Truism
NewA general truth anyone agrees with. It opens the door to 'yes'.
- Everyone knows what it's like to fall asleep after a long day.
- People can learn new things without realising it.
Detected automatically in the games
All the language in the game, by family: what each pattern does, its formula, and examples ready to say aloud.
First describe what is true right now. Only then open a direction.
A general truth anyone agrees with. It opens the door to 'yes'.
Detected automatically in the games
Describe what the person can check right now: what they hear, feel, see. Each true sentence adds an inner 'yes'.
Detected automatically in the games
Three checkable truths in a row, then a suggestion. After three 'yes', the fourth comes on its own.
Detected automatically in the games
Whatever shows up — a noise, a cough, a doubt — becomes part of the process, not an interruption.
Detected automatically in the games
Tie the resource to a concrete moment in real life, so it shows up there by itself.
Detected automatically in the games
The words that join one sentence to the next, so experience flows without a jump.
Glues what is true to what you want next. 'And' asks for no proof, only continuity.
Detected automatically in the games
Two experiences placed side by side in time. The first seems to bring the second, without saying so.
Detected automatically in the games
State directly that one thing produces another. Stronger than 'and', but risky if the leap is too big.
Detected automatically in the games
Tie two variables together: when one grows, so does the other. Any progress becomes proof.
Detected automatically in the games
Anchor the suggestion to something that will certainly happen. The event becomes the trigger.
Detected automatically in the games
What is taken for granted without being said. The mind debates the detail and accepts the rest.
You don't discuss WHETHER it happens, only WHEN: before, after, until.
Detected automatically in the games
Begin, continue, already, still, again: they assume the process is already moving.
Detected automatically in the games
The order can be questioned; the fact that it happens — not.
Detected automatically in the games
Offer two options; both lead the same way. The person chooses HOW, not WHETHER.
Detected automatically in the games
Notice, realise, discover: what follows is assumed true; all that's left is to notice it.
Detected automatically in the games
You don't ask whether it happens, only how easily or how deeply. The process is already assumed.
Detected automatically in the games
An evaluative word up front presupposes the rest of the sentence is true.
Detected automatically in the games
The suggestion travels inside a larger sentence, without sounding like an order.
A short instruction hidden inside a longer sentence. Aloud you mark it: lower tone, slower pace. Here you mark it with *asterisks*.
Detected automatically in the games
A question phrased as a statement. The mind answers inside, without the pressure of answering aloud.
Detected automatically in the games
The mind first processes what follows 'don't'. Used on purpose, it invites exactly that.
Detected automatically in the games
A yes/no question that is really an invitation. The person does it before answering.
Detected automatically in the games
A small question at the end that turns the statement into agreement and distracts from resistance.
Detected automatically in the games
Someone else says the suggestion, inside a story. I'm not giving it to you — just quoting, so there's no one to argue with.
Detected automatically in the games
Open space each person fills with their own meaning. Resistance has nothing to grab.
'You can', 'you might', 'it's possible': you give permission, not orders. Resistance has nothing to fight.
Detected automatically in the games
Processes turned into vague 'things': calm, confidence, understanding. Each person fills them with their own meaning.
Detected automatically in the games
Something, someone, a part of you: without details, the mind picks what fits.
Detected automatically in the games
Say what the person is probably thinking or feeling. If it's plausible, they feel understood — and follow.
Detected automatically in the games
An evaluation without saying who makes it. It sounds like a law of nature, not an opinion.
Detected automatically in the games
Every, all, always: they generalise the experience and make it feel certain.
Detected automatically in the games
List every possible response, including 'nothing'. Whatever the person feels becomes the right answer.
Detected automatically in the games
Give the direction, not the route. The person chooses the form, so the form is always theirs.
Detected automatically in the games
Finer structures: choices that lead to the same place, opposites, stories that say what isn't said directly.
The conscious mind can do anything; the unconscious does the work anyway. Both options lead to change.
Detected automatically in the games
Two opposite sensations, linked: one grows, the other fades. The contrast makes both more vivid.
Detected automatically in the games
The message lives in the story. The person draws the conclusion — and doesn't reject their own.
Detected automatically in the games
Give feelings to an object. The gentle absurdity sends the mind looking for meaning — usually about itself.
Not detected automatically — you recognise it by ear
A sentence that reads two ways. The mind processes both and goes deeper while searching.
Not detected automatically — you recognise it by ear
The mistakes that spoil a good suggestion. The detector deducts points for them in every game.
'Try' presupposes it might not work. You've invited failure into the sentence.
Fix: Replace it with 'you can' or 'allow'.
'But' cancels everything said before it — exactly the truths you built the pacing with.
Fix: Use 'and': keep what is true and add the direction.
To understand 'don't worry', the mind first has to represent worry.
Fix: Say what you want, not what you don't: 'you can stay calm'.
'Must', 'have to', 'immediately' add pressure. Pressure breeds resistance.
Fix: Switch to permission: 'you can', 'it's okay to'.
'Why' sends the mind into analysis and justification — away from experience, back into the head.
Fix: Ask 'how' or 'what do you notice', or drop the question.
'Difficult', 'your problem', 'your pain' bring back exactly the state you want to move away from.
Fix: Name the resource, not the problem: 'comfort', 'relief'.
Ericksonian language is a tool of influence. Use it with the consent of the person in front of you, for their benefit, and always leave them free to choose. Permissive language isn't a trick: it is respect built into grammar.