Self-Growth 2: Growing in Decision
Scene: the Head Office. The Vulcan and the Engineer sit at small desks. The Un lounges on a beanbag chair. The Canter and the Shudoff sit properly erect in straight-backed chairs. Others lounge in comfortable chairs. The Storyboarder toys with a felt-tipped marker.
Vulcan: We were mulling about self-growth.
Engineer: We found some parts of the head that might help people with self-growth.
Canter: We canít help them. Itís too complicated. We can't be sure we found all the parts.
Un: If there are parts we have not found, the Canter can show them to us.
Canter: We can't show you what you haven't found.
Un: You can show people what they can't do.
Canter: That we can do.
Un: The Canters know their calling. What are the walls that people can't pass?
Hunter: On the road to self-growth. We want to stay on target.
Canter: We can't list everything. There are too many walls. The walls are different for different people.
Engineer: The secret of getting ahead is getting started. Start with the most important.
Vulcan: In the moment, the most important wall is indecision.
Un: In Decision? I used to work in that town. I sold water paint to the sign painters.
Canter: You can't paint signs with water. In a few minutes there is nothing there.
Un: But it keeps the painters busy.
Empath: Many people would not call indecision a wall. They would say it is the result of a wall.
Vulcan: They would look beyond their hesitation and see another wall.
Un: He who hesitates is last.
Empath: That other wall keeps them from deciding.
Vulcan: But they do decide. They decide to hesitate. To wait.
Networker: To wait for Godot.
Vulcan: Waiting is a choice. Waiting is a decision.
Un: It is not a wall that holds people back. It is the waiting.
Vulcan: The choice to wait. Indecision.
Canter: But they can't decide. They don't know the right choice.
Un: They decide to wait. Whether that is the right choice or not.
Explorer: They can decide to explore. To test. To try out.
Hunter: Anything that doesn't work is a trial run.
Canter: They can't even explore unless they know what they want.
Un: They can explore what they want.
Tooth Fairy: They can wish.
Storyboarder: They can imagine what things would be like if the wish came true.
Empath: They can feel what it would be like.
Vulcan: They can decide how much they want it.
Un: Or how much they don't want it.
Engineer: They can decide whether it is worth working for.
Un: Or whether it is worth abandoning for another wish.
Vulcan: They can decide. They can choose.
Un: Either way, they can stop waiting.
Networker: They can move out of indecision.
Un: Or they can go on painting their signs with water.
Vulcan: It is their choice. Their decision.
Networker: Nobody else can go there for you. You gotta go there by yourself.
Copyright (c) D. F. Dansereau & S. H. Evans