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20 FEB 2010

Inquisition manual

The central Inquisition task is to extract labor from funny world. Heretics are sentenced to do time.

The production chain starts with building funny world and recruiting heretics. We show them how to create their own funny money, which is functionally similar to time dollars. We sponsor games and they learn the funny money economy by playing.

We play the opposition in the games, and attack any serious ideas or activities. We seize the funny money involved and turn it into time dollars, which the heretic is required to work off.

An example would be a nonprofit social fundraising event. Funny world is the entertainment, and time dollars become a volunteer commitment, or they can be paid off at $100/hour.

That's just an introduction to a weekly event, where players get involved in an ongoing funny world creation, and generate an ongoing supply of hours.

When players find they can build a world with their funny money, they're ready to do something with their time dollars.

Time dollars are kept in accounts in the nonprofits they work for. The volunteers have earned them and they don't go away. The first step to making time dollars valuable is transferability. Volunteers should be able to move, consolidate accounts, invest their time dollars in their favorite causes. Donors to nonprofits then have a major metric to follow, and may match the volunteer support.

Transferability of time dollars establishes a banking system and a minimum standard for nonprofits. This is a major goal of the Inquisition, to establish time dollars as an alternative nonprofit currency.

Building a time dollars economy can then follow, meeting needs not met by money. Time dollars will become a form of social security and a valuable backup to the shaky money economy.

This should appeal to heretics, that funny world is a rehearsal and training for bringing something new and good to serious world and meeting the challenge of our times.

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