MOVIE SCENARIO


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.
 
 

 
 

MOVIE !! YAY !!!
 
 
 
 
 
 
 
 

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copyright 2003
by k williams