Choose a Quest
Move three: one real thing, for one season, that your Cell can do together and point to afterward. Real, near, and yours.
Choosing is a move and not a wish. A Cell without a Quest is a discussion group; a Cell with a Quest it cannot finish in a season has a plan and not yet a Quest. The three tests are exact: real — it changes something you can see; near — within reach with a few hours a week; yours — chosen at your table, not handed down. One Quest at a time is usual; two is fine if the table can carry them.
It is load-bearing because it is where the Goal touches the ground. The one question is asked of the candidate work, and the answer is written on The Questcard as the why: what will be a little more like Heaven when this is done. If the youngest person at the table cannot say why, the Quest is not tied to anything yet. This is also where a table's work joins the body's work — Quests stack up and align to produce Throughput of the Goal, and Stacking Up And Aligning is how that is done without anyone commanding it.
How it is played. Surface candidates from the weave; test each against the one question and the three words; decide by consent, not by vote, so that a Meaningful Objection can still stop a bad choice. Write the Quest in one sentence a child can repeat. Write done when so that two people could not argue about it at the turning. Leave our part of the bigger plan blank until a sentence reaches you from your home. Then name who holds it, and let the week's commitments begin.
Also called: Choose The Quest · Choosing Your First Quest Stands on: Quest · The one question · Weave Spirit, Hearts, and Minds · Consent-Based Decision-Making Opens onto: The Questcard · Do the Work · Every Quest Is A Project · Stacking Up And Aligning · Season In play: table Sources: The Seven Moves, move 3 (captured) · The Questcard (current best understanding) · The LIØNSBERG Operating System §10 (draft) · The DNA of Heaven, Part V (Fable synthesis, second draft) · lionsberg.wiki: Quest, The Questcard Open: The Playbook names a Play and a Pattern of the same name; neither was opened in this pass, so the choreography here is drawn from the cards. · Whether a Quest is chosen at the turning only, or whenever the last one is done, is not stated.