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.

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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

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