The
Plot
Teresa
follows Kwan's advice and Debbie does not. Debbie tells Melissa about
having seen her, and asks her if she can help. Melissa is first amused
and then outraged and she tells a lot of people that Debbie said.
The whole school teases her about "making up" a rape case.
Teresa
manages to stay close to Debbie and manages to fend off the harassment
appropriately. What Kwan has told them about their friend's possible
response turns out to be true. The girls have several conversations
during the film to make peace with themselves about that happening, and
Kwan gives them attention that heals.
Kwan Yin
also tells the girls the shape of the social structure on her home world.
All families with children use a set of protocols, common knowledge of
the benefits are unquestionable. The young are all safe, with needs
met; no crime, violence or disease exist on that planet. This was
not always so: they transitioned and so many aspects are known.
The
girls listen to the stories and develop those images in their heads.
Later, they talk together about it while they play a video game.
They play with the idea that the transition to Kwan's ways like getting
to a different level, and they get excited about designing a game just
for this.
They download
a free game maker program off the internet. They build a video game that
shows the child-safe configuration as if it were already there, a level
in the game to be attained. They call the destination level MotherWorld
because that is what Kwan called her home world.
The
players start the game in level one called the Tall World, because it is
designed for the convenience of adults, as if children were not even there.
They are, essentially, underfoot. Children (players) must dodge,
deal or be dealt with by problem adults. As children become adept,
they also collect younglings who look up to them and follow them about.
The game
contains a set of pathways or key events that need to be accomplished to
"add dimension" to the MotherWorld level. This involves both "capturing"
spaces and also christening key figures from the Tall World, who then double
as Stewards in Mother World. When this happens problem adults become
more problematic.
The
idea is to survive and thrive: get from the Tall World to MotherWorld,
with as many of their bevey of younglings with them as they can.
Winners accomplish the pathways and carry many across. The game they have
created gets wide play. Children are especially entertained by the
portrayals of problem adults. Players from all over design new problem
adult characters to augment the game.
Meanwhile,
Wanda and Ilene are both doing things on their own. Unbeknownst to
all parties, they have also received special attention from Seven Sister
allies. Both were already involved in 4-H or Homemaker's Club: now
they have amped up their activities with the RiverKeeper's
program and the Homemaker's Pledge. The
adults notice the game that so many children are playing.
The
game reaches a sort of crossover with reality when Debbie seizes the mike
at the high-school graduation away from the planned speaker.
"She says:
I know I've put everyone through a lot of upset with my insistence that
sexual abuse was real and presently happening in our neighborhood.
I insist now that the teasing stops and everyone get realistic about what
it is I have to offer. If my belief that sexual abuse is currently
happening was a fiction, then it was a useful fiction, because it has caused
me to come up with a solution that can be applied to this problem for the
whole community."
Debbie
goes on, and the crowd is stirred. The Game and life behaviors converge
in the real world, as over the following summer, adult allies are being
inspired to take positions as Stewards in their roles as parent, as public
school teacher, scout leaders, sunday school teacher, 4-H leader, minister,
policemen, local Judge. Meanwhile problem adults become visible and
identified. Through the video game children have rehearsed key events
and I'm not going to tell absolutely everything !!! Let's just say
it gets pretty exciting.
.
Lady Liberty, the aspect of Mother that demands justice, the only avenue
towards everlasting and dynamic peace begins to whisper to many. The problem
of family violence is a disease. War to end all wars is an immune system
response. Its going to be fun that the answer has been with us all
along - we just didn't fully recognize it. The climax is re-volution, evolution,
a restart and reboot of church and state.
There
is wonderful catharsis and relief as the story closes, and a new normal
is now in place. The women involved in the Homemaker's Pledge programs
and all in the Riverkeepers Allies form the generative foundation for an
established community - healing, complete with all the protocols Kwan uses
on her Motherworld. Everybody gets their way and all this perfectly
meshes with the kids video game. Happy ever after.
click here
to collect the video game ! (that is wishful thinking. I don't
exactly have that in hand yet.)
What
I do have is the speech that Debbie surprised everyone with, especially
herself ! when the Lady loved her taking a stand that was especially
well timed . . . click on the parchment below for that piece of the script.
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