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05 FEB 2004
The answer and the quest
The mission story offers The Answer, but that's a pretty short story. Forget the answer. We need an adventure quest, a long struggle from dire straits towards a great and glittering prize. That's a vast improvement in dramatic structure.

The answer does nothing by itself. Adventure or action is necessary to put the answer into effect. The Manual of Faith has three chapters of theory, but then insists on practice. The adventure goal is arbitrary, something to produce the action by which we are saved.

We are all lost in seriousness, and our goal is to find funniness by building funny world, a never-ending task. Even if we're saved at the beginning, we continue to act as if we're lost. That's the story now.

The adventure sends us on a long quest for funniness, much more realistic and intriguing than instant salvation. We can throw in opposition that puts funny world at peril, so we're always struggling for this great prize.
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The answer becomes a clue >>