Module

Lessons composed together on one shelf: the lessons that serve one part of the play. A module is made of lessons and is always more than one.

The word is a size, and it is the size above a lesson. A module teaches one capability that a person and their agent need in order to play well together — entering a room, keeping a live record, improving an agent over months — and gathers the lessons that capability actually takes.

It is load-bearing because it is where a teaching becomes navigable. A pile of lessons has no order; a module says which few belong together and what they are for, so a person can take the shelf their play has reached and leave the rest. It is also the unit that lives: one hand writes it, a second reader who did not write it reads it whole, it is repaired, it is tried in a real room, and whoever uses it improves it and passes the improvement back. What is played and proven moves on; what is not yet proven goes back for repair.

A Player+ meets modules as shelves in a deck and chooses by name rather than by number. A keeper meets them as things to be made: same parts in the same order, so that whoever can read one can read them all; nothing on the page that is not settled and true today; every unsettled decision moved to the keepers' notes with a recommended answer; no other author's wording carried, and no person named.

Held rightly, a module is current best understanding and deserves refinement rather than reverence. When your own life disagrees with it, change the text and say why.

Also called:Stands on: Lesson · Capability · Player+ Modules Opens onto: The Deck Standard · Second reader · Keepers' notes · Top card · Shu-ha-ri · Continuous Improvement · The LIØNSBERG Workshop In play: door · beyond Sources: Player+ Modules, How a Module Lives, Start Here, The Deck Standard · The DNA of Heaven, Parts VIII and XII · lionsberg.wiki: The LIØNSBERG Workshop, The LIØNSBERG Playbook. Open: none found.