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Pleasant Journey

Richard Thieme (b. 1944)

Science-Fiction & Fantasy5 min read·1,207 words

A man purchases a mysterious device that transports users to their own idealized memories. He soon finds the lure of this private heaven overwhelming, questioning if one should ever return to reality.

In Short

This science fiction story follows a shrewd carnival buyer named Allenby who discovers a revolutionary invention created by a reclusive builder named Jenkins. The device, a specialized chair that projects the user into their own subconscious "home," promises immense profit as a carnival attraction. However, the technology’s power to provide total emotional fulfillment creates a dangerous obsession for its operator. It has remained a compelling read because it probes the seductive power of escapism and the fragility of the human connection to a mundane, often painful, world.

The Story

The narrative opens in a barn-like workshop where Jenkins, an inventor, presents his latest creation to Allenby, a skeptical representative from a major amusement company called Star-Time. Jenkins is confident in his product, "Journey Home," a modest-looking booth containing a salvaged airplane seat and a helmet-like apparatus. Despite Allenby’s wariness—he is concerned that a ride without physical motion might not sell—he agrees to a trial. Jenkins straps him in, pulls a switch, and the world goes black as the device synchronizes with Allenby’s brain waves.

The experience is immediate and transformative. Allenby finds himself standing on a ramp overlooking a luminous, white city where the inhabitants sing his name in a chorus of adoration. The scene shifts abruptly to a surreal, lonely highway where he walks against a rush of traffic, leaving behind a bleak, desolate landscape of rubble. As he pushes toward the horizon, the scene shifts again to a vibrant, sun-drenched meadow. Here, the sensory details are vivid: the smell of flowers, the cool water of a stream, and the physical vitality of his own youth. He hears a voice calling him to lunch at his childhood home and feels the absolute joy of a perfect, innocent Saturday.

The spell breaks as quickly as it began. Allenby returns to the dim, dusty workshop, disoriented and breathless. Jenkins informs him that only ten seconds of "real" time have passed, though the internal experience felt like a lifetime. Fascinated and deeply affected, Allenby immediately writes a six-thousand-dollar check for the machine. He demands expedited shipping, eager to possess the ride for his parks.

As they finalize the deal, Jenkins offers a grave warning: the machine should only be used once per person per day. He fears that if someone spends too much time in their own mind, they might lose the will to return to reality. Allenby dismisses the caution with a professional nod, but as he leaves, the warning takes root. Back at his hotel, soaking in a bathtub, the memory of the meadow haunts him. He repeats Jenkins’s warning to himself like a mantra, realizing that the machine offers something far more dangerous and intoxicating than mere entertainment: a place where one might choose to stay forever.

How It Unfolds

The demonstration Allenby arrives at the workshop and expresses skepticism toward a ride that promises no physical thrills. Jenkins insists the buyer experience the technology firsthand, strapping him into the helmeted chair.

The internal voyage The device triggers a sequence of vivid, subconscious projections, moving from a city of adoration to a barren highway. Allenby finally reaches an idyllic meadow that feels more real and vital than his waking life.

The transaction Allenby returns to the workshop, shocked by the intensity of the experience. Despite the short duration of the trip, he is instantly hooked and secures the device for his company.

The warning Jenkins cautions Allenby about the psychological danger of the machine, suggesting that users might become trapped in their own memories. He advises limiting exposure to prevent total withdrawal from reality.

The lingering obsession Allenby departs with the machine, but his internal state is permanently altered. He spends his evening lost in thought, obsessing over the possibility of leaving the real world behind.

The People

Jenkins is a pragmatic, somewhat mysterious inventor who treats his life-altering technology as a simple commodity. He understands the mechanics of the "Journey Home" and the financial potential of the midway, yet he maintains a quiet, detached awareness of the machine's darker potential. He is not a malicious man, but he is a dealer in dreams who seems to have seen the consequences of his work before.

Allenby is a fastidious, professional businessman accustomed to the high-stakes world of amusement rides. He is driven by his role at Star-Time and the pursuit of a profitable product, but he is fundamentally a man searching for something he has long lost. The "Journey Home" acts as a catalyst that strips away his corporate shell, revealing a deep, hollow longing for the warmth and comfort of his childhood. By the end of the story, he has shifted from a skeptic looking to make money into a man captivated by the prospect of self-imposed exile, showing how easily the promise of peace can override the instinct for survival.

In Its Own Voice

"There is, however, a very difficult question concerning the other half of the ticket..."

The narrator introduces the psychological ambiguity of the journey, suggesting that the cost of entry is more than just money.

"I'm not sure, but people might not want to come back."

Jenkins issues his final warning to Allenby, highlighting the existential risk that the machine poses to those who discover their own private paradise.

What It's Really About

At its core, the book explores the tension between the harsh, unyielding nature of reality and the infinite, seductive capacity of the human mind to fabricate a better life. It argues that nostalgia is not merely a memory, but a potent, addictive trap. The "Journey Home" is a metaphor for the human desire to retreat from the complexities, failures, and aging inherent in adulthood. The story posits that the most dangerous technology is not a weapon of war, but one that grants individuals the power to fulfill their own deepest, most irrational needs, ultimately suggesting that people may prefer the beauty of an internal lie to the struggle of an external truth.

Why Read It Today

Readers who appreciate quiet, psychological science fiction will find much to admire here. The story feels like a high-concept episode of a classic television anthology, where the focus is less on technology and more on the strange, fragile state of the human psyche. It is a brief, elegant read that moves with a dreamlike fluidity, perfectly matching the content of the protagonist's experience.

There is a slight period flavor—the "Flash Gordon" references and the mid-century carnival atmosphere ground the story in a specific, bygone era. However, the core dilemma remains startlingly modern. In an age of digital distraction, where individuals can curate their own virtual environments, the book’s central question feels more urgent than ever: if you could inhabit a world that gives you everything you have ever wanted, why would you ever leave? The prose is steady and precise, eschewing flashy jargon to focus on the sensory vividness of the character's internal landscape. You will likely walk away from the final page thinking about your own "meadow"—that place you might be tempted to go if you thought you could stay. It is a haunting, thoughtful piece of writing that lingers in the mind, prompting an uncomfortable but necessary look at what we are running from in our daily lives.

This summary was written by AI (gemini-3.1-flash-lite) on 2026-09-20 and is a guide to the book, not a replacement for it — it can be incomplete or wrong. The book itself is public domain. Copyright & AI disclosure · Report a problem

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