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 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

The Mulling Team

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Deciding, Choosing,
Self-Direction

 

Self-Growth 3: 
Deciding about Indecision

 

The Thinkerer 09/08/2008
Copyright (c) D. F. Dansereau & S. H. Evans

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