”
“Both Everly and TempTerra follow Absolute Laws—Rules that only ALL can change. One key Rule is that all Playing Pieces, at every level, must have the Freedom to make their own choices. This means even ALL will not override any Playing Piece’s choices.  
“This concept of Free Will, discussed extensively in philosophy and theology, must be understood to fully appreciate. Free Will is a gift from ALL, to both Souls and Garbs alike, that gives them complete independence in choosing how they live at Garbs, or seek Perfection as Souls.
“Make no mistake about it: Such decision-making Autonomy is a divine right. And, as we will note later in our Harmony Points discussion, when governments deny individuals their independent right to choose as they so wish … they are acting at cross-purposes to ALL’s Will. Most imprudent!”
“Every game has Goals – the main objectives Players aim for, driving the gameplay and providing a clear target, like winning, solving a puzzle, or hitting a milestone. Such as Spreading Love?
“Each Player has its own objectives and goals. For ALL, the goal in creating the Game of Life was to solve the Love Dilemma. For ALL, being Pure Love, needed to give love away in order to express it. Said differently, ALL’s main goal in creating the Game of Life was to allow its extensions, the Souls, to spread love.
“For Souls, this meant hunting for the missing pieces of Perfection that only other Souls could offer. To do this, they sought out connections with other Souls, hoping to fill in their gaps by Spreading Love.”
“Garbs also pursue objectives and goals in the Game of Life. Though seemingly mere Playing Pieces controlled by Souls, Garbs actually have Free Will, as well. Each Garb is able to make its own decisions, a freedom gifted to all humans by ALL.
“This creates a challenge for Souls. To meet other Souls, each Soul must influence its Garb to interact with others. If only Garbs would willingly chose to Spread Love, Souls would find it so much easier to pursue their Perfection Quest.
“Sadly, most Garbs cannot see beyond their five senses and view the physical world of TempTerra as their only reality. To them, any talk of a Spirit World seems nonsensical. This is why we call them ‘lost Souls.’ Their Souls miss the chance to achieve greater Perfection by Spreading Love.
“For the vast majority of Garbs, the Game of Life is entirely materialistic, boiling down to seeking pleasure and avoiding pain. And so, Garbs and Souls are internally and substantively conflicted.