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+\chapter{Mock Risk Games}
+
+
+Suppose you stand in front of a swinging door with a nail sticking out of it
+pointing at your face; and suppose you are prepared to jump back if the
+door suddenly opens in your face. You are deliberately taking a risk on the
+assumption that you can protect yourself. Let us call such a situation a "risk
+game." Then a mock risk game is a risk game such that the misfortune which
+you risk is contrary to the course of nature, a freak misfortune; and thus
+your preparation to evade it is correspondingly superficial.
+
+If the direction of gravity reverses and you fall on the ceiling, that is a
+freak misfortune. If you don't want to risk this misfortune, then you will
+anchor yourself to the floor in some way. But if you stand free so that you
+can fall, and yet try to prepare so that if you do fall, you will fall in such a
+way that you won't be hurt, then that is a mock risk game. if technicians
+could actually effect or simulate gravity reversal in the room, then the risk
+game would be a real one. But I am not concerned with real risk games. I am
+interested in dealing with gravity reversal in an everyday environment, where
+everything tells you it can't possibly happen. Your 'preparation' for the fall
+is thus superficial, because you still have the involuntary conviction that it
+can't possibly happen.
+
+Mock risk games constitute a new area of human behavior, because they
+aren't something people have done before, you don't know what they will be
+like until you try them, and it took a very special effort to devise them.
+They have a tremendous advantage over other activities of comparable
+significance, because they can be produced in the privacy of your own room
+without special equipment. Let us explore this new psychological effect; and
+let us not ask what use it has until we are more familiar with it.
+
+Instructions for a variety of mock risk games follow. (I have played
+each game many times in developing it, to ensure that the experience of
+playing it will be compelling.) For each game, there is a physical action to be
+performed in a physical setting. Then there is a list of freak misfortunes
+which you risk by performing the action, and which you must be prepared
+to evade. The point is not to hallucinate the misfortunes, or even to fear
+them, but rather to be prepared to evade them. First you work with each
+misfortune separately. For example, you walk across a room, prepared to
+react self-protectingly if you are suddenly upside down, resting on the top of
+your head on the floor. In preparing for this risk, you should clear the path
+of objects that might hurt you if you fell on them; you should wear clothes
+suitable for falling; and you should try standing on your head, taking your
+hands off the floor and falling, to get a feeling for how to fail without
+getting hurt. After you have mastered the preparation for each misfortune
+separately, you perform the action prepared to evade the first misfortune
+and the second (but not both at once). You must prepare to determine
+instantly which of the two misfortunes befalls you, and to react
+appropriately. After you have mastered pairs of misfortunes, you go on to
+triples of misfortunes, and so forth.
+
+The principal games are for a large room with no animals or distracting
+sounds present.
+
+\textbf{A.}Walk across the lighted room from one corner to the diagonally
+opposite one, breathing normally, with your eyes open.
+\begin{enumerate}
+\item You are suddenly upside down, resting on the top of your head on the
+floor. You must get down without breaking your neck.
+
+\item Although the floor looks unbroken and solid, beyond a certain point
+nothing is there. If you step onto that area, you will take a fatal fall. Thus, as
+you walk, you must not shift your weight to your forward foot until you are
+sure it will hold. Put the ball of the forward foot down before the heel.
+
+\item Something happens to the cohesive forces in your neck so that if your
+head tips in any direction, it will come right off your body, killing you
+immediately. Otherwise everything remains normal. Thus, as you walk, you
+must "balance" your head on your neck. When you reach the other side of
+the room, your neck will be restored to normal. (Prepare beforehand by
+walking with a book balanced on your head.)
+
+\item Invisible conical weights fall around you with their points down, each
+whistling as it falls. You must evade them by ear in order not to be stabbed.
+Walk softly and fast.
+
+\item The room is suddenly filled with water. You have to control your lungs
+and swim to the top. Wear clothes suitable for swimming.
+\end{enumerate}
+
+\textbf{A'.} Play game A while on a long walk on an uncrowded street. The floor
+is replaced by the sidewalk. The fifth misfortune becomes for space suddenly
+to be filled with water to a height of fifteen feet above the street.
+
+\textbf{B.} Lie on your back on a pallet in the dimly lit room, hands at your
+sides, with a pillow on your face so that it is slightly difficult to breathe, for
+thirty seconds at a time.
+\begin{enumerate}
+\item The pillow suddenly hardens and becomes hundreds of pounds heavier. It
+remains suspended on your face for a split second and then "falls," bears
+down with full weight. You must jerk your head out from under it in that
+split second.
+
+\item The pillow adheres to your skin with a force greater than your skin's
+cohesion, and begins to rise. You must rise with it in such a way that your
+skin is not torn.
+\end{enumerate}
+
+\textbf{C.} Lie on your back on the pallet in the dimly lit room.
+
+\begin{enumerate}
+\item Gravity suddenly disappears completely, so that nothing is held down by
+it; and the ceiling becomes red-hot. You must avoid drifting up against the
+ceiling.
+
+\item The surface you are lying on becomes a vast lighted open plane. From the
+distance, giant steel spheres come rolling in your direction. You must evade
+them.
+
+\item Your body is split in half just above the waist by an indefinitely long,
+rather high, foot-thick wall. Your legs and lower torso are on one side, and
+your upper torso, arms, and head are on the other side. Matter normally
+exchanged between the two halves of your body continues to be exchanged
+through the. wall by telekinesis. It is as if you are a foot longer above the
+waist. In order to reunite your body, you must first roll over and get up,
+bent way forward. There are depressions in the wall on the same side as your
+feet. You have to climb the wall, putting your feet in the depressions and
+balancing yourself. You will be reunited when you reach the top and your
+waist passes above the wall.
+\end{enumerate}
+
+\textbf{D.} Sit in a plain, small, straight chair, on the edge of the seat, hands
+hanging at the sides of the seat, feet together in front of the chair, in the
+lighted room, for about thirty seconds at a time.
+
+\begin{enumerate}
+\item The chair is suddenly out from under you and sitting on you with Its legs
+straddling your lap and legs. You have to get your weight over your feet so
+you won't take a hard fall.
+
+\item The direction of gravity reverses and the chair remains anchored to the
+floor. You have to grab the seat and hold on in order not to fall on the
+ceiling.
+
+\item You are suddenly in a contra-terrene universe, in which the atmosphere is
+unbreathable and prolonged contact with either the atmosphere or the
+ground will disintegrate you. The seat and back of the chair become a
+penetrable hyperspatial sheet between the alien universe and your own. As
+soon as you feel the alien atmosphere, you must jerk your feet off the
+ground and deliberately sink or plunge through the seat and back of the chair
+in the best way that you can. You will end up on the floor under the chair in
+your universe.
+
+\item You are suddenly in dark empty space in a three-dimensional lattice of
+gleaming wires. Segments of the lattice alternately burst into flame and cool
+off. You adhere to the chair as if it were part of you. With your hands
+holding onto the seat, you can move yourself and the chair forward by
+
+\end{enumerate}
+
+\plainbreak{2}
+
+\textbf{[NOTE: TWO PAGES MISSING HERE IN SCAN]}
+
+\plainbreak{2}
+
+from blundering into a radiation beam, you have to communicate
+pre-verbally to the other mind by every means from vocal cries to
+pantomine, and get your-body/his-mind out of range of the radiation. When
+the body is out, you will both be restored to normal. (The first thing to
+anticipate is the basic shift in viewpoint by which you will be looking at
+your own body from the other's position. There is no point in tensing your
+muscles in preparatiton for the misfortune, because if it occurs, you will be
+working with a strange set of muscles anyway. The next thing to prepare to
+do is to spot the radiation beams; and then to yell, gesture, or
+whatever--anything to get the "other" to avoid the radiation. Note finally
+that neither player prepares for the possibility that he will be surrounded by
+radiation. Each player prepares for the same role in an asymmetrical pas de
+deux.)
+
+\emph{Asymmetry:} The two of you play a given duo game, but each prepares
+to evade a different misfortune.
+
+\textbf{AB.} Stay awake with eyes closed for an agreed upon time between one
+and fifteen minutes. Use a timer with an alarm.
+
+\begin{enumerate}
+\item Each suddenly has the other's entire present consciousness in addition to
+his own, from perceptions to memories, ideologies, ambitions, and
+everything else---threatening both with psychological shock.
+
+The couple must take up positions such that their sensory perceptions
+are as nearly identical as possible. Beforehand, each must discuss with the
+other the aspects of the other's attitude to the world which each must fears
+having impused on his consciousness. During the game, each must think
+about these aspects and try to prepare for them.
+
+\item Each suddenly relives the other's most intense past feelings of depression
+and suicidal impulses. In other words, if five years ago the other attempted
+suicide because he failed out of college, you suddenly have the consciousness
+that "you" have just failed out of college, are totally worthless, and should
+destroy yourself. Presumably the other has since learned to live with his past
+disasters, but you do not have the defenses he has built up. You are
+overwhelmed with a despair which the other felt in the past, and which is
+incongruous with the rest of your consciousness. In summary, both of you
+risk shock and suicidal impulses. Beforehand, of course, each must tell the
+other of his worst past suicidal or depressed episode; and discuss anything
+else that may minimize the risk of shock.
+\end{enumerate}
+
+\section*{Intrusions in Duo Games}
+
+As before, distractions and modulations can be openly studied by
+consent of the players. As for bogies, it is possible in duo games for one
+player to create a bogy without warning, in effect acting as a saboteur. As
+soon as a game is sabotaged, though, confidence is lost, and each player just
+watches out for the other's bogies. Here are some sample intrusions.
+
+\begin{tabular}{ r c c c }
+ \textsc{Game} & \textsc{Distraction} & \textsc{Bogy} & \textsc{Modulation} \\
+ AA 1. & cough & shout in other's face & each take a different drug \\
+ 2. & talk and laugh \linebreak get out of step & $\rightarrow$ \linebreak (stomp hard) & \\
+ 3. & spin around & $\rightarrow$ & \\
+ AB 1. & cough \linebreak talk and laugh & gasp \linebreak silently pass palm back \& forth in front of other's face & \\
+ 2. & & & \\
+\end{tabular}
+
+