Question Quest

Early in 1997, while resident at Arcosanti as Workshop Coordinator, I had an interesting conversation with a fellow resident on the topic of looking for answers to questions. He observed that it's first important to know what question to ask. If we mistakenly ask the wrong question then our answers take us in the wrong direction. As we refine our questions, the more valuable our answers become.

In normal conversation, we spend most of our time in making declarative statements rather than asking questions. As we make declarative statements, we inhibit the process of refining our questions. This is because declarations act as cognitive wheels which end up making ruts in our path of thought. In pursuit of the optimum question, we reasoned, why not create a forum in which answers--that is, declarative statements--are not allowed? That evening I created a humorous set of "rules" for such a forum, and dubbed the game "Question Quest".

Over the course of the year, I held about a dozen sessions with different workshop groups. Group size varied from five to about fifteen people. Ten to twelve people seemed to be an optimum number of players. Sessions were officially thirty minutes long. After about twenty minutes, there was invariably a marked change in the players' mindset and approach to play. Folks would normally continue the game five to ten minutes beyond the half-hour. One group was still going strong twenty minutes overtime but had to be stopped because of a scheduled seminar. Only once did the game end before time because, ironically, my cohort wouldn't stop talking about how important it was to ask questions. Each session was different and enlightening. Most people enjoyed the experience, a few thought it was brilliant, a few didn't like it.

I offer this game as a brainstorming tool at management retreats or as an excellent ice-breaker at gatherings. Feel free to distribute the rule sheet.

These are the rules:

Whereas

...we are free-thinking persons engaged in seeking answers; and

Whereas

...in order to arrive at the correct answer, it is first necessary to ask the correct question; and

Whereas

...the more we are able to refine our questions, the greater the value of those answers; and

Whereas

...we recognize that making statements may lead us astray from recognizing the the questions we need to ask;

Therefore

...we are resolved to establish the following

RULES OF PLAY

  • A Referee shall be appointed to oversee play, keep time, and record questions.
  • Play will commence at the signal of the Referee and may continue at will.
  • Players may participate by making utterances.
  • All utterances must be in the form of questions.
  • Utterances not in the form of questions shall be declared by the Referee to be not questions.
  • Utterances made by the Referee are part of the field of play and as such are considered neither questions nor not questions and may be laughed at by the players.
  • Laughter is not considered an utterance.
  • The Referee is not obliged to answer questions, even for clarification. Players are encouraged to cope with ambiguity.
  • Play will continue until the end of time or until five consecutive utterances are declared by the Referee to be not questions.
  • At the end of play, players may choose to go into overtime and dispense with the need for a Referee.

Miscellaneous comments:

The game may coalesce around a predetermined question or theme.

It is a good idea to have a light snack available to the players--chocolate worked well. Coffee is an excellent option.

"Are there any questions?" or "What do we need to ask?" are effective ways for the Referee to signal the start of play.

Since the Referee must declare non-questions, the sentence, "That is not a question" is short and effective. I don't care if you want to quack.

"Time is up; will you continue?" is a neutral way to announce the end of official play without implying that the game ought to stop.


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