Knock-Knock

My favorite joke to tell is a knock-knock joke. So, pretty much automatically, you know that it's inane and probably not reliably funny. So why should it be my favorite?

Last night I had my first New York rehearsal for

As Far As We Know

since returning from our New Hampshire (NOT Vermont) week-long workshop. It was just my person, Kelly's and Laurie's all in a

tiny rehearsal studio

working through the two scenes in the play (for the moment) that are simply Nicole and Jake, sister and brother. They are memory scenes for Nic, with elements of hallucination or nightmare, and one of them we've been doing in one form or another almost the entire time we've had a playwright on board. It is affectionately referred to as "1-2-3 In a Car."

For a while there--in particular over the last workshop period--it was entitled simply "1-2-3." That's because it was restructured and taken out from inside the car to being set partially underneath it, as Jake works on the vehicle. Yesterday, minutes before rehearsal, I printed a revised script that had been emailed to us, one and all, to discover that the scene had been largely restored to its former state.

"Damn," thought I.

It's incredibly awkward, you see, performing pantomimed driving. There's a reason mimes don't speak. That reason being, all mimes have their vocal cords personally removed by Marcel Marceau.

No seriously though, pantomime takes enormous concentration (I sometimes wonder if mimes haven't indeed had their sweat glands removed) and I think it's an especially talented person who can convincingly drive an imaginary car whilst truthfully playing a scene. Hence: "Damn," thought I. And the first part of rehearsal was just as I might have expected with a scene so well-worn, with a layer of additional pretense applied: Halting and stilted, with a dusty sensation in my throat. "Damn," thought I, "will the hoped-for acting rehearsals all be as dry for me?"

And then, remarkably, we all started working together as actors and a director. I had somehow forgotten how good it felt. Sure, we did some revision of the script along the way (prerogative of the UnCommon Cause) but it was more internal, within the scene and without too much time spent (re)hashing out the play as a whole. In sum, we found the emotional truth of a scene that has existed for almost two years, and did so within the confines of a tiny room and a fairly standard rehearsal process. I was so uplifted by the experience that when I left rehearsal at 10:00, I felt as though I was leaving a performance, full of juice to run another four hours or so (and I did stay up past my bedtime reading old drafts of a werewolf story I may never finish).

In his

Being An Actor

, Simon Callow asserts that the most comparable experience a non-actor has to performing is the act of telling a joke. In a joke, so the theory goes, all the considerations of structure, performance and communication are present, in a very concentrated form. Personally, I dread telling jokes, especially to people who don't know me very well. It seems to me the expectation is just too much, that I'll never encapsulate my experience of hearing the joke sufficiently to make it worth people's time. Occasionally I'm wrong about this outcome, but for the most part it's another one of those skills most people assume actors (especially comic actors) naturally possess, right up there with impersonations and dance, and that I am sadly lacking.

So. My favorite joke to tell?

Knock-knock.
Who's there?
A mime.
A mime who?
. . .

Never mind that I find reversal of expectation, silence and surreality (is SO a word) incredibly funny; this joke leaves off all that junk I feel horribly self-conscious about and, usually, somewhat disappointed by. No applause, no critiques, no climax or denouement. In fact, no feedback of any kind, as I've robbed the listener of even the moment

before

the promised catharsis. I love the rehearsal. I love the problem-solving and private victories. To hell with the punchline, I usually say.

Yet I'm excited, this time, to put all our work on T

he Torture Project

/

As Far As We Know

up in front of you all.

ITALIA: June 20, 2007


Okay: I was a bit hasty when I encouraged you to avoid thinking of Bevagna’s “Medieval Festival” as though it were an American “Renaissance Festival.” The similarities are, in fact, quite arresting. The only distinctions appear to be that 1) The Medieval Festival is taking place in a town of the appropriate age, and 2) A Renaissance Festival includes dragon puppets and magic satchels and things of this nature. In all other things the two resemble one another quite closely. This town has even erected some pseudo-historical structures constructed from cast fiberglass and molded polystyrene, the ethos behind which we have been scratching our heads about all the live-long day.

It has been a long day. So long, in fact, that by 5:00 we had had enough and David rented us a room in a nunnery ("get thee to"), and we had a nap. It was well worth it. Prior to that, the day started at 6:30 in the morning in order to try to arrive in Bevagna on time to meet Andrea and Natsuko when they got there. The drive was intense—almost two hours, and full of the most winding roads I’ve ever driven on. I’m pretty certain there were a couple of times there when we traveled back in time a little, the road curled back on itself so impossibly. We split the drive with a quick stop for breakfast and a walk in Todi. We didn’t stay long. My impression is that the city is built on a spire. You walk steeply uphill to its center, and jog in a sort of controlled fall to get back to where you parked. When we got through all that, we didn’t land in Bevagna until 11:00ish.

When we met up with Andrea and Natsuko in the central piazza, we all five promptly headed off to a bar for l’acqua and caffe. It was an incredibly hot day, just getting warmed up. When we could justify sitting under umbrellas no more, we headed off to visit with one of Andrea’s friends who was also working in his quarter. The “Medieval Festival,” it seems, actually dates back to the time it honors. Bevagna is divided into four quarters known as gaiti, or gates, which refers to the town having essentially four walls, each with its own entrance. Back in the day, the gaiti were fiercely competitive. Each had there own church, their own laws, etcetera. It got so territorial at times that the gaiti would put up chains across their borders, and anyone caught on the wrong side would be killed. (Suddenly Romeo & Juliet becomes credible in a whole new way.) The festival continues in this tradition with—we hope—less bloodshed, by forming itself as a competition in authenticity and entertainment between the four quarters. Andrea’s role in all this was to a play a sort of wandering clown for Gaite Sant Giorgio.

His friend whom first we met is a painter of icons and frescoes. This was an amazing visit. We went into the workshop he had set up for the event, and it’s hard to imagine anything more genuine. I couldn’t stop taking pictures. Essentially, he gave us the full tour and lecture on his technique, hours before he would be expected to do it for the public. From color making to charcoal graphing to gold leafing, it was fascinating. I couldn’t even understand a fifth of what the guy was actually saying, and it was still fascinating.

Afterwards we all went to lunch together in the main courtyard of Sant Giorgio, where later that night the quarter’s feats would be held. Sheets were hung at intervals, over tables still stacked atop with their benches, and we met other performers and artisans of the gaite who were there for their midday meal. And, essentially, we were served a full Italian meal with wine amidst really charming and interesting people…for free. Guests of Andrea. This is the least of what we owe this man. It was a marvelous meal. After that we followed the man in charge of running the coin-stamping site into his cool basement workshop, were he minted each of us a medieval Perugian coin. Then Andrea walked us around the town to visit the other quarters, the outlet for the town’s water supply and one of the churches. Finally it was time for him to prepare for the evening at his digs in the quarter’s nunnery. (Get thee to one, go!) This was when our fatigue drove us to rent rooms there, and we napped until past 7:00.

When we woke, famished, the evening’s festivities were just getting under way. David couldn’t wait for one of the feasts to squelch his hunger, and we weren’t in a hurry to disagree (though I admit I might have waited for the experience) so we dove into the only open restaurant we could find in town. While there, Andrea found us, and whilst in character. He had donned a medieval tunic and accentuated it with his customary (and costume-ry) props, like a helmet and the collapsible sword I used for a scythe in our clown piece, and an ashtray breastplate, and was wearing a Pantalone mask. He was wildly funny, carousing with every person in reach like a drunken soldier on holiday. We agreed to meet up later for a drink, and we were off to the central piazza again to people-watch during passagiata. Everyone was out to impress that night, from packs of pre-teen boys to elderly couples walking hand-in-hand. We agreed that the festival was really just an excuse for a super-passagiata.

After wine with Andrea and Natsuko David decided he was feeling spry and we left our monastical digs to drive the two hours back to the agriturismo. I was asleep before we got out of Toscana. The love of this country wears me right out.

Showers later tonight, with a 100% chance of Brainstorms...

I'm thinking about that

unCommon Cause

assignment today, and you lucky ducks will receive the benefits of my brainstorming fragments. Feel free to comment with . . . er . . . comments. Yeah. Just bear in mind this is essentially free-writing (unlike the rest of the 'blog, the which is meticulously planned out months in advance).

* * *

Moment:

Five men stand on stage with their backs to us. All of them wear strange, black hoods that cover their faces but leave their jawlines exposed. At the sound of a sudden gun battle, the four to the sides scatter in different directions and disappear offstage. The battle sounds fade very slowly, the central figure remaining silent and still. There is a long moment of silence, long enough to invite a certain relaxation. Suddenly, a single gunshot, loud enough to startle. The man onstage doesn't flinch, doesn't seem to move. Gradually we begin to realize, however, he is moving. Extremely slowly, smoothly [

Butoh

/

Suzuki

slow], the man is collapsing to his knees, then his face, as if shot in the back of the head. It takes a good minute before he is still, face-down on the floor, head turned to the left. After a short moment, Captain Evans enters in formal dress. Unphased by what she sees, she advances to the body and begins examining it. After some time it becomes clear she is trying to view the obscured face. She can not see it, so she rolls the body over, which responds as if lifeless. She stands over the face, still obscured by a partial hood, and still, she can determine nothing. She sighs, takes the body's right hands and helps it to its feet. Once on its feet, the body does a smart salute to her, then about-faces and marches off stage. She turns to the audience and speaks:

"Inconclusive."

She closes her eyes. Her whole body shifts downward subtly in relaxation. Suddenly she gasps, her eyes fly open and her hands reach out, as if waking suddenly.

* * *

Hypothetical scene:

EVANS: Lieutenant Colonel Ainsley.

AINSLEY: Major Evans.

E: It's good to see you again, sir.

A: And you. Major. How was your tour?

E: About as brutal as they come, sir.

A: I'm sorry to hear that.

E: Don't be. It means I'm glad to come home, sir.

. . .

A: Patricia-

E: Sir, have you maintained contact with them?

A: At ease already-

E: Have you, sir?

. . .

A: I thought you didn't want any more news from Bethel.

E: I haven't asked for any, sir.

A: I get regular updates on their status and all major military decision-making regarding the family of Specialist Larkin still has to pass over my desk. But that kind of thing comes around less and less. And no, I haven't maintained contact with them, Major. It was agreed that would be confusing given your transfer.

We

agreed on that, as I recall.

E: Yes. We did.

A: They're all right.

E: I don't want to know. Really, Bill. I just wanted to know that they're still . . . that they're still there.

A: They are. They are.

E: Fine.

A: Is that all, Major?

E: If that's all, sir.

A: (

Relenting.

) Then you're dismissed.

E: Thank you, sir.

. . .

E: We're lucky they didn't destroy themselves over it, sir. We didn't belong there, but we had to be there. I remember sifting through hate mail directed at us, at this government, arriving in their PO box, weeding out anything that might crack Carolyn further or send Ed off on a rampage. After a while, it was easy to start to listen to those letters, those emails, those strangers at the end of a phone line and understand that they weren't telling us to get out of Iraq. They were telling us to get out of that house, that town. That family. I didn't leave because I loved them. I left because I had to, because they loved me. And I shouldn't have been there. . . . Sir.

* * *

WELL. I sure do seem to be loving the Evans action with this work, don't I? Didn't really explore any connections between her and Jake, and didn't necessarily create anything usable in the play as it stands. Still, that's part of the fun of all this work. Everything goes into the group mind (which I like to think is at least somewhat different from a hive mind) and one never knows when one will meet it again down the creative road.

Oh Man. This is Such the Bad Idea.

A departure for Odin's Aviary, here. I'm not even going to try to relate this to theatre. Over on

As If You Care

, Mr. Younce has issued a meme challenge, and I scoop forth the gauntlet. There is a glorious site called

TV Tropes

that catalogues in a wikish fashion various types and devices from television shows. (I love this because their tropes extend far back into theatre history [Look! I just related it to theatre!], but I am way too apathetic to try and influence the site in that direction.) As a feature on their site, they have a "

story generator

" that gives one new given circumstances every time the page is

refreshed

. So the challenge is to take a random generation of circumstances and devices, preferably the first you get, and create a pilot based on those givens. Try to think of it as relating to my acting work through improvisation or storytelling. That way I'll feel a little less cheap . . .

TV TROPE PILOT

Tropage:

Setting:

Ruritania

Plot:

Prodigal Family

Mandatory Narrative Device:

Road Show

Hero:

Broken Hero

Villain:

Scary Dogmatic Aliens

Mandatory Character As Device:

Camp Gay

Mandatory Trope 1:

Delivery Stork

Mandatory Trope 2:

Unpronounceable Alias

(Optional) Stock Phrase:

Little Did I Know

(Optional) Genre:

Home And Garden

Episodic narrative loosely based on tropifagia (not to be confused with tropophobia)(but, whoa, am I ever a tropophobiac):

Okay: Stay with me here. This show will be called "Setting the Stage" (thanks be to you,

Jason Morningstar

), and will be the first legitimate combination of reality television [Home and Garden] and live theatre. The show would alternate between the two formats between episodes, twice a week, so each week there is a reality TV episode, and a fictional, directed episode. The teaser for each would appear on the other, encouraging people to watch both at least in time to find out what happens on the other next. For the purposes of my take on this meme, this will be a breakdown not of the first episode per se, but the launch of the first season, over several episodes.

The reality is the staff and crew of a smaller-scale, regional theatre, who have shopped in a show by an acting troupe they believe to be incredibly prestigious, though they haven't actually heard of them before. This theatre believes, too, that a documentary is being made about the troupe. Hence, all the cameras. The acting is (again: stay with me here) the troupe. In other words, the troupe will be comprised of television actors

playing

actors in a theatre troupe. The episodes follow the development process for the production, leading up to a convergence of the two groups--the theatre staff and the acting troupe--on production week, whereupon the characters will merge with the real people in the final work of putting up the show. Prior to that week, the interaction between the two groups will largely consist of the director of the troupe [Camp Gay] making increasingly outlandish requests of the set-building crew, costumer, box office, company manager and whatever other theatre staff who have to prepare for their arrival.

The first run of episodes will concern a production of

The Cherry Orchard

[Ruritania], which the theatre will begin preparations for in good faith. They'll be sent regular set and costume plans one might expect for that story, and buzz will be big about how the prestige of this troupe and show will help the theatre get more successful (this is the perpetual state of regional theatres anyway). We'll receive introduction to the people of the theatre, whomever they may be.

Meanwhile, the troupe begins rehearsals, during which the episodes have more to do with what happens outside of rehearsals than in them. Our main character is Peter, the illegitimate son of

Sir Lawrence Olivier

, who is just a terrible actor, but full of the love of theatre that keeps theatre alive. [Broken Hero] The first actor-episode begins with his narration: "Little did I know, when I joined the Mountebank Players, that it would lead to one of the most real experiences of my pretended life." [Little Did I Know] The action focuses on the personal lives of the actors who are playing the more minor roles (Peter plays the Postmaster). As they contend with their director, Phineas Rhett, whose "concept" for the show becomes more and more outlandish, they bounce against one another, falling in love, forging alliances and making life-long enemies. Each character is a development of certain theatrical stereotypes, real and empathetic, but capable of absurd actions.

Meanwhile (back at the Batcave), the natives grow restless. Phineas has continued to make ludicrous requests ("Tell me again why the hell we need a giant X in the middle of the stage?" one of the set painters might complain) and the theatre management is hopefully fairly nervous about how it will all come together. There have been hints about Phineas changing the ending, a prospect that no one is eager to comprehend with regards to such a classic play. We follow the interplay of personal relationships as they get tested by this tug-of-war between hope and fear. I can't write that part; it's up to reality. Meanwhile, a familiar voice has been calling the box office repeatably, asking to be transferred to various departments and asking them about the preparations for the show. No one can figure out who it is, however, and when he's asked, he keeps saying his first name is John and mashing together names from

The Cherry Orchard

for his last name. I.e., John Liubovandreievnaranevskaya. [Unpronounceable Alias]

As we approach production week, the troupe travels to the town the theatre is in [Road Show], and reality and fiction begin to merge as the actors in the troupe (characters) are introduced to the town at large and

the actors playing them have improvisations with random townies

. (Stay. With. Me. Here.) We've established their characters and relationships amongst themselves, and now get to see them interact on the fly with non-actors, both satisfying our understanding of each character and setting up expectation for their coming together with the theatre staff, who we know quite well by now as well. Peter has had all kinds of misfortune--physical injury, overheard comments on his acting, rejection by the woman playing Dunyasha, Irina, whom he has fallen in love with and who refuses to fall for actors--yet he keeps his plucky attitude. He's the one whom even those who despise him turn to for moral support in their various soap-operatic crises.

Finally (I know

I'm

thinking "finally," so I can only imagine what you people are thinking) it comes to production week. The emphasis of coverage is still the interpersonal as the fictional actors interact with the real employees of the theatre, and there's the added twist of a closed-door tech rehearsal policy, and the troupe bringing their own "special effects" supervisor. No one's seen the end of the show.

The season finale is the production itself, liberally interspersed with reaction shots of the audience and theatre staff. Essentially, the troupe begins with a very standard, period production of

The Cherry Orchard

, well constructed and acted. As they continue, however, the play becomes more and more deconstructed until the dialogue begins to sound like . . . well . . . television cliche. In addition, the new bourgeois class (Peter playing such a role) begin exhibiting strange behavior, like wearing towels on their heads and lurching about, zombie-like. [Scary Dogmatic Aliens] If they get to the end of the show (and this being a reality-TV hybrid, who's to say?), we see the ending has indeed been changed. It ends with a white helicopter descending through the ceiling, from which

John Malkovich

(clearly the mysterious caller from previous episodes) emerges, playing Gorbachev and offering to take everyone to Moscow for milk and cookies. [Delivery Stork] All the characters depart, leaving an empty stage and the sound of copter blades threshing cherry trees.

The fall-out from all this is that the theatre is let in on the "real" situation, though they never interact with the actors outside of their characters or anything like that. The theatre is granted a large sum of money (plus allowed to maintain their modifications such as tremendous fly space and a helicopter) and gets to list Malkovich as being a member of their board. Peter realizes through this experience that his love of theatre isn't best met by acting, but by working behind the scenes. Malkovich gets him a job at Steppenwolf (as a sort of "postmaster") and Irina follows him there to act and let herself fall in love with him. This leaves two openings in the Mountebank Players, the which are filled by two aspiring actors from the regional theatre's staff. And next season, they will play themselves or some hybrid thereof, and thr troupe will travel to a different theatre with a different show and a different celebrity will contribute the deus ex machina.

Fin'.

So there's my trope-inspired "pilot." I don't know how I feel about it, except to say that I love working in this format. It reminds me of my theatre sports days, given numerous disparate elements and having to construct something satisfying from them. (The overall satisfaction of this particular assignment is fairly dubious.) This product is, of course, way too elaborate and expensive for a premiere of any kind, much less a pilot or pitch, but I'm pleased with some of the interesting ideas I got to play around with. In so much of my creator/actor (or "

creactor

," as

Friend Nat

coins) work I play with the dimensions between reality and fantasy, and this presented me with some new nooks and crannies. It was a buttery english muffin of a meme.

Good night, and good luck . . .

Stranger in a Strange Land


After work on Thursday last I hopped on ye olde Chinatowne bus and eventually found myself back in my homeland of Northern Virginia, or NoVa. Friend Younce picked me up from the heart of DC's Chinatown (something like a four-block area, but I was smack dab in the middle of it [forget it, Jeff; it's Chinatown]) and drove me unexpectedly to an IHoP in the center of . . . well . . . Centreville. There, much to my pleasant surprise, waited friends Davey and Mark. I had not expected to have time to see them, given the weekend's unusual activity. We ate pancakes, and were generally rowdy. They threw us out, in fact. Not for the rowdiness, so much as because we failed to realize that their "Open 24 Hours" sign referred only to Fridays and Saturdays, and at midnight we showed no signs of slowing down. What can I say? That's how we roll. We bid le IHoP and Davey and Mark adieu, and Younce and I went to rest up for our adventure.

I mean adventure rather literally in this context.

So Friday morning we were up-and-at-'em, headed directly to the Costco to purchase absurd amounts of meat and dairy products. This took some time, and we ended up visiting a great many grocery stores, for we were working from a very specific list. Then it was down to Prince William Forest for to begin said adventure . . .

Camp Nerdly(TM).

Yes: Camp Nerdly. The brainchild of Friend Younce and several other role-playing enthusiasts, Camp Nerdly is exactly what it sounds like. For a whole weekend, some nigh-on-seventy nerds, geeks, dorks, dweebs and INSERT DEGRADING-CUM-CHIC TERM HEREs gathered in the woods and did what they do best. No; no, neither awkward conversation nor mind-bending computer programming. Something else. To wit: role playing. In a vasty variety of forms, excluding (as far as my experience goes, at any rate) only the sexual variety. (In part to supplant this unfortunate connotation, many geeks refer to it as "gaming" instead.) I was there. I participated with enthusiasm. Hi. My name is Jeff Wills, and I am a nerd. Now, how in the hell did I get here?

Let me give you a little background. I was, for some time, one of those kids that wasn't good at sports, didn't wear cool clothes and couldn't really parlay my wit into regular entertainment for my peers. I like to think I was a dork. Some may have viewed me as a nerd (much more of a lost cause), others as a geek (I seemed, but never was, really that smart, though), but I stick with dork. The glasses pushed me toward nerdlydom, but I also had this compulsion to jump around and perform that didn't quite fit with that image. So: dork. So were my friends (Yes you were! Don't lie! You know it!) and around age eleven or so, the games began.

We started with a Teenage Mutant Ninja Turtles game (very big at the time), and rapidly gave it up for Rifts. When I got into high school my social circle shifted and widened, and it became overnight sessions of Dungeons & Dragons and a game simply titled Vampire. Toward the second half of high school, I started attending these sessions less and less. My time was getting taken up more and more with after-school and weekend theatrical adventures, and by the end of my sixteenth year I was being exposed to (and enjoying the exposure of) girls, which can of course wipe just about any slate clean. There were a couple more-notable gaming adventures thereafter, but college was the final nail in the role-playing coffin. I would turn all my energy to training to be, and eventually being, a professional actor. For about a decade, that would receive almost all of my creative energy. R.I.P., Rifts. Dust to dust, Dungeons & Dragons.

Turns out role-playing games are immortal.

Either that, or I only slew my appetite for them with a boffer weapon.

You have to appreciate that, at Camp Nerdly, the nerds are hardcore. Hardcore! I'm not kidding. I spent a good deal of the first twenty-four hours intimidated as hell, and I will own up to it. It would be easy to claim that I was surrounded by weirdos that I had nothing in common with, to chalk my awkwardness up to their unfamiliar eccentricities, but such a claim would ultimately be a ruse, and not the clever variety. No, I was intimidated by them: by their insider knowledge and their sheer mental acuity and flexibility. One of the first "games" I witnessed actually arose out of conversation between two of the Camp's organizers, Dave Younce and Jason Morningstar. Before anyone uninitiated had arrived (aside from yours truly, that is) Younce invited Jason to tell the story of how he had slain the devil to earn his last name ("Lucifer" translating roughly into "the morning star"--I knew that much . . . from comics . . .). Off they went into a conversation worthy of long-form improvisation you might catch at Second City or Upright Citizen's Brigade, tying together ideas as though they had known the connections all along, and roping in passers-by to reinforce the tale. They didn't get to finish it, owing to Nerdly duties, but it was my first hint of how different this experience was going to be from any I had before.

When I last gamed, it was a pretty simple formula. One guy (or girl [yes-so there were girls!]) would sort of narrate a story that could change to a greater or lesser degree by the actions of characters, each of which was dictated by a player. Normally the objective was to win glory or overcome adversity for this character you were playing, which is in keeping with most teenager's power fantasies. The element of chance (Sure you use your vorpal sword, but does it actually injure the dragon?) was brought into play by attributing numbers to a set of skills the character possessed, and rolling dice to gauge whether or not those skills succeed in a given scenario. (You need to roll a fifteen to twenty to lob off a wing, and...you roll a one. Um. You pretty much just jacked yourself in the jaw.) Lots of control there for the one leading the game. If he (or she) don't say it, it don't happen.

The games I played last weekend, however, were completely unlike that. In fact, only one game I played had an established story going in. Almost every story began and ended with the players. Dice almost never came up as decision-making tools, and rather than goals of glory or redemption, they were of a good yarn. To sum it all up, I spent a weekend hiking, chopping wood and sitting down with accomplished storytellers creating really engaging, collaborative fiction. In brief, here's what I fell into:
  • Ganakagok - Man, did I luck out starting with this. It's a game set in an ancient Eskimo world, and we played it outside as the weather chilled and the sky darkened. Great stuff. Each person played a single, self-generated character, the game master gave us some elements to start off with and the rest was dictated by our choices and the drawing of cards specific to the game, each of which had an Eskimo word and various associations for it printed on it. We took turns telling our character's parts of the story, but each character could contribute within the system to another's tale. Blew my mind.
  • City of Brass - A more sort of established card game, this was set in the first French explorations of Africa, which sounds heavy, but included challenges to overcome such as "Cobras!" So it was wacky fun, too. Each player had a stock role to play ("Explorer," "Doctor," "Naturalist") and we played them to the hilt. Lots of fun, betrayal, and flesh-eating bacterium.
  • Inuma - Possibly my favorite, the first half of this game was a very effective system of building a world, or reality, starting with cultural standards (Alice in Wonderland, Professional Wrestling) and winnowing down to specifics. We ended up with a world that was an alternate dimension to our own, mostly water, with a sort of civil war between an oppressed, shape-shifting crow race and humans. AWESOME. We played in it after we built it, and I have rarely felt such a satisfying meld of understanding and discovery in improvisation.
  • Improvisation Workshop - Yes! Jason Morningstar and Friend Remi have had improvisational theatre training (which explains much of their skillz) and they ran workshops in it. It was great to experience this from the student side again after instructing all the Zuppa del Giorno workshops. I went in imagining I could relax into something I finally knew. I came out appreciating just how challenging the essentials of my chosen craft are.
  • Dogs in the Vineyard - This game is the one that had the most pre-planning, yet it still had a flavor of verisimilitude that some naturalistic theatre doesn't have. The world is a sort of fantastical/historical account of early Mormonism, in which the players play enforcers of the faith, or folks who root out evil in their midst. What's fascinating about it in the conflict system, which rewards one score-wise both for clever uses of character traits and for the experience gained from failure. Friend Younce ran this one, and his personal knowledge of Mormon history made it especially choice.
  • Zombies! (UniStat) - My last game of the run, this one was a very relaxed sort of system wrapped around a very fun concept. The world was a dystopian society inured in zombies, and the remaining humans have become super-powered free-runners, or traceurs, to adapt. Lots of action and dark humor to this one, as though punctuating my experiences with a reminder that it's all in the name of fun.
You may wonder what I take from all this as an artist, or someone professing to value The Third Life(r). I mean, the people who typically play role-playing games are comfortable enough to afford the free time and invest money in supplies. Can they be the teachers of artists? I argue yes, and for two reasons. The first is that gamers are participants in The Third Life, moreso for their apparent and supposed "disconnect" from reality. They build worlds, and live in them, and it doesn't get much more Third than that. The second is that this fun, this "escapism," is intense work that takes as much talent as skill. And good gamers make it look easy. They're storytellers in the best sense, not only believing in their tales, but living through them. You're in their world every time you pick up a book or watch a movie or simply daydream. At my best, I'm one of them. And after this weekend, I'm really, really proud of that.

I'm a gamer. And I roll 20s, bitches.