Quest
One real thing a Cell does in one season, together, and can point to afterward.
A Quest is the unit of work in the Game. It is bounded by a Season of about ninety days, held by a body rather than a person, and written so that at the turning nobody has to argue about whether it was done. Three words test it: real — it changes something you can see; near — within reach with a few hours a week; yours — chosen at your own table. A garden on the corner lot is a Quest. Improving community wellbeing is not one yet.
It is load-bearing because it is where The Goal stops being an aspiration. A Cell without a Quest is a discussion group. A Quest carries the why — what will be a little more like Heaven when this is done — and that sentence is the thread by which one table's work is tied to the whole body's work. Quests stack up and align to produce Throughput of the Goal, which is how ten thousand tables amount to something rather than to ten thousand hobbies.
How it is played. It is chosen by the whole table, by consent, in the move Choose a Quest, and written on The Questcard with its done when line and its blank for our part of the bigger plan — blank until a sentence reaches you from your home, which is what The Return brings down. Each week the card is rewritten with who will do what by when; each of those lines is a Commitment. At the turning, line 5 of The Season Sheet says done, continuing, or laid down — and laying one down is an honest move, not a failure, so long as the story says why.
A Cell usually carries one Quest at a time; two is fine if the table can carry them. A Quest serves a milestone above it where there is one, and the card says which. Treated seriously it is a project like any other — framed, planned, and made ready — which is what Every Quest Is A Project insists on, and holding a season of a life is itself a Quest when a member needs it.
Also called: Quests · Quarterly Quests · Seasonal Quests Stands on: The one question · Cell · Season · The Goal Opens onto: Choose a Quest · The Questcard · Do the Work · Every Quest Is A Project · Stacking Up And Aligning · The Season Sheet · The Quest (as journey) In play: table · Home Sources: Quest (root page) · The Questcard (current best understanding) · The Twelve Words, word 2 (current best understanding) · The LIØNSBERG Operating System §10 (draft) · The DNA of Heaven, Parts V and XII (Fable synthesis, second draft) · lionsberg.wiki: Quest, The Quest Open: Two pages carry the name — Quest at the root and The Quest as a card in LIØNSBERG, Earth, and the Cosmos — and the field also holds The Quest (as journey) for the lifetime sense. Three senses, one word. · Whether a Quest may cross more than one season, or must be re-chosen at each turning, is read differently by the Questcard and the Season Sheet.