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The other concept I'm working with is actionable items.

Often actions that I think are actionable are not really actionable. I don't know I can't do it until I try to do it.

When I try to take action on
kill Vernita Green

I realize I can't take action on that. I don't have the right tools, I don't know where she lives, I don't know when she'll be home.

So I create children actions that move me closer to completing the parent action.