Self-Growth 2: Growing in DecisionScene: 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 can’t help them. It’s 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. Silence |
Deciding, Choosing,
Self-Growth 3:
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The Thinkerer
09/08/2008 Copyright (c) D. F. Dansereau & S. H. Evans |
Head Talk | ||
| Famous fables | |||