32

Game of Life: Challenges & Interactions

“Every Game presents Players with Challenges – obstacles or difficulties that players encounter while trying to achieve their objectives. Challenges keep the game engaging by requiring players to use their skills, strategy, and problem-solving abilities.
“Just like Objectives, Challenges depend on the Player’s perspective. Right away, we can rule out ALL as a Player in this context because ALL is not affected by any Challenges.”
“Let’s examine the Challenges for Souls. When a Soul becomes a Self, usually in the third trimester of human gestation, it experiences Soul Amnesia, a condition imposed by ALL. This causes the Soul to forget why it came to TempTerra and what spiritual goals it had in mind for its Perfection Quest.
“Once a Soul bonds with a Garb, it can only indirectly influence its progress. It is like a passenger giving directions to a taxi driver who has  his own destination or sense of urgency in mind.
“The second major Challenge for Souls are the Competing Intentions of the Garb and the Self – the name we use for a Subjected Eternal Life Form, a soul that has bonded with a Garb. Each Garb has its own passions and priorities. To achieve its Perfection Quest, therefore, a Self must first win over the Garb through persuasion.
“In their own world, Garbs face challenges that are unique to them. Though humans are social creatures, they often distrust those who seem different and struggle with interaction. Humans have a Love-Hate relationship with one another—can’t live with them, can’t live without them.
 “Internal conflict might feel like a curse, but it is actually a blessing. Take variety, for instance. Imagine if there were only one type of food in the world—no choices, no flavors, no fine dining.
“If there was only one skin color, there would be no racial discrimination. At first, it might seem that variety causes more problems by creating superficial differences. But without these differences, there would be no choice at all.”
“Remember, the goal of Souls traveling to TempTerra and bonding with a Garb is to find ways to spread love. They do so by choosing a loving response to every circumstance. In order to have choices, there must be Diversity and Variety. In this sense, Variety truly is the spice of life.
“Souls search for Connections to find others like themselves, their soulmates. Meanwhile, Garbs are often reluctant to step out of their comfort zones.
“Adding yet another layer of complexity, Garbs act differently when they are alone compared to when they are with others—a phenomenon known as Group Identity. Behavioral studies often explore pathologies of Group Think, Mob Rule, and Cults of Personality.
“Perhaps the greatest challenge for both Souls and Garbs, however, starts with ALL set up the game board in the Game of Life.
“The Game of Life resembles the human games of Hide-and-Seek or Scavenger Hunt. In these games, something is hidden away, and the goal is to find it.
“In the Game of Life, Separation is the starting point. Souls traveling to TempTerra are immediately separated from their Everly families. Then, shortly after bonding with a Garb, the Self is mentally separated from its Garb counterpart at birth.
“As for Garbs, separation starts at birth when they are ejected from the warm womb into a cold world. As they grow over the brief 18 years of childhood, natural urges have them gradually separate yet again, this time choosing friends over family. This, of course, leaves the family feeling abandoned, betrayed, and devalued.
“Last but not least, and with a conviction that only grows across a lifetime, Garbs often develop prejudices that only further divide fellow humans into separate groups based on physical traits.
“This tendency toward Discrimination, stemming from both Nature and Nurture, leads people to rely on superficial and flawed perceptions – impressions created by their five flawed senses and thus crafted in a physical reality of their own imagination.”
“Humans often categorize each other by race, skin color, sexual orientation, nationality, age, education, and socioeconomic status. These superficial labels limit the depth of human interactions.
““Meanwhile, agonizing in silence, Selfs experience the most frustration when their Perfection Quest is upended by their Garbs’ pursuit of material rewards, gains which are ultimately meaningless in Everly.
“These human tendencies directly oppose ALL’s Will, which emphasizes unity, oneness, equality, individuality, diversity, and inclusion. In a stubborn blindness and driven by insecurity, Garbs persist in protective and exclusionary behaviors.
“Their fear of the unfamiliar makes them reluctant to accept equality or inclusion, viewing others as threats.
“For Souls, bound by Absolute Law to work through their Garbs, these human inclinations pose the biggest obstacles to achieving their Perfection Quest.”
“Every Game has Interactions – the various ways that Players engage with the game mechanics, and with each other. This includes the actions Players take, the choices they make, and how they communicate or compete with others within the game.
“The Game of Life is a complex web of interactions among its Players. These relationships shape their actions, choices, and the quality of their interactions with each other.
“Let us start by looking at how Souls connect with all of Vastitude and other Souls, regardless of their current status—whether they are at Rest, on a Quest, or under Behest. We will dive into these details later.
“Souls interact with one another and with Vastitude, including Everly, exclusively through Spiritual Love Vibration, which is ALL’s Pure Love.
“However, Selfs and Garbs use different methods to interact. When a Garb reaches out to its Soul, it might use Meditation, Sharings (similar to hypnosis), or Prayer. Conversely, when Selfs initiate contact, they might use Drispers, Déjà vu, Serendipity, Epiphanies and other methods.
“Every interaction between a Garb and ALL is necessarily mediated through that Garb’s Self. Remember, a Self is an agent of ALL residing within the Garb, so access to ALL is immediate and constant—anytime, anywhere. “Garbs also interact with each other and with groups of Garbs through Communication and Actions. Yet, Character Traits, which strongly influence human Conduct, are just as important in shaping these interactions.”