• Idea: purpose can't be taught — only heard, if you make room for it
  • Stage 1: keep whatever feels true — at least five
  • Stage 2: narrow to five. Stage 3: ten head-to-head questions
  • Every pair can be answered “equal” — no one is ever forced to choose
  • No score, no right answer, and it never types or labels a teen
  • The result is three values, each with one question to take away
  • The compass is kept with its date, so next time the drift is visible
  • It closes by saying values move, and invites them back
  • Oat hosts it — he's still learning to stop measuring himself against everyone else
  • Let a teen write a line under each value and keep it as their own noteplanned
  • Link it to /journal so a year of compasses can be seen at onceplanned

✓ = done · ☐ = planned. Every game is built one step at a time like this.