Mailbag: Your Questions Answered

Mailbag

We wanted to know what you our readers were interested in knowing more about. Here are the first (of hopefully many) questions answered. Do you have a question you want answers too? Email them to Trine@Wayfinderexperience.com and check back here!

1.I’ve been to a couple different Larp camps/games, and a lot of them run more like DND than improv. What made you guys decide to run your system the way that you do? And secondly, who invented said system?

Wayfinder grew off a similar organization called Adventure Game Theater, which has since been absorbed into Wayfinder. Our programming grew directly from the systems and work that AGT did. Many parts of our system were built around DND spells and other systems that people were familiar with, but as with many LARPs our systems have evolved to reflect the people in the community and the ways in which we play our games. The Adventure Game as a LARP system started in 1986 (before Magic the Gathering for some nerd street cred) and has been being updated, tweaked, and adapted ever since. There is no one person who created our system (which contains a base system of 5 classes and over 100 abilities, with other auxiliary powers and classes available for use in less standard game settings and several variations on improv magic instead of our class based system). There have been a number of people who have worked on it over the years. The current system that is in play was largely developed and updated by Conor Gillespie, Griffin Johnston, Jack Covell, and Brennan Lee Mulligan in the mid aughts, but it has since been updated by our administrative staff and is undergoing regular updates and reworkings to keep it feeling fresh and in line with the way that games our played today!

2. I know this isn’t a question you can as easily answer on your own, but I love to hear what people’s favorite adventure games are and why.

I can’t speak to everyone’s favorite games, but my two favorite games growing up were the original run of Finals and the 80’s Horror Game from Decades camp. The first Finals gave me, personally, a new experience of being central to a lot of the flow of the game and getting to be a part of big scenes, while delivering an intense and emotional storyline. Everyone was very invested in the game and the world was fun and exciting. I loved getting to play Solomon, get dragged along behind Tiriel all night, and getting to be an accessory to the (almost) end of the world. Getting to replay that and play Tiriel the second time was a very special game for me, and one of the rare chances to have a new experience in an Adventure Game as someone who has been doing this for over two decades. The 80’s Horror Game was just peak camp (both the place and the genre). The game was scary and ridiculous and fun. I got to be the Apprentice for it so I had a peek under the hood as to how everything would work. We spent the night running from Clown Zombies (Clombies for short) and one Clombear (Clown Zombie Bear). It was simultaneously one of the funniest and scariest games I have ever played and will stay with me forever (it was a big inspiration when Corrie and I were writing Prom of the Living Dead a few years ago!).

3. Why do you think sword games became such a big part of Wayfinder as a whole, when in reality, we don’t even use them nearly as much in game?

The swords are central to what we do. It is the easiest way to grasp LARP for an outsider. It can be hard to take on a character, to tell a story, to invest in the small details of a world that isn’t your own, but it is very easy to understand that getting hit with a sword is bad and getting a chance to swordfight is fun. On top of the access to different types of play, swords are a hugely appealing thing to many participants (new, returning, young, and old). There aren’t that many chances to safely hit each other with things or to simulate battle. As purely an experience, it’s a fun and fairly unique one (not a ton of drop in LARPs that are easily accessible for kids). For many of us who want to be active but are not necessarily the most athletic, it provides the chance to get to play in some athletics with some leveling in the reality of there’s always the chance to fight your way out. Add on top the ability to scream and die together, live out the epic battles you’ve seen or read in so many books, movies, and video games, and the list of reasons to love swords stretches on almost endlessly.

4. Who is the REAL Horatio Wayfinder?

Privacy, especially in today’s digital age, is a difficult thing to attain and an easy thing to destroy. As such, I can’t speak today to the REAL Horatio Wayfinder, our mysterious benefactor, but I can say that the people who are putting the time and effort into making these spaces the safe and fun realities that they are have all of their hearts and minds invested in our campers and the spaces that we build for them. It’s not the same people every time. It’s not the same story every time. It’s not the same Adventure every time. It is an act of love every time though, and does Horatio, or anyone, owe us anything more than that?

Written by Judson Easton Packard May 2024

Campaign Style Play

Campaign Style Play

At Wayfinder, the majority of our Adventure Games are written as One Shots. We imagine worlds that we visit only once, stepping into them to shape the course of monumental events, before moving onto the next, carrying those stories and characters only in our memories. We do, on occasion, delve deeper into worlds and engage in campaign style play, returning to the same world across multiple camps or One Day events and allowing player choices, and the stories that they shape, to run their course. 

Campaign play allows us to spend more time with a particular character and story line, to carry our characters forward through a series of events and construct singular narratives around the different stories they find themselves at the center of. Characters always provide us a reflection of ourselves, a vision into another way that we could be and interact with those around us. Returning to a character can feel like coming home to yourself. Characters can share a lot with us, they may be good, they may be evil, but whoever they are, the distance they provide from our everyday selves brings a newness into the body that can be very welcoming. The longer you play as a particular character, the more of that character’s life you will hold in your memory.

We often talk about the opportunity for self-exploration that is afforded to us through Live Action Role-Play (LARP). One Shot play doesn’t afford us less of this, but it is simply different. For years, our One Day Adventure Games have offered linked storylines, allowing players to continue the same character across multiple games for as long as that character survives. It provides us with a personal stake and investment in a storyline that is different than may be offered to us anywhere else. Anyone who’s played in a tabletop campaign may have experienced this kind of character play. I have found that there is a difference when I am physically embodying the character. The stakes feel more personal, the intensity more immediate, and the joys more personal.

Last summer we returned to having linked Campaign style Adventure Games as a part of our summer offerings. Over the course of two weeks of camp players were introduced to a world that our staff had collaborated to build the mythology of. People built characters that had to face off against an ancient evil, a lich who had found a way to once again crawl out of death. In our first week characters fought an increasingly desperate battle to stem the tides of undeath, to hold this evil back before it swallowed the world. They were successful, but at the price of a large number of their own, including some heroes they had grown to care about. In the second week we opened with a funeral for one of those characters who had passed. Campers and staff alike gave impromptu elegies that brought a solemn warmth to the scene, and made it all the more upsetting when the character rose again possessed by the lich. Playing in the same world over the course of multiple weeks, made everything feel more familiar, more lived in. Campers were able to share stories and lore with one another. The world became truly collaborative. 

After the summer we had two opportunities to return to our campaign world. At our Adult Retreat we played a prequel that took place in the same world, giving a perspective to characters and storylines from the summer. Many of our staff, having worked over the summer, found themselves getting the chance to play as PCs in earlier storylines that tied into their experiences over the summer. A number of them found this deepened their experience, they already felt connected to the mythology and the chance to build into that world in its early days provided a unique LARP experience for them. 

We also returned to this world for our Winter Game, bringing a new problem that arose directly out of choices that the campers made in Games over the summer. Demons arrived, ready to claim the world and lay waste to it, having been given the power to do so inadvertently by a deal the campers had made this summer. Once again the forces of good had to rally to hold off the certain destruction of their world. Before the Adventure began though, I saw campers teaching each other lore and mythology that they had built this summer, telling stories about their characters, helping to ensure that the players who were joining this campaign for the first time would share in that same depth of experience and mythology as the ones who had already been there to be in the world. 

Take it directly from Finn, one of our campers who played in all of the Song of the Dead series except for the adult retreat, “I had a fantastic time playing the three Song of the Dead games, each addition to the trilogy adding a unique level of depth to the world that I already knew and loved. Being able to play on the same PC team numerous times gave us the time to add our own little details, like a few words of a language, and it was really cool to see the new players of that same group change up bits and pieces and use it as their own! (OSIMALNI HOO HOO HOO)”

This summer we will be having two more linked games. Building out these games is a fun design challenge. We have to craft two games that are stand alone stories, but played together they show a full story arc, and as with all of our Adventure Games, the storyline that we play wraps up, the campaign does not stretch forward forever. It is a hallmark of our Adventure Games that we build these worlds and these characters, inhabit them, and continue into the next story. This summer at our first two weeks of Overnight Camp we will be playing linked games and hope to see you there! What will you build with us? Where does your story lead?

 

Written by Judson Easton Packard. Jan. 2024

Always Coming Back Home To You

WFE1Always Coming Back Home To You

In all of the Where Are They Now interviews the interviewees (members of our community who have been away from the physical space of camp for some time now) have brought up an important facet of the Wayfinder community. The idea that you can leave camp for any amount of time, and you will always be welcomed back in. The way I have always pictured it is to see camp and our community within that physical space (even though we’re not always at the same location the physical space when the community comes together for an event) as a circle. No matter how long you step away from that circle, we will always have a spot for you to return to. There is no guarantee that you will come back to see the same faces as when you left, and more than likely there will be more new ones than familiar ones. I can promise though that you will be welcomed with the same warmth, the same love that you had when you left.

It helps this idea (both the circle I picture in my head, and the reality of returning to camp) that we put a lot of practice into doing this. At the start of every camp, and then again each morning, we open with a circle. During this time everyone is invited to share how they are feeling, what new experiences they have had since the last circle they were a part of, whether it has been hours or years since they held that space. An exercise I’ve always loved in our circles is when we take a silent moment, look around the circle person by person, and smile at every face that we see. It doesn’t matter who they are or how well you know them, every face you come across is returning that feeling to you.

WFE2Due to the setup of our community around a summer camp, there is always going to be some change in the people who are attending. People’s lives move forward. They go to college. They get jobs. They move on to whatever the world holds next for them. Spending summers at camp you get used to the rotating nature of the people around you. Every time someone new comes to camp it’s a chance to bring someone new into the fold. It’s always exciting to see what they bring into the space with them. New games. New ideas. There’s also, almost guaranteed, to be a friend who has been long absent. Someone who wasn’t able to be at camp for whatever reasons, or you two just haven’t been at the same weeks. Every camp is a chance to reenter these friendships. The function of being a summer camp means that the majority of the people at camp will not see each other maybe nine months out of the year. The friendships we have suspend in time, they tie to the space we hold at camp. It’s why it’s so easy for us to come and go in each other’s lives, to maintain relevance, as Marika put it so well a few weeks ago. We have grown use to coming home to each other.

It can be hard to understand making your home in other people. The idea of home we are always sold probably attaches to a specific structure or town. My home is Wayfinder. It has been since I was 13 years old and came to my first camp. Since then I’ve spent time with Wayfinder at upwards of twenty different lands and locations. No matter where we go, no matter what difficulties that land possesses (everything from giant mosquitos to non-potable water) I know I will be home. Home is the place where you can be yourself, whatever the most honest version of that looks like. Camp is a place where not only are we encouraged to be our real selves, we take time to work on that piece. I talked a couple weeks ago about how characters help us build ourselves so I don’t need to go deeply into it again here, but feeling at home in that space is a big portion of being able to do that work.

WFE3I’ve lived in six states and three time zones. I’ve told myself more springs than I’d like to admit that the coming summer would be my last one at camp, that it was time for me to grow up and move on to a new home. In 2014 I didn’t go to camp for the first time since I started in 2003. The year that followed was one of the hardest, most isolated of my life. There were a lot of external strains that led to this throughout the year as well, but I would be lying if I didn’t notice the weight of not getting to come home to camp and be me. Not having the time to put my stress aside and sit in a circle and fall asleep in the grass when I’m probably not supposed to (OK I’m definitely not supposed to and am probably supposed to be running the circle). Camp is my home. Who knows how long we get to call any one particular place home? If you get the chance to, come back. We miss you.

Written by Judson Easton Packard.

Published 4/7/2017

Camp’s Magic Circle

Camp’s Magic Circle

0K6A8668Recently I’ve spent a lot of time thinking about play and what it is. I’ve been taking a class on play theory (one of many reasons my writing of this blog has lagged so heavily) in which we have been looking at different definitions of play that people have had throughout the years and the implications of each one. Wayfinder is the reason I signed up for the course. Seeing as we talk about and engage in play so much within our community, I wanted to get an idea of what the broader view on the topic was. As we’ve progressed I’ve also been looking at my own beliefs as to what play is, what role it holds in this community, and what play has done for me. I’ll probably write more of the personal responses to play as time passes but for right now I want to look at some of the ways play applies to camp at large.

One thing that play requires, as defined by the theorists, is a set of parameters which play exists within. Of the different terms used to describe this, I think the best I’ve encountered is the “Magic Circle.” The Magic Circle is essentially a space that we agree to enter that, once inside, everything can be understood to be play. This is a broader concept than the most active and named construction of space that we have at camp, we call it the “Play Space.” While a “Play Space” generally comes with a set of physical boundaries and a time limit (they usually exist for the duration of specific workshops), camp is a collection of different Magic Circles, the most obvious being everything that happens within the Adventure Game, which literally starts with a circle. From the very minute you show up to camp though, you are stepping into a much larger magic circle. Play is a way we all get to interact, to learn about each other and ourselves, to remind ourselves that we have stepped out of the world at large and into some place we can let down some of our boundaries, a place we can really trust each other in. That space only exists because of the play we have done to create it.0K6A0886

The very first thing that you do when you show up to camp is play. Literally the first workshop on any camp schedule (and every morning at day camp) is called opening play. So from the very second we all arrive into that space we step into that kind of circle, a place where we know that we are safe to play. Important to this is that there is an ability to opt out of the games that we play (very important to the idea of play is that it’s voluntary). Even with the Adventure Game we have an “out of game space” where you can go should things be too intense and you need to step away. Even within the games themselves there are chances for people to have different levels of intensity. We have systems that allow for people to say when something has become too much for them, when it has become unsafe, and we talk a lot about playing to our partner’s level, making sure that we are calling people into a kind of play they are comfortable engaging in. None of this should be viewed as taking away from anyone’s experience. Our magic circle, the one we build that holds camp inside of it, has space inside of it for you to play (or not) at your own level of comfort. Having that kind of space, which allows for a variety of needs, is integral to building the community that we have.

Through the space for people to play or not play in specific games as they need, we show our community at large that this space is a safe one for them to engage with when they’re ready. While, by the nature and needs of supervision, you aren’t given free reign over the physical spaces you may always occupy, you are allowed to set your level of engagement. The same can be said of the community. Our community provides a lot of opportunities for personal engagement. There are regular trust workshops, morning circles, and story circles which allow for different kinds of semi-guided sharing. When these come up, the kind of play that we’ve been doing (and specifically the idea of playing to your partner’s level) allows for community members to decide on any level of participation they may feel comfortable with. When you see everything we do at camp as included in this magic circle, the same rules that dictate play dictate every interaction. Relationships built at camp are built around play. Conversations between us then, by nature, have some of these play elements woven into them. There is no place at camp where you can look without seeing that play is alive and well.
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There’s a lot more that I could (and hope to) say about play at camp, in the world, and in my life. For now let me close by saying that as I’ve been learning more about how the scientific community views play, (they’re pretty shaky on why it exists but they’ve distilled some things it’s capable of and some good guidelines as to when something should be defined as play) one thing has been very clear to me. Play is alive and well at camp. We play everyday, we play hard, and we have a strong idea as to the importance of play within our community. Thanks for playing with me.

Written by Judson Easton Packard
11/9/17

Take It Home With You

Take It Home With You

21017471_10155575641123698_1641010195_oClosing circle at camp almost always includes a specific message and call to action: the things we do at camp can be brought out into your regular life. This isn’t to say that you’re going to get everyone you meet to break out into LARPing games at school or in your day to day lives, but instead that much of the work we do on ourselves at camp can be applied to ourselves outside. Personally the comfort and confidence I have found in myself through Wayfinder has allowed me to navigate social situations for the past 14 years of my life. It’s taken a combination of the different types of skills and knowledge I gained through camp in order to be able to cultivate those qualities in myself.

Maybe the simplest (and the easiest to overlook) is the work we do with improv. The rules to improv games form a great set of conversational guidelines. If you go into social situations with them in mind (accept and build, make your partner look good, go with the flow) it can be easy to get a conversation going. Many Wayfinder attendees over the years (including several of our alums from the Where Are They Now series) have talked about the ways that they just treat uncomfortable professional or social settings like they were roleplay situations. This is the same kind of guideline. You decide upon the version of yourself you want to be playing that day, and then put it into action. Improv and Status workshops at their cores are essentially a form of low stakes social training that we engage in together.

WFE1
Another way I have found myself able to bring camp into my daily life (and thus keep alive some of the feelings of connectedness that I get while I’m there) is to try and bring as much of the trust work as I have done there into my daily interactions. Again I’m talking about the core tenets of what we do in those workshops not the actual exercises (though I have sat with non-camp friends and done a session of the stare into each others eyes and take turns sharing workshop when I really had a need for that kind of guided sharing). Consider the ideas that we work on: establishing and communicating clear boundaries for yourself, being a safe place for people to share their personal business, and relying on the people around you for support. If you move through the world guided by the work you’ve done in those spaces, it can allow you to create the kinds of bonds you have made at camp in the outside world.

The Adventure Game itself is rife with experiences to pull into your daily life. As we often talk about, every character you play comes from somewhere inside of you, which means it’s there any time you may need to access it. Now it may not always be necessary or appropriate for you to draw on being a demon hunter (or even just a demon), but sometimes you need a little bit of that kind of spitfire, me against the world, bravery. Everyone of us has faced down death and the end of the world through Adventure Games, and while clearly those stakes were imagined, there still is an element of having to make snap decisions with real in Game consequences. Remembering that kind of high tension decision making can be helpful when it comes to those moments in your everyday life.

Camp helps us form who we are. It doesn’t have to stop doing so when we leave the land and return to daily life. Those ways we feel empowered to be ourselves through camp can be hard to hold on to. We all live in each others’ memories as those versions of ourselves. If they can hold on to that piece of us, why shouldn’t we?

Written by Judson Easton Packard

on 9/19/2017

Transformation

Transformation

transformation 3While there has been a lot of discussion of “creating space” on this blog (and generally is at any Wayfinder event), little focus has been given to what kind of space Wayfinder is to begin with. It may seem kind of strange to try and diagnose a space which has no connection to a specific location (our office and storage facility notwithstanding, there is no one place which contains the Wayfinder Experience), but for the purpose of discussion space refers to whatever space we occupy together as a community and not the land itself. Wayfinder exists as a transformational space. The nature of this movement, combined with the variable make up of community members (both staff and participants) at any event, and the type of personal, introspective work we do allows transformations from community members to go unquestioned.

Transformational spaces are necessary and often produced accidentally. Wayfinder has something special in that we conscientiously produce this space. The transformation aspect of camp would be present whether or not Wayfinder was a LARP space. Bringing together people of the ages of our participants (8-16) and staff pool (16+) is guaranteed to include transformation. At those ages people are spending time crafting who they will be as adults, with different levels of awareness. Wayfinder provides space to try on different personalities and social roles, both through everyday interaction and creating characters with which we play out pieces of ourselves we may not get a chance to any other time. People come to Wayfinder as they are forming personalities, choosing the directions they want to take their lives, and needing space to process things they cannot in their everyday lives. We offer a space that can contain all of these types of transformations.

transformation 2

I would be remiss to write about transformation and not give some time over in the discussion to the LARP aspect of our camp. Each week participants are offered at least one roleplay experience in which they can be essentially whoever and whatever they want to be. There are some constraints put on the characters (players may be told they’re from a specific place or given some other game world conditions) but within those players can explore whatever aspects of themselves that they wish. If you want to play a character who is fearful or talkative or anything in between it’s entirely up to you. Exploring these roles gives us a chance to see ways we could be in our everyday lives, if we chose to do so. A couple weeks ago Max Friedlich talked about going into some business situations and just treating them as if they were roleplay events. I know I have applied some of the rules of status or improv that we teach and applied them to social situations. You get to be whoever you want to be in life. Wayfinder simply offers you a place to craft that personality and reflect on it.

Constructing an identity is a difficult and endless process. You will never stop changing, no matter how old you get, so we must all be aware of the pieces of ourselves that are new and different at any particular time. Through being at Wayfinder, roleplaying and doing trust work, we can see a lot about who we are. While the work that we do gives a chance for you to explore every facet of self and personality, that is not all that is required in the process of forming a self. The reflection that we give space for is maybe more important. Space is made each week for discussion of self, something that you do not often find places to do. Within the community there are people you can trust both to hear about your struggles and offer feedback should you be looking for it. Knowing that other people in that space are going through that same process is one of the ways you know you can trust them with yours.

That kind of shared transformation is so often the basis of our relationships. People become friends as they start new jobs, at new schools, or in new places. Having some new shared discomfort allows for people to be on an even playing ground. No matter how long you’ve been at Wayfinder you are given a chance for this kind of shared transformation every week. We turn the land into whatever world we will be playing in for that week, and we turn ourselves into whatever characters we have constructed throughout the week. Any space that we create only exists for a week at a time, but the transformations we undergo can last a lifetime.

Written by Judson Easton Packard

Published on 6/3/2017

Always Coming Back Home To You

Always Coming Back Home To You

WFE1In all of the Where Are They Now interviews the interviewees (members of our community who have been away from the physical space of camp for some time now) have brought up an important facet of the Wayfinder community. The idea that you can leave camp for any amount of time, and you will always be welcomed back in. The way I have always pictured it is to see camp and our community within that physical space (even though we’re not always at the same location the physical space when the community comes together for an event) as a circle. No matter how long you step away from that circle, we will always have a spot for you to return to. There is no guarantee that you will come back to see the same faces as when you left, and more than likely there will be more new ones than familiar ones. I can promise though that you will be welcomed with the same warmth, the same love that you had when you left.

It helps this idea (both the circle I picture in my head, and the reality of returning to camp) that we put a lot of practice into doing this. At the start of every camp, and then again each morning, we open with a circle. During this time everyone is invited to share how they are feeling, what new experiences they have had since the last circle they were a part of, whether it has been hours or years since they held that space. An exercise I’ve always loved in our circles is when we take a silent moment, look around the circle person by person, and smile at every face that we see. It doesn’t matter who they are or how well you know them, every face you come across is returning that feeling to you.

WFE2Due to the setup of our community around a summer camp, there is always going to be some change in the people who are attending. People’s lives move forward. They go to college. They get jobs. They move on to whatever the world holds next for them. Spending summers at camp you get used to the rotating nature of the people around you. Every time someone new comes to camp it’s a chance to bring someone new into the fold. It’s always exciting to see what they bring into the space with them. New games. New ideas. There’s also, almost guaranteed, to be a friend who has been long absent. Someone who wasn’t able to be at camp for whatever reasons, or you two just haven’t been at the same weeks. Every camp is a chance to reenter these friendships. The function of being a summer camp means that the majority of the people at camp will not see each other maybe nine months out of the year. The friendships we have suspend in time, they tie to the space we hold at camp. It’s why it’s so easy for us to come and go in each other’s lives, to maintain relevance, as Marika put it so well a few weeks ago. We have grown use to coming home to each other.

It can be hard to understand making your home in other people. The idea of home we are always sold probably attaches to a specific structure or town. My home is Wayfinder. It has been since I was 13 years old and came to my first camp. Since then I’ve spent time with Wayfinder at upwards of twenty different lands and locations. No matter where we go, no matter what difficulties that land possesses (everything from giant mosquitos to non-potable water) I know I will be home. Home is the place where you can be yourself, whatever the most honest version of that looks like. Camp is a place where not only are we encouraged to be our real selves, we take time to work on that piece. I talked a couple weeks ago about how characters help us build ourselves so I don’t need to go deeply into it again here, but feeling at home in that space is a big portion of being able to do that work.

WFE3I’ve lived in six states and three time zones. I’ve told myself more springs than I’d like to admit that the coming summer would be my last one at camp, that it was time for me to grow up and move on to a new home. In 2014 I didn’t go to camp for the first time since I started in 2003. The year that followed was one of the hardest, most isolated of my life. There were a lot of external strains that led to this throughout the year as well, but I would be lying if I didn’t notice the weight of not getting to come home to camp and be me. Not having the time to put my stress aside and sit in a circle and fall asleep in the grass when I’m probably not supposed to (OK I’m definitely not supposed to and am probably supposed to be running the circle). Camp is my home. Who knows how long we get to call any one particular place home? If you get the chance to, come back. We miss you.

Written by Judson Easton Packard.

Published 4/7/2017

Trust in Adventure Gaming

Trust in Adventure Gaming

Obviously deep, intensely emotional, trusting relationships exist outside of LARP communities. The point here isn’t to claim that Wayfinder has some unique ability to provide participants with trust or friends or anything like that. The idea is more this: trust, like the realest kinds of trust, are formed through having intense experiences together. Through the Adventure Game we get the chance to simulate a lot of those intense experiences. I have lived one thousand lives in my time at Wayfinder, and the more invested I have been in each one the more I have grown from it. No piece of any character comes from anywhere but inside ourselves. This is something that comes up time and again. It takes an incredible amount of trust in a person, a group of people, or even a whole community to go deep into that, to explore those pieces of ourselves that we normally keep hidden or ignore altogether.

A couple weeks ago I promised to do a series of posts based exploring different types of trust that are directly relevant to Wayfinder and then promptly got sidetracked. I’m returning for the second of that series now. This week’s focus is trust and how it intersects with the Adventure game. It’s a complex relationship. There are a lot of factors of trust required just in setting up the Game. You have the most basic elements, for example trusting that people will play by the rules (reacting to swords and magic) and trusting that people will respect you as a player (building scenes with you and reacting to/building off your offers). There are also some much more complex trust relationships that go into the Game. There is A LOT of physical trust required in playing with a group of people. You are trusting people to chase you/fight with you (often in the dark or in the woods) in a safe and fun way. This kind of trust can be a challenge, but it’s something we work at all week long. The more contact based elements are things that trust workshops are specifically geared towards building to; whereas the elements based upon the rules are a trust that we work at in our game systems based workshops throughout the week (and here you thought CTF was just for fun).

There’s another important element to the relationship between trust and Game that is something we don’t go into quite as much. That is the fact that despite how much we put into building those relationships with each other before Game, like the actual interpersonal ones between our real selves, there is nothing that brings us together quite like an Adventure Game. Once you’ve stood next to someone on a battlefield, cried over their corpse, or literally died to save them there is a different kind of closeness between you. The trust established through having an intense in Game experience together is one that I have never found in any other setting. It’s hard to approach. You both (or all if there were more people involved in the scene/situation) know that something very real happened between you in the Game. Immediately after a Game that has one of those moments there is always a need to find each other, to talk about what happened, share the other side of the experience, or how that moment effected the rest of each player’s Game. But it doesn’t stop there. There are friends of mine I’ve had for years who we still think back to some of those moments as our most intimate, when our friendships moved from close to unbreakable.

During a Winter Game at the Ashokan Field Campus (a Game that I wasn’t particularly emotionally invested in prior to this moment) where my friend (and in Game mother) cried over my dead body until someone brought me back to life. From that moment the two of us held each other and cried in a room full of people who were holding us prisoner (don’t feel too bad, up until then we’d been some of the main bad guys). I’ve never been much of a public crier. It’ll happen, a tear here and there at an intense community circle or trust workshop, but this was loud, ugly crying. Sobbing on a hardwood floor in a room full of people who I was legally responsible for. It’s a moment I remember whenever I’m having a hard time processing my emotions, particularly in reference to other people. I was able to lean on the community in a way that I wouldn’t normally, to allow for an emotionally intense in Game moment because I trusted them to contain it within the Game understanding that my emotion was a function of character not mental state, and also to lower my guard and enter that place of trust because of the way that an Adventure Game is set up. The closeness that is brought about in those kinds of scenes, even if it is an unspoken kind, is one of the most important factors in binding ourselves together.WFE4

Written by Judson Easton Packard

Published 3/24/2017

The Benefits of Friendship

The Benefits of Friendship

Wayfinder3Community is a funny thing. We talk about the Wayfinder community as if it was a living entity when really it’s a web of interpersonal relationships and a kind of commitment you make to people you have not met yet, but who have occupied space in that same circle that you do. We talk a lot about how that circle functions. How it welcomes new people with arms open. How it manages to hold the same type of space though never being made up of the exact same group of people. How your spot in it is always there for you, no matter how long you step away from it. Something else we talk about a little less often, is how our circle stretches out into the world past camp. The friendship that we form at camp, those individual strands of the community, are some of the strongest you will ever find in life.

Marika touched on something important about those relationships in her interview. She talked about how for people from camp out in the world “our lives still have relevance to each other.” This is not an easy type of relationship to find. With most of the people you meet in the world, once your shared experience or location is over with it goes the closer portions of your friendship. Obviously this isn’t always the case, and I’m not trying to say you can’t form lasting friendships outside of camp. I’m looking to highlight the amazing ability Wayfinder has built over the years to create generation of generation of real lasting friendships. We so often refer to ourselves as a tribe, and this is exactly what that has always meant to me. So many of the people who I grew up loving and trusting from camp are out in the world now, without time or ability to come back to Wayfinder. That doesn’t change the fact that tomorrow I could drop in on just about any of them and pick up our friendship right where we left off.

Wayfinder2While it’s not the only thing we work on, or even the focus of much of what we do, the relationships built between Wayfinder’s participants are a crucial part of every single workshop we go through at camp. (Maybe the point is the friends we made along the way?) Game is a huge piece of this. After a game where you spend a lot of time playing with someone you don’t know that well, there is going to be a kind of closeness between you that wasn’t there before. That special kind of closeness that comes from shared experience. (If you can face down literal demons with someone friendship can’t be much harder, right?) The only feeling I have found similar to it is in people I have worked with, but those relationships are usually missing the other pieces we do at camp. The active work on trust and mindfulness in relationships.

Sitting in trust workshops together goes further than we realize in doing this interpersonal work for us. It establishes a baseline of trust that you just don’t get to have with people in very many situations. Often in trust we share some of our most personal discomforts, whether those be in the form of forging physical trust through touch or emotional trust by sharing a hardship we have been through. Being able to look at someone you intend to build a friendship with and see someone who already knows these things about you, who already seen some of the bits of yourself you try to keep from the world, and knowing that they want to become better friends with you regardless of (sometimes even because of) these pieces is a kind of relationship it is almost impossible to find, and certainly rare to find such a safe space to do it in.

Wayfinder1With these rare elements added into our friendships from the start it seems only natural that the friendships we build hold relevance. The work we do at camp is to define ourselves as people. Playing in adventure games gives you the chance to explore different sides of yourself, to try on different personalities and ways of being and decide which you like best. Doing trust workshops gives you a chance to find that you can share the things that you have been through and find people who love you and hold no judgment of those things. Improv gives you a chance to have fun and embrace that ridiculous joyful kind of funny that comes when you just go for it. These are the things that people search desperately for in relationships throughout their lives. They are also things that people at Wayfinder give themselves over to with ease. Treasure the friendships you have been given, nurture that relevance, and keep as many of those people in your life as long as you can.

Written by Judson Easton Packard

Published 3/10/2017