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01 FEB 2004
Visions of funny future
Stories of the unknowable inject drama into funny now. We play big. Our grand visions are designed to be performed, not achieved. To reinforce this view, we show ourselves comically incompetent to address such visions. We dwell firmly in the land of make-believe.
9333
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.
9342
07 FEB 2004
The answer becomes a clue
The mission story had The Answer. In the adventure story it becomes The Clue. Then we the clueless, the serious ones, rush off with it seeking the impossible.Must be funny works just fine as a clue. We need to puzzle out the answer by applying the algorithm to each question on our journey.
9347
16 FEB 2004
Funny money monstrosity
Funny religion says make people laugh, earn funny money. Then the true believers have to work on a money system and persuade others to use it.This is an existential joke and a running joke. Some serious engineering mind came up with this monstrosity, a monetary system to measure spiritual progress.
And there is another joke to be found in there. Funnier-than-thou status wars.
Greed is good. Transfer it from our old currency and indulge. Build the funny economy.
9379
18 FEB 2004
Funny money inflation
There are no controls on funny money. That makes it funny and no threat to reality. When some new player prints up a few billion, we pretend to be impressed. We bow down and worship. At last somebody's volunteered to play god.
9382
20 FEB 2004
Being and action
Funny money is the action part. Arguing about being funny goes nowhere. With funny money we can get down to funny business. Funny money is the engine of funny world. We don't sit around contemplating philosophy. Funny money makes us do stuff. Funny is as funny does.
9390
25 FEB 2004
Triple joke
The first joke is the funny mission, which we pursue seriously, deadpan.The second joke is that we don't believe in it, and we're taking advantage any way we can.
The third joke is parts of it may be true after all, but we don't know which.
9411
26 FEB 2004
All saved, all lost or who cares?
All saved is too cheery. The news isn't that good. All lost is funnier and goes on forever. We make futile efforts while convinced we're on the right track. We're optimistic fools. Salvation beckons. We have dramatic contrast.All lost expands the story. We're on a long path to funniness, which is realistic. We are funny for brief moments, and want more. Being on the path is saved, but that's an esoteric understanding. The path says we aren't there yet, and that's what makes the mission go.
9414
28 FEB 2004
Funny money
First use is for missionary work, the personal explicit earnings requirement of our faith, $100/hr or per encounter invested in funnies. The customer leaves with self-chosen religious tracts. The missionary adds to investment in a composite funny world.The money doesn't mean much yet, and maybe it never will. It's a catalyst for action. It's whatever we say it is. We pretend it's important. We may give it elaborate rules, chosen for their comedic value. The money is mainly story, a dramatic device. Its use for games may seem an afterthought, though it will drive the mission, adventure game, funny economy.
9421
28 FEB 2004
Funy money has no plans
Funny money is mainly drama, performance, story. Funny money has no plans. Create a growth economy? Be sought after for higher values? This is old thinking, which would make a god of funny money and seek nothing else.Instead, funny money supports the present interaction. That's as far as we look. That's the bottom line. If we don't perform now, we have no future.
Funny money has no independent claim to exist. The traditional idea of money as the great goal of life may be pursued with comic exaggeration, collapsing it from a plan to a performance.
9422
28 FEB 2004
Funny world as play
In a play the roles and drama are scripted and played for our and others' amusement. The mission, the funny money, the serious personality are just parts of a fantasy, an illusion. They are malleable and subject to our whim.The mission as fantasy does not need to go anywhere. Funny has no plans. The serious self is now a character actor.
9423
29 FEB 2004
The funny money story
Funny money is a tool, and a story, a dramatic device. In the mission story funny money is very important. It's our measure of spiritual virtue and it builds funny world. It's our bottom line. That works for secular players also.Our obsession with funny money and the bottom line is a parody of serious world. Our religion has sold us out and declared that play money is the highest value. We've naively accepted this bogus value system and think it will take us to heaven.
9426