In Defense of la Commedia dell'Arte

A disclaimer: I do not claim to be any sort of authority on the art and history of the traditional Italian commedia dell'arte.

An opinion: No one is, really. Not anymore. There simply weren't enough written records kept (indeed, this contributed to the genre's definition) and the oral tradition is -- by its nature -- subject to evolution in any and all aspects.

A philosophical theory: Commedia dell'arte theatre exists as we make it, and is defined by a method and process more than by specific style elements or traditional strictures. It is in essence a living tradition, one that influences and is influenced by the life and art that surrounds it.

Allora. I feel that there exists in my community here in the United States (and possibly all over the western hemisphere, but I write to what I know) a prejudice against the commedia dell'arte. Perhaps it's futile to address this possibility, given how small a percentage of the population has any idea what the commedia dell'arte is, even in concept, but I'm a theatre artist. Futile pursuits are what I was born to pursue. Plus, it riles me somewhat that the people who are aware of the commedia dell'arte are somehow unaware of its nature. (Just look at this riling on my forearms. And that's only the part that shows!) The Cd'A (went there - for the Twitter crowd) has gotten a bad rap.

Rep? Rap. Rap? A rep, rap, the reppie the reppie to the rep rep rap and I don't stop.

I've had two profound experiences with the genre and its practitioners in the past year, and both have fueled my desire to set the record a bit straighter, but especially the latter. First, in January we began two months' work on a commedia dell'arte and clown production called The Very Nearly Perfect Comedy of Romeo & Juliet. In this production we worked with two Italian artists, Angelo Crotti and Andrea Brugnera, and learned much about how the commedia dell'arte informed all of their work. Most recently, our study-abroad, cutural-immersion extravaganza, In Bocca al Lupo, concluded its 2009 program, in which the students received training from both these artists as well as we members of Zuppa del Giorno, and performed an original Scala scenario, semi-improvised, in Italian, in two Italian towns. This program is one that always yields surprising, dramatic results; this year, for me, it proved to be tremendously inspirational.

The problem with some people's perception of the commedia dell'arte is, in my opinion, that they perceive it to be juvenile, gross and pandering to the public. There are other factors involved that typical western audiences can have trouble digesting -- the use of masks, the lack of script -- but primarily the problem seems to lie in the commedia dell'arte being stuck with a stigma of being the lowest common denominator in theatre . . . both in terms of content and execution. And, worse yet, this perception is perpetuated by numerous well-intentioned(?) artists. I recall a performance I saw a couple of years ago in which a prop of fake linked sausages was performing with more truth than almost all of the other actors. Shakespeare suffers from similar widespread abuse -- people basing their work on their experience of the form rather than on an understanding of the function. The difference is, with commedia dell'arte theatre there's no one reminding you and insisting that it's really quite good when done well. Well, there's me, today, and there's this guy, pretty much always. And many others, but nothing like the masses of famous Shakespeare scholars and advocates.

We had a diverse group of students for In Bocca al Lupo this year, just as we did the first time we ran the program, in 2006 -- from undergrad theatre students to middle-aged non-actors, and even one professional actor who was close to my age (but even she is from Australia, where absolutely everything is strange and backward and strange). As if sadists, we threw them into intensive classes the day after their plane arrived: hours of Italian immersion class and then they were introduced to Angelo Crotti, who promptly worked our bodies so hard that the next day you couldn't help but feel that you were somehow being punished, perhaps for being so complacent a human being as to not regularly imitate the walk of an alligator for at least ten minutes every day. Heather and I attended all these classes with the students (though we had trained with Angelo extensively before, how could we turn down the opportunity to do so again?) and experienced first hand their struggles and responses. As we began to see, from the very first day, this was not a group that shrunk from challenge.

After intensive physical training and an introduction to the characters and mask work, Angelo ended his (too) few days with us by creating an on-the-spot scenario. It was a little like taking a trip inside his brain, and I know I was often struggling to keep up, so I can only imagine what my fellow actors thought of it. It was fascinating, though, because we got to superimpose Angelo's years of experience on our own relative ignorance, and try to reconcile the two. Watch as gli studenti -- Maureen Arscott, Beth Burkhauser, Marti Cate, Gemma Cavoli, Brian Jones, Becky Lighthizer, Carolyn Ruggiero, Heather Stuart and Addam Wawrzonek -- learn from a master:


Forgive our efforts at acting and mask work (for most of us, it is the first time for both or either, and everyone's just trying to do as they were asked here) but, more importantly, watch the glimpses of Angelo's work the lesson affords. The only thing lacking here is him in mask, which is an incredibly effective thing. It works when he does it because he can be believed. With all the artifice and style and for all the funny fun he's having, he can be believed. Angelo is not, perhaps, the most gentle of teachers. Yet as we reached the end of our time with him, the lessons he repeated were less to do with Arlecchino's stance or needing to put more energy into it, and more and more to do with a repeated imperative: "You must believe in what you are doing."

Angelo's other big axiom, oft repeated while we were working on R&J, is "all is for the audience." This is one that I tend to shy away from a bit, because I've been trained on some instinctive level to perceive working for the audience as pandering. What's interesting is the way in which this axiom can easily be perverted in the same way the commedia dell'arte style can, by putting emphasis on form over function. Ergo, pandering. Of course, as with most things, we have to practice the form over and over again before understanding the function. My understanding of what Angelo means, as far as I've gotten with it, is that the actor must be absolutely generous with the audience in this work. The form is to keep the mask presented forward; the function, to not only maintain the connection with the audience, but make that connection as strong and inclusive as possible.

Fast forward now, through two weeks' continued training and rehearsal, through more Italian lessons and great exercises from Andrea in character development and creation, through innumerable personal experiences (good and bad [sorry: helpful and less-helpful]), through even an initial performance of our scenario (The Two Faithful Notaries) in which we hit all the important plot points with clarity, yet somehow failed to create actual theatre. Fast forward to our second and final performance, in Orvieto. For whatever reason, we had an audience of five adults, one toddler. We held the curtain for about thirty minutes in hopes of more (not unexpected, that: Italy, after all), which is a tough time for actors in general, but especially difficult prior to an intensely physical, comic performance. At last we parted the curtains for our tiny audience.

You know that question about trees in forests and the existential quandary of an unwitnessed fall?

It was a brilliant show. Brilliant. I venture to say everyone of us learned from it and surprised ourselves. It felt to me more like the work that we set out to do with Zuppa del Giorno than even many of our own shows have. There's video of it, but I don't have it and I suspect it's pretty terrible (yes, even worse than my handheld digital camera work) and besides, video always leaves out the best thing about live performance: the direct, real-time communication with an audience. So you'll just have to believe me about how everyone, across the board, ultimately found the show together, and brought characters to life instead of simply getting them "right," and improvised golden bits of true comedy, and lived all the wants and needs and instinctive responses out loud, and on a grand, beautifully physical scale. You have to believe me because it's true, and because that belief is what I've been carrying around with me since I returned to the US of A, and it will make you smile like I do just to think of it.

At its best, the commedia dell'arte offers all the most enjoyable parts of theatre, dance, stand-up, circus (and a little you-name-it, always) in a format that is utterly inviting and inclusive. There's two sides to every coin, of course, and as one of the first recorded commercially motivated theatre genres it can be terrible. We can make it formal beyond repair, or pandering to laughter and coinage, or simply a mess. That's very easy to do. When we make it great, however, there's nothing like it. There are many contributing factors to such greatness. Lots and lots of technical work and training ought to go into any performer taking it on. It's a very difficult form, in my opinion, and as with circus part of the trick is in making it look easy. Most important of all of that, however, is belief. Believing in what you're doing and feeling, the audience's belief in you and your belief in them, and believing in the commedia dell'arte itself.

My point? Just to draw a little attention to what I consider to still be a rather neglected and abused form. Maybe also to say: Make gooder art, everyone. The things we create aren't always magic, but on those occasions when they are . . . hoo-boy . . .

Threes . . .

{A brief note from the Aviarist: Started this back in June, prior to being consumed by

In Bocca al Lupo

, so do forgive the lack of timeliness. There are still some ideas here I like. Anyway...}

All my theories about the nature of humor aside, they're not just for comedy

{Threes, that is.}

.

This post is inspired in part, of course, by the strange coincidence (in every sense of that word) of the recent celebrity deaths. Personally, I tend to perceive a desire for meaning where others might perceive an actual meaning, or pattern. Does this biscuit resemble a face to you? Yes, it does, but I believe that's because our most necessary and long-established pattern recognition ability is related to human faces, not because your biscuit is trying to tell you something. However, even I am given pause by the phenomenon of triple demises, or even just triple serious injuries. Maybe we're looking for a pattern to something that's very frightening for us, to make it somehow more rational, and pinpoint a supposed "end" of such a cycle. I don't know. But I know I have more trouble embracing that rationale for times such as those.

For the record, I'm not torn up about any of our recently departed entertainers. I usually am not when it comes to celebrities. Jim Henson was a big blow, and I continue to mourn in my own little way Jeff Buckley and Elliott Smith. But on the whole, I react to celebrity demise with a "how sad," not any profound catharsis. I did not, after all, know them, no matter how well I know their work.

In our work as Zuppa del Giorno, I and my comrades-in-comedy are always searching for and instructing others in "the comic three." We express this a number of different ways: set-up, narrative and punch-line; catch, wind-up and release; introduction, suspension and delivery. Typically, the real tricky beat for performers -- especially those unaccustomed to any stylized acting -- is the middle one. This is totally understandable in this context. It's the least concrete part, of indeterminate length, and it often functions in mysterious ways when it comes to a joke in particular. Is it exposition, important detail for later use, or is it in fact a misdirection that makes some sort of punchline or payoff possible? There's another set of basic terms we use to describe a progression of three: beginning, middle and end.

I can't say for certain what it is about threes that make them so generally comprehensive for we humans. Why is it that a three -- a beginning, middle and end -- should make sense to us on such a basic level? Why not a five, or a two? For the most part, I'm content to accept it as a fact. However, an idea occurred to me while I was mulling over for the umpteenth time this week what I find an interesting supposition. Maybe even a draft of an explanation. It has to do with how we, as individuals, perceive time. Maybe it's because we can't ever completely reconcile the past, present and future. Maybe it has to do with our relationship to reality as we understand it.

{Insert fart joke here.}

Now look: As much as my syntax and unabashed love for the layered parenthetical may argue against it, I am not a fan of pretentious theory. We can expound all day on reality, and perception, and philosophy, and phlah phlah phlah. I'll love it. Hell yeah, abstraction. Bring it. So long as it stays in the realm of discussion, and doesn't wander into realms of authority because, brothers'n'sisters, we just don't know. We don't. What we have are ideas, and ideas are exciting things. But let's keep our pants on, 'cause there's a time and a place. (And the naked philosophy party starts at my place at 9:00, Friday.) My idea, then, is something like this:

We all have distinct relationships with our pasts, or memories, and our futures, or dreams. We try to live in the present, most of us, because that's where it's at, man. Yet we're tugged, one way and another. The past seems to offer us answers, if only we can understand it well enough, the future to offer us hope for change. When you come right down to it, this paradigm makes up such an encompassing framework for our perception at large that it's extremely difficult to escape. When we speak about it in greater absolutes, it is a unifying experience for literally everyone alive today, regardless of culture or credo: we are born, we live, and we die. It's the great commonality, and so that rhythm translates across any border. It's the music of comedy. As for why students of comedy seem to have the most trouble with the middle bit, well, isn;t that the same in life, too?

Sure, yes, okay -- I acknowledge that this could be a rather backwards deduction, fitting reality to a three because threes are there. I could be seeing faces in biscuits here. But it's an intriguing idea to me, nonetheless. Plus, it makes me laugh.

Adesso.


Dunque.

In Bocca al Lupo is a non-stop program. On their three-week course, the students have only two free days. They also have two days of gita scholastici which add the time up to two full weekends, in which we go see shows and visit towns and regions they otherwise might not, but that's as much as to say that it's a required activity. They need context for their huge undertaking, and we all need that kind of time outside the rehearsal or class rooms to really develop a personal bond. After all, a sense of ensemble is critically essential to the final project.


We had a week to plan and prepare and, quite frankly, relax before they arrived. They hit the ground running, however. The very next day, after their flight got in, they began language classes at Lingua Si and master classes in commedia dell'arte with Angelo Crotti in a converted convent. I can attest to the fact that the language classes are mentally taxing, and as far as Angelo's classes go, well . . . any Crotti class you can limp away from is a good one. They did brilliantly. There were some breakdowns, but no dramas, and by the end of the week, everyone had forgotten their aching gams, bid Angelo a bitter-sweet adieu, and managed to speak enough Italian to make sense of their little world in Orvieto.


So we moved them to Aquapendente and took away their language classes.


In Aquapendente our artistic home is Teatro Boni, a beautiful little classical theatre complete with velvet seats and crystal chandelier. Boni is where the students began their master classes with Andrea Brugnera, who emphasizes a more internal approach to character creation and story-telling. It's at this time that we also introduced them to the scenario they would be learning and performing—in Italian—and began that work. The trade-off for not having Angelo's physical demands during this time is that we begin regular “conditioning,” as I've come to call it. At the end of every day, after master classes and rehearsal, for a half an hour, I get to lead the students through strength and endurance exercises. I'd be lying if I said I didn't relish this. Some part of me misses working with a circus troupe, still.


This period is a complex one in many ways. One of the objectives is to encourage the students to learn improvisation as not just a useful skill in dealing with problems, but a preferable one. So, even as we're asking them to memorize a story and do things “right,” we're also trying to encourage thinking (or perhaps more appropriately, feeling) spontaneously and in a spirit of discovery. This ripples through everything we do, including trying to locate parking on a group trip. It's frightening. Everyone reacts differently. Most people struggle to get a grip on something concrete, to get it “right.” They ask for a written copy of the scenario, which we never provide, as it's important to learn the story through one's body and connections with others. They aim for consistency in on-stage exchanges, and we do what we can to shake them out of these. They come to rely on certain routines (such as the conditioning) and we viciously disrupt them.


It's also a complex time because we are becoming an ensemble. Relationships that are akin to a family are nascent, and manifest in both helpful and unhelpful ways (when your priority is improvisation and doing, terms like "good" and "bad" prove decidedly unhelpful). Not only are the students living and working together, and in the process attempting to avoid falling into reality television cliches, but we as teachers are becoming their directors and - in my and Heather's cases - fellow actors. We all have to depend on one another and, even as we're getting past the polite or glamorous demeanor of first encounters, the idea of treating everyone you work with as an inspired poet and artist turns from a nice idea into an essential survival tool.


In the third and final week, I invariably wonder to myself, Can it really have been only two weeks? Yet the performances loom and there seems still to be a million things to decide and discover. People despair and laugh uncontrollably and have personal revelations, and none of it helps us feel any more prepared for our first audience. The students have their second brush-up Italian lesson while we teachers hasten to pay rent on theatres and generally determine what use of rehearsal time will be most useful. And then whoosh, flash, bang: It's over. Over two or three days, all our fruition and reversed expectations. And we part ways. And it seems impossible that we are indeed going to go separate ways, much less that we've known each other for only a few weeks, and not most of our lives.


The students this year were absolutely amazing, and a privilege to work with. I'll have much more write specifically about their work and the particular experience in the coming days. Until then, I simply savor the glow of it all. While working on a show, it often seems impossible, even when it's with a script, and in English. The feeling after you pull it off, especially when you pull it off well . . . well. Suffice it to say the night never feels so refreshing in the piazza, and the gelato never so sweet.

Laughter Builds

I've been doing a bit of work lately that has required me to articulate some work I'm accustomed to doing instinctively. Specifically, building comic structure.

[

Big, protracted, pet-peevy sidenote:

I do not understand the need for the word "comedic." It's very existence irritates me. There's probably some very specific, distinct reasoning behind its use, and I'd love for somebody to explain it to me, but even given a reasoned explanation I'll probably continue to literally cringe every time I hear it. Do we hear "tragedic"? No; we hear "tragic." Comic. Comic comic COMIC!]

So -- building comic structure. At some later date I'll address what's gotten me started so specifically on this subject, but it also looks to be useful work in preparation for our new curriculum for

In Bocca al Lupo

.

Friend Heather

and I have had to modify our lesson plans owing to two factors: 1) having students enrolled who have taken our workshops previously, and 2) having master classes with Italian actors who can certainly offer more insightful training in commedia dell'arte than we can. When we took a look at what we could offer that was new, relevant and supportive of the lessons others would be teaching, techniques for building comic (COMIC!) structures and sequencing came out at the top of the list.

It's funny (See what I did there?): This is the sort of thing that's generally considered to be a talent or instinct, similar to singing, or mathematics. We tend to equate the ability to construct comedy to one's sense of humor -- an intangible mix of givens and environmental influences that somehow result in one person "being funny," and another, not so much. AND we tend to equate "having a sense of humor" with being funny, which is right off. After all, you can be completely incapable of telling a joke or pulling off a fall, yet still enjoy a fine appreciation of others' comedy. In other words, we are adrift in a mire of assumptions and generality when it comes to the larger subject of humor. Sure, there are comic prodigies, just as there are mathematical ones. The fact is, however, that building comic structure is an ability, a skill, and it can be learned and honed.

But how do you teach that?

I've put together a lot of theories, and some are more tested than others. Certainly the bulk of the work we've done in Zuppa del Giorno has given me experience to draw from, both in the form of what's helpful to building a comic story, and what's more of a "what not to do" lesson. We have developed many exercises and guiding principles in our work that apply to this more-general challenge, and we are lacking in some areas due to the specificity of our work. We're never focused solely on "making something funny"; rather the emphasis is on "making a contemporary commedia dell'arte story," or "making a new story in the style of silent film." This is an interesting point to notice in and of itself -- that once the techniques are ingrained, you need a specific focus in order to use them effectively. Breaking down the techniques themselves, however, takes some new, encompassing thoughts and actions. The danger here is in over-generalizing.

To my mind, the ultimate goal is to offer to the students as many useful ways as possible to get them in a mode in which they are excited to build the story. When that enthusiasm sets in("enthusiasm" is a better word for it), creating a comedy becomes more about communication and the collaboration than it is about fear or getting it "right." This can be said of any collaborative effort, but I find it particularly essential to comic storytelling. For all my perceived poo-pooing of the role of instinct in developing comedy, there is a very distinctive feeling that overcomes us when we really hook into a fruitful collaboration, and the better taste of that we can offer the students the better they'll understand what to aim for and how to guide themselves in future efforts. Teaching that is the way to teach them to fish for themselves, rather than simply slapping a fish down on the table.

Of course, there's more to it than that, especially if you're aiming for (as we are) teaching how to build

good

comedy. There's the rhythm, and the notion of threes, and contrast, and reversal of expectation, and separation of beats, and the logical absurdity (thank you, Gary C. Hopper) . . . and a bunch more, I'm sure. There is, in other words, no shortage of theory and technique to be instructed and applied, which is very good for us. But the thing to focus on in on, it seems to me, is the

build

. Find the

build

, and the comedy follows.

Nerd Herding

I'm bad at it. Twice last weekend I was asked to help round up groups, and I failed in interesting ways both times, including by mis-hearing responses that were in the affirmative.

One of the aspects of

Camp Nerdly

that I appreciated for the first time this go, my third go (see also

5/12/08

,

4/11/08

,

5/8/07

and

5/7/07

) were the many cultural overlaps between stereotypical nerd culture and stereotypical camping culture. Both require an enthusiasm for making life a greater challenge, amongst other specific conditions that supposedly "normal" people would fear or disdain. Both involve improvisation, moderated with a healthy dose of research and acquired knowledge. Both generally associate with high-calorie foods. Both environments typically eschew the strictures of social norms such as fashion and strict codes of hygiene. So yes, camp is an excellent place for fellow nerds to gather, and be unabashedly nerdish.

I am one such nerd. In point of fact, I don't think of myself as a nerd per se; not because I find the term derogatory, either. Rather, I think specifically of a "nerd" as someone very intelligent and good with details. I am not

very

intelligent, at least not in that way, so consider myself something more along the lines of a geek, or dork. Spaz, too -- which I have fortunately parlayed into a rewarding career as a physical comedian. At least, it's philosophically rewarding, when in no way else.

Despite my self-imposed sub-nerd status, I am allowed (nay: encouraged) to ally myself with other nerds on an annual basis at Camp Nerdly. I just did so last weekend, getting my yearly dose of straight-edge, pure gaming. "Gaming" in this context, by the way, refers to just about any actively challenging effort that is endeavored largely for the sake of fun and entertainment. It was a special occasion in several respects, owing to the fact that

Expatriate Younce

was in attendance, all the way from Leeds. (That's in England.) I have a funny sort of response to gaming. Expatriate Younce actively encourages it, as do other friends of my hometown, while

Wife Megan

and many of her circle, at best, do not understand its appeal. So I have some strong influences on either side of the debate as to the relative value and appeal of gaming. Then I get to the actual gaming, and have a response similar to when I've been away from a rehearsal process for over a month: "Oh crap. I have no clue what I'm doing here." Of course, I gamely (see what I did there?) fake it until I catch up again. And how do I feel about gaming? Well.

The first game I played on arrival this year was a collaborative board game called

Pandemic

, and I have only good things to say about it.

Clinton R. Nixon

was the gamer who introduced it to me and my fellow novices, and we had a great time discussing strategy in trying to clear the world of four rampaging diseases. We also got our butts handed to us by the game, which only serves to make you want to play it more. Sadly, I never found another opportunity. It's way more interesting to play a board game that is both collaborative and difficult to beat than it is to play something like Monopoly, wherein a winner is guaranteed and somebody's going to regret buying real estate.

Next that night was a session of

A Taste for Murder

, run by another favorite gamer of mine,

Jason Morningstar

(perhaps cool names are indicators of future nerdom...?). We gathered at "The Castle," de facto cabin for any games likely to involve more adult themes, and we possibly made those themes more adult than they were intended to be.

A Taste for Murder

seems meant to be a story-telling game with a fairly strong and regular dice element, where the "winner" of scenes is determined by competitive rolls. The setting is like an Agatha Christie novel, and you choose your characters based on family and estate relationships, trying for a broad range of class/status. In the first act of play, the relationships are built up and controversy well-established. It culminates in

MURDER

. In act the second, the player of the murdered character plays the detective on the scene, and the back-stabbing begins. We played it a bit grotesque, I'm afraid, for the genre. Not enough class warring. I played the rebellious son of the estate, and all audio was recorded for the game's creator. Well, some. We kept running down batteries. It was a good game. If I ever play it again, I'll focus less on winning the game, more on building my character.

Saturday morning started out with a game called

Sons of Liberty

, a role-playing game that used playing cards to drive the game function. Essentially, playing chosen patriotic figures both real and imagined (much of the imagination having something to do with steampunkiness), I and two others played a card game against the house ("the house" in this game represented by one Mr. Jeff Hosmer), using our hand at a given moment and the resulting win or loss to narrate how that particular struggle against the Tories went down. In most cases, it went down to the ground, and Hosmer trounced our sorry, albe-they rebellious, butts. I played a saucy cross-dressing Frenchman, hungry for rebellion (non-historical, btw). It was a fun game, and collaborative in its own way. The balance between card play and role-play landed heavily on the card side, but this created a very urgent dynamic that was also fun. Imagine playing Spit, and having to make up a whole team-written fiction, simultaneously.

The early afternoon was my most undecided slot, yet ended up being the most overall satisfying experience of the weekend in terms of gaming.

Kagematsu

is a unique role-playing game in many ways. The game has most of the players playing the women of a feudal Japanese village, trying to woo and/or seduce a ronin who has wandered into their town, in the hopes of finding love and saving the village from some great threat. The history of the game itself is unique; dreamed up by a male-to-female transsexual who was contemplating female identities, and since carried through a fairly extensive development by her friend -- and Nerdly attendee --

Danielle Lewon

. In our game, a woman played the samurai, and I and three other women (including Danielle) played the women of the village. My character was a very young, innocent girl who loved the nearby mountains and cultivating bonsai. We conceived it all as taking place in a fishing village, one haunted by the spirits of the men lost at sea, and the story ended up being

amazing

. To make a long story short(er), this young ronin, out to prove himself, was variously wooed by very different women, none of whom wanted to tell him the problem of the village for fear of scaring him off. He eventually does confront the ghosts . . . and fails. Throughout this game, this growing story, we were moved. Some of us to tears. It was amazing. It was magic, nothing short of it.

My follow-up was similarly strong in narrative, although less of it was created out of thin air.

Montsegur 1244

takes a very cool, tiny section of history and makes a game of it. You are given a very specific setting, choice of two characters (a primary and secondary) and play through the story of about a year within a community that now-a-days we might be inclined to call a religious cult. Your church, town, stronghold has broken off from the church and set up a rather different set of beliefs, principal among them that earth, life, is in fact a kind of testing hell. It can be transcended, and those who do are religious leaders known as "perfects," who try to guide their people out of the cycle of imperfect, passionate living, into true existence. With pre-established characters, setting and scenarios, the game really takes a lot of the burden of narrative structure away from the players (something we appreciate in Zuppa del Giorno when trying to build a play from improvisation) but there's plenty of room to play in the cracks. I played a quasi-heretical patriarch and a young orphan boy, and the highlight for me was a scene played out with Mr. Jason Morningstar, who was once again running the game. We had a negotiation scene that crackled like good theatre for me; he may have missed his calling, that one.

Finally that day, after dinner, was a

Jeepform

free-for-all, run by Jason (people will say we're in love),

Remi Trauer

and

Emily Boss

. I wrote a bit about Jeepform last year after my first experience with it, and it still intrigues me. Essentially, it is a very interesting hybrid of improvisatory theatre and role-playing gaming. It has its own philosophy, and makes efforts to stand apart from both forms (as any self-respecting hybrid ought). This year was a somewhat more technical exploration of the methods and tactics -- as opposed to last year's straight gaming -- and one which eventually descended into Absurdist madness. Each of the leaders led us through a different Jeepform trope, all three in the context of superhero fiction. This was, perhaps, a contributing factor to the eventual eruption of silliness, as people (read: nerds) had a ton of clever ideas about how to riff on comicbooks. They tried to tell us: The best choice is an obvious one. And we tried to listen, but by the time we got around to the fourth section -- a trial held in a strange,

WH40K

-inspired universe -- the gaggy gloves were decidedly off. I was as guilt as any, and it was a little too much fun to stop. Yet the surprising virtues I observed about Jeepform held true. People were taking turns, not interrupting, and a story was gradually developing on its own.

There was much discussion after that, rather late into the night (late by fresh-air standards, anyway), about gaming and improvisation and story-telling. There's something about people being excited to talk about that which is oddly fulfilling for me. I went to sleep feeling quite sated.

Sunday mornings at Camp Nerdly are often hungover affairs, but not the usual variety. People are bushed from all the thinking and playing of the day before, and many elect not to play anything at all, but there is a slot for gaming between eating and cleaning up the site.

Mark Causey

filled my slot (hey now) with a little game called

GHOST/ECHO

. It was reminiscent of my first year and Nerdly, when I discovered just how much fun it could be to create a whole fictitious world from the ground up. Of course, as an improviser and writer, I do this all the time, but I take it for granted somewhat. It's a means to an end. Putting it as the primary purpose makes for some lovely synchronicity, especially when its collaborative, and thereby synergistic.

GHOST/ECHO

offers nothing but variables, an idea for context ("aetherpunk," says the ad) and a device for conflict resolution and lets the players make the rest up. It would be a tricky terrain for someone unused to working without rules, but for someone like me who knows roughly what to expect, and just wants to run free imaginatively -- a lovely way to spend a Sunday morning.

And like that, it was over. Some mopping, some laughing codas, a bus ride for me and the next day Expatriate Younce was bound homeward as well. My annual alliance with 50+ smart, creative thinkers done for the year.

When I was too young to fully appreciate the sentiment, someone mentioned to me the following axiom: When you are young, you love someone because you need them; once you have lived, you find true love when you need someone because you love them. I knew I was too young at the time I heard it to fully appreciate it, but there's nothing to be done about that. We all grow in our own time, and can only listen to the advice we are ready to hear. Yet I remembered it, and whereas it concerned me, made me worry about the nature of this or that relationship, when I was younger, now it is a comfort to me in all of my loves. When I was a kid, and started gaming, I loved it, and I really needed it -- for interaction, to work out my own fears and ambitions and to feel accomplished. And now, I love it. It wakes me up, engages me, gives me ideas and allows me to make the big picture the priority. I'm made happier by having it a part of who I am and what I do. And that's a great feeling.