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New blog post: What’s the Word?

What’s the Word?: Using Verbs to Make Better Flow Points

Written by Milo Duclayan 5/2024

Imagine you’ve just written your first adventure game. The world is awesome, the characters are unique, the lists are gorgeous, and the flow is… well, the flow is written, to some extent. You know what you want the story to look like and some major plot points, sure, but there’s a problem: the gameplay is just not engaging

Gameplay and story are two very different things. The story is like a bird’s eye view of the entire game: it covers the themes and the aesthetic and the mission statement, as well as the plot at large. The gameplay is on the ground: the things that the players are actually experiencing and doing from moment to moment – the individual flow points. If the story is like looking at a forest, the gameplay is looking at each tree and seeing how it aligns with the rest.

So, your story is good, but your gameplay is struggling. You have your flow structure (see “Flows for Algernon” elsewhere on the blog for more details), but you’re struggling to make the flow points themselves interesting enough. My solution? Verbs.

This article is going to cover two things: what verbs are (in game design) and why they’re a useful framing device for your flow points, and a quick exercise that you can use to practice with verbs and get more creative with your flow.

First, what the heck is a Verb?

The verb of a flow point is the main action that player characters will be engaging with. Every flow point needs a verb, and most flow points already have them, even if you haven’t noticed it. 

Here’s a quick example flow point: The PCs battle through a horde of angry skeletons.

The verb here is actually already in the sentence: “Battle”. “Battle”, “Fight”, and “Kill” (and other verbs along those lines) are some of the most common verbs in adventure games. Other common verbs are things like “Fetch/Collect/Retrieve/Get” or “Talk/Listen/Learn”.

Now, there’s nothing inherently wrong with those verbs. They’re common for a reason. But because they’re so common, it’s very easy to end up with a game full of them, and a game full of the same verbs gets repetitive fast.

The Exercise – Verbing your Flow

Here’s the exercise. This won’t give you a perfect flow point, but it’ll really help you kickstart your brain into thinking differently about how they tick in a helpful way. 

Head to google and find yourself a Random Verb Generator. Try not to have any story in mind when you start this exercise, just be open to all possibilities. When you’re ready, roll yourself a random verb.

Now, take no more than 10 minutes, and make a flow point that uses that verb as its core action. I’ll do one alongside you so you can have some reference. Here’s the verb I’ve rolled: “Heat”.

When you roll for random verbs, you will get some very weird ones. At first it might be hard for you to imagine how you could make them into a flow point, but that’s why we’re doing this. The more you find ways to fit weird verbs into flow points in practice, the more unique and engaging your real flows will start to become. The easiest way I’ve found to start building a flow point is to define some or all of its five W’s (and H): Who, What, When, Where, Why (and How).

So, I need to make a flow point around the verb “Heat”. I can start by thinking about what they might be heating – let’s go with a furnace for an engine. Next I need to decide how they go about doing that action – maybe they have to take turns pumping a set of bellows. Lastly, the consequence – why the players are doing this flow point – if they don’t keep heating this engine, their friends inside the building will freeze. I’m missing the Who, When, and Where, but I think this is enough to give myself a solid idea of the flow point.

Done! Alright. Is this a good flow point for a game? Probably not. But it doesn’t have to be. The goal of this exercise isn’t to make perfect flow points – it’s to get you comfortable with using unusual actions, and finding more creative ways for your players to play your game (and also teach you some new verbs! You never know when a verb might come in handy). You can translate this skill into your real games, too.

Making verbs work for your game – Foundations

The reason this is an exercise and not something you can use for every adventure game is that some verbs just aren’t good fits. We write games for our players, so when we come up with the verbs that we’re actually going to use for our game, there are a few extra things we need to consider. These can be broken down into three main categories: empowerment, diversity, and mission. The first two are more foundational so we’ll do those first, and we’ll get to mission a bit later.

Empowerment is something that we often talk about in a vague way, but using verbs to define our flow points can make things much clearer. Empowerment is all about choosing engaging verbs, things that will give our players strong, active emotions. Active is an important word here, because verbs that let the players be active participants will almost always make for stronger flow points than passive verbs. Listen is a much less engaging verb than Talk. This is often the make-or-break for beginning game writers, and it’s one of the first things we look for when picking games to run for the summer. If your game is full of inactive verbs, you are relying on the players to make their own fun – and while they certainly can and will, it’s always better for them to have an engaging game to build on.

In addition to being active, your verbs should also be chosen with intent. While verbs like “Fight” and “Talk” are useful, they’re often used as a backup for when a writer isn’t sure what they want out of a flow point. When you decide what verbs you’re going to use for a scene, try to keep in mind the actual goals of that scene, not just in terms of the story and plot, but in terms of what emotions and challenges you want the players to experience. If that happens to be a fight, great – but choose all of your verbs with intent, and the players will feel it. 

Diversity of verbs is another key thing you need to consider when you’re making the verbs for your game. Diverse games have two main things: wide ranges of verbs across the entire experience, and original verbs to create unique experiences. A diverse game will feel completely different to the players than any other game they’ve played, and will keep them engaged all the way through. 

When considering the diversity of verbs in a game, the top priority is to make sure that your game as a whole has a wide range of verbs. This is another one of those key issues for early writers, but the reasoning is pretty simple: having flow points with different types of verbs available at the same time during your game will give everyone a chance to do something that they’ll enjoy. A game shouldn’t be all fight and fight-related verbs, because some players just don’t like fighting. A lack of diversity of flow points can often be hard to recognize when you’re writing a game without guidance, but being able to condense the experience of each flow point down to a verb makes it much easier to recognize and resolve.

After you’ve built a diverse foundation of verbs across the entire game, there’s the more advanced problem of common verbs. Your PCs have likely played tons of games filled with verbs like “fight”, “get”, or “talk”. It’s fine to have some of these verbs, and it’s often necessary to have some or all of them in some parts of your flow. Once you’ve learned the foundations, though, being able to find creative and unique verbs for your flow points can really help elevate your game to a whole new level. These flow points tend to be the most memorable, the things that people think about long after the game is over. That being said, creativity of verbs can’t come before the player experience. It won’t matter how unique your flow is if your players aren’t feeling empowered and engaged.

Making verbs work for your game – Putting it into Practice

In a game I ran back in 2022 called Tales of Anywhere, I had a series of flow points where the PCs needed to retrieve powerful relics from the gods of the world. While I could’ve just used the verb “Get” for all of those flow points, that would’ve meant having players do a really similar thing three times in a row. Instead, the verbs I used for those scenes were “Trick”, “Sneak”, and “Die”. These are all methods of achieving the same thing, but the core action is entirely different and way more engaging. In the “Trick” scene, the PCs went to a powerful god to get the artifact from them directly. This could have easily just used the verb “talk”, but remember, it’s always better to use active, intentional verbs when possible. Instead of just having a conversation and then giving the players the object, the players needed to actively trick the god into giving it to them, making it a much more empowering scene. Also notice that while the end goal is the same, each of these verbs is very different: “sneak” is more combat-oriented, “trick” is a social challenge, and “die” is a roleplay-heavy scene. Because of this, players have plenty of variety in the experiences they can choose from.

Here’s another one: in Jay Dragon’s 2016 game The Horned King, there were a series of boss battles – it would be really easy to call these “fights”, but again, that would be exhausting to do over and over again. Instead, each boss battle had a different verb that made them feel really unique – Chase, Defend, Survive, Deceive, etc. This made the entire game feel incredibly dynamic, while still getting to keep the ‘boss rush’ style of flow.

The Mission Statement is something that Jay talked about in their article Drawn with Courage, which you can find earlier on the Story Board blog. At its core, the mission statements are like the overarching verbs of the entire game. In that article, referencing The Horned King, Jay uses the mission statements “Participating in the Ritual, Preparing Tactics and Executing Them, Feeling Unsure and Betrayed, and Fearing the Horned King” to describe the game’s core actions. Each of the verbs you choose for your flow points should support one (or better, multiple) of your mission statements. If your game is about glorious combat, choose verbs for your flow points that are powerful and combative. If your game is about dying in the darkness, choose verbs about running, hiding, and sacrificing. This won’t be the thing that makes a game unable to run, but making sure all of your verbs align with your mission can really help push the cohesion of the game to a new level

Connecting verbs to your mission statement is also a great time to make use of unique game systems and mechanics. If you have a verb you plan to use often in your flow but you don’t think there’s a way to do it with the standard Wayfinder magic system, you can make one of your own. In Tales of Anywhere, I wanted “forgetting” to be a core verb of the game. There’s no memory mechanic in the Wayfinder magic system, so I made my own – for each second a certain monster was touching you, you’d forget a year of your life. Then I tied this mechanic into a bunch of my flow points where I wanted “forgetting” to be the verb. Just remember not to make too many new mechanics or you risk diluting your theme, or worse, ending up with a bunch of confused players.

Here’s a little bonus trick to wrap things up: you can do this exercise in reverse, too! Take any set of flow points that you’ve already written, and take a minute to try and break down what the core verbs of those flow points are. This can help you get a better idea of what your own game will actually look and feel like from the ground. It can also help you see where you’re starting to fall into the traps I mentioned above, like if you have a bunch of “fight” flow points in a row, or too few unique verbs, or your verbs just aren’t active enough.

If you look at a flow point and you can’t actually find any core verb for the PCs, that’s something to fix too – chances are you accidentally focused too hard on what’s happening with the SPCs or overall plot, and the actual actions of the players slipped away.

Conclusion

Verbs are an incredibly useful tool to have in your toolbox, and they’re big all over the world of game design for a very good reason. Even if you never end up using the exercise or breaking down your previous flow points, understanding that the core of your game is player action can help you hone in on what will make your game genuinely fun to play. The point of verbs is to remember that the game, at its core, is all about what the players are doing – you can make the most beautiful sets and the best story ever, but at the end of the day, the players will experience what they do above all else. 

For me, there are two key takeaways from these exercises with verbs. First, you need to make sure that your verb foundations are solid before you start getting fancy with it – lock down your active verbs and make sure your game has a wide range of action types before you start messing with anything else. Second, when you are ready to start getting funky with your verbs, have fun with it! Trust your instincts, and let your creativity flow. Believe me, your game will thank you for it. 

 

Written by Milo Duclayan 5/2024

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Wayfinder’s Blog

The Wayfinder Experience Blog

The blog is divided up into different series in which we share and discuss specific facets of our camp and community.
Pick any of the series that interest you and start reading!
The series we currently have running are as follows:

Where Are They Now: This series puts the spotlight on former staff and participants showing what some of our alumni (and beloved community members) have been up to in the world, and how they think Wayfinder helped them get there. The series was made in 2017, so you bet these wonder folks have only gotten up to more fun and creative things since!

A Day In The Life: Here we turn the focus to our day to day at camp and try to give our readers an idea of what we have going on each week throughout the summer. This series features stories from summer 2017.

Wayfinder Wisdom: In this series each post focuses on a specific aspect of our summer camp. It is our attempt to share some of the knowledge we have accumulated in more than a two decades of LARPing. Though many posts are written in 2018, they all still hold true.

Wayfinder Story Board: In this series you will find posts on how to write a great Adventure Game as well as shared examples of great Games. We also have a great number of posts from many great Game writer’s sharing their thoughts and ideas about LARP.

Want to contribute to the blog. We are always looking for more Wayfinder and greater LARP community voices to be heard (or read) on our blog, if you have a story to share please email us: Info@wayfinderexperience.com

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Where are They Now

Where Are They Now?

This series puts the spotlight on former staff and participants showing what some of our alumni (and beloved community members) have been up to in the world, and how they think Wayfinder helped them get there.

Kyle Perler

Seeing the World with Kyle Perler

Kyle 1This week’s entry into the Where Are They Now series is centered on Kyle Perler. While Kyle is another creative type who came through Wayfinder, he works in a field where the connection to the work we do may seem a little less direct. Kyle runs his own photography business. While his introduction to the world of photography came through his family, Kyle still credits Wayfinder (or Adventure Game Theatre where Kyle, much like Wayfinder, started his experience with LARP) with a lot of skills he uses on a day to day basis. “I have a career where I am often standing in front of dozens of strangers who want to be doing other things, and I have to make them do what I tell them to by loudly, clearly, and confidently asserting myself. That is something that I never would have been able to do had I not been given the preparation and courage, and also the ability to focus on the role I’m in. I wouldn’t have been able to do that without Wayfinder.” The career Kyle is talking about is the photography business he runs where he works for the city of Boston, the state of Massachusetts, and fortune 500 companies. He has also published two books. As has been clear in every one of these features, Wayfinder gives people the confidence they need to succeed in their respective fields. It can provide more than confidence though.

In his time working at Wayfinder Kyle only worked in production departments. “I just really enjoyed that sort of spatial layout and giving people a thing to work with while they were in these different worlds and universes.” This work is integral to what we do at camp. We couldn’t have our adventures without our production departments. Much like Kyle said, they provide us with the immersion that is required to allow us to create that other world and space we play in. You certainly can roleplay without that kind of backdrop but doing so on such a large scale requires adding some degree of uniformity to the experience. Kyle has found another use for that skill. “I will walk into situations, and I have to find the best backdrop, the best this, or the best that, and it’s about bringing items together, and creating scenes in just a minute or two. Doing all of the scene work, all of the sets and props stuff at Wayfinder really helped me.” Often the work we do at Wayfinder can seem a little disconnected from the rest of our lives. Kyle was really able to highlight the ways in which we directly impact the lives of our staff members going forward professionally as well as personally.

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That is not to say that Kyle wasn’t impacted personally or tried to claim that he wasn’t. Quite the contrary. Kyle started coming to camp at 15 because his dad was living on the property Adventure Game Theatre was running camps on. “I was introduced to AGT as being a theatre camp where you stood on stage all day and did improv stuff in front of a lot of people and there was a guy named Shaggy, and I was told I had to go. So being a very, very shy 15 year old I did everything possible to get out of it. My mom told me that I didn’t have a choice. She had to shoot 50 weddings that summer, and I had to go to theatre camp. I immediately realized that it was explained to me in the worst possible way and I fell in love with all of it.” As evidenced here Wayfinder can be hard to describe to people who haven’t seen it or its effects firsthand. I have heard us described as a theatre camp, a theatre gaming camp, live action Dungeons and Dragons, and (my personal favorite) dressing up like a fairy and running around in the woods. And much like with Kyle, our staff often were reluctant to attend something explained in that fashion, but never disappointed by their experience at camp. Past his introduction to camp, Kyle had nothing short of incredible things to say about Wayfinder. He said the following in comparing his other summer camp experiences with his experiences at LARP camp. “The other camp was fun and sort of like a very pretty, serene spot that had everything from horseback riding to crafts, but it did not have any impact or take away, whereas I couldn’t imagine the person I would be without Wayfinder. I would probably not be in the same career. I would not be living in the city or the state or the town that I’m living in. I would not know the people I know. The impact level is really just night and day as to which helped mold me.” Thanks, Kyle. We’re honored to have been a part of that process and look forward to whatever projects are coming next for you. Also we’d love to have you “running around as a wizard” if you can find the time to get away.

Closing Remarks:

kyle 4The Wayfinder/AGT experience was just totally life changing. It really has not only crafted me into the adult I am today as far as how I know the world, how confident I am, how willing I am to approach new situations and say yes to things even if I’m afraid to do it, or even if it’s not going to go the way I want it to. Being ready to approach a new situation is something that is ingrained in who I am, and it is that way because of this camp. Not only that, but I am still so close to the community because of the bond that it builds with people. I have one friend from that previous camp, and I wouldn’t have reconnected with her if we hadn’t gone to the same school together. So far this year I have interacted with, spent time with, and seen about ten people that I went to AGT with because it really is a community. Because of the bonds that are created, and the environment that it’s in, and the people that it attracts, they really are people that stick with you and become part of your life, and they don’t just fade out when summer ends.

Written by Judson Easton Packard from an interview with Kyle in 2016

Published 6/27/17

Nick Marini

Living Through Stories with Nick Marini

Wayfinder-Nick 1

For this week’s Where Are They Now we had the chance to sit down with Wayfinder alumnus Nick Marini who is now living in Los Angeles and working as actor (and a tutor “in order to survive”). Nick has been in a number of independent films, some plays, and was featured on the NBC show Chicago Med. The connection between acting and roleplaying is a fairly clear in a lot of regards, “the obvious one, we did a lot of improv exercises, a lot of status exercises which are literally exercises I’ve done in acting classes that we are just doing as part of our fun LARP camp.” He also found some connections between the work that went a little bit deeper. “The best thing that Wayfinder gave me is the confidence to be another character. I think one of the problems that many actors have is that they’re trying to act. They’re trying to pretend to be someone else, and when we played a Game I wasn’t Nick Marini pretending to be Jace the warlock. I was Jace the warlock, and I believed it, and I got to explore characters in far more totality than you do when you’re acting because then you’re only playing them in their most dynamic moments, but what’s so fun about Wayfinder is the times when you’re still Jace the warlock but you’re just waiting for someone in the woods.” Having that ability to take on a person completely is a pretty clear advantage in the world of acting.

Wayfinder-Nick 4While Nick talked a lot about the ways in which Wayfinder has helped him in regards to playing characters he has been cast as, he also went into the ways it has helped him in landing those roles. “There’s an absolute silliness in like running around being a merman. I had an audition where I had to play someone who was glitching, and I wasn’t afraid to do something that seemed silly or seemed totally random.” That kind of playful spirit is something that Wayfinder encourages (and something that Nick has always embodied with ease). The intersection between play and work (particularly work in a creative field) is something that we think about a lot at Wayfinder, and it’s something that Nick clearly picked up on. “What I learned about at Wayfinder was just that it’s ok, there’s no shame in playing, and there’s no shame in getting to explore a character as fully as you can, and also because you’re playing all these Games you get really good at improv, you also get an understanding of story. We played a lot of kind of archetypal Games and so I feel like having been parts of stories, it helps you tell them and see what really affects people.” The lessons that we teach (and learn) in Game and throughout the week are such a big part of the work that we do.

Really important to that work and the educational aspects of camp are the ways that it is always immersed in play. “There’s a beauty to learning things when you don’t think you’re being taught, and I learned so much at Wayfinder without ever feeling like I was being taught something. You’re learning great life lessons in the guise of just running around with foam swords, and I love that.” Almost every game we play at camp, from the Adventure Game to games we play in the morning as warm ups, has at least one lesson embedded in it. Nick has some experience on both sides of that coin as his entire tenure within the Wayfinder staff pool was as a play teacher (despite repeatedly applying to work in a production department). For the people who come to our camp they are given a kind of experience you can’t get anywhere else. For Nick, his big game moment came in a Game in Philadelphia. “The coolest thing to do is to be a knight fighting dragons, and then there’s a dragon across the field, and I was a knight. It was a childhood dream coming true in front of my eyes.” The fact that during that kind of wish fulfillment there were also lessons about how to build confidence, about how to interact, and about the way a story functions speaks to the kind of work that Wayfinder does.

Wayfinder-Nick 2

“I think the thing that unifies kind of everything I love is storytelling and to get to be part of the story, whether it’s a story about role-playing or fighting, was so thrilling to me, and then the community, I think it was really the community for me. Once I found this group of people I was like ‘Yes, these are my people.’” With the idea of being a part of the story you are telling it’s not hard to see how Nick made the move from Wayfinder and role-playing to acting. He brings a kind of play and hard work that we were lucky to have and dearly miss. Thanks so much, Nick, for being a part of our blog series.

Closing remarks:

“The most interesting thing about Wayfinder, to me at least, was the difference between kids in an out of Game because you’d have kids who out of Game are shy and don’t understand social constructs, not that all social constructs are great, but they’d just have trouble navigating social situations. In life you’re told to you listen to your teachers and you don’t talk back, there’s no real reason, you’re kind of just told to, but in an Adventure Game if you talk back to the king, you’re going to be killed. There’s just more defined things that are said out loud, so it’s interesting when you watch these kids who were kind of shy and didn’t know how to express themselves suddenly find this new power, and because they are not themselves and these situations are not situations they’re used to, suddenly this whole world opens up for them. You see them just being more confident, not shying away from certain things, and being more eloquent. It’s just amazing. It’s like a placebo. It was amazing to watch some of these kids grow in confidence and become comfortable with who they are, knowing that it’s enough. That’s what I love about Wayfinder, it was such a diverse community, and I appreciated that there was very little meanness, mostly support and that really allowed people to flourish.”

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Written by Judson Easton Packard from an interview with Nick in 2016.
Published 6/9/2017

Tigre Bailando

Transcending Reality with Tigre Bailando

Tigre 1The path from Wayfinder to the work our alumni do in their respective creative fields can often be an easy one to see. The connections between the work we do at camp and the work someone does writing, acting, or making art are all fairly clear. What is not always clear, but is incredibly important to remember, is that that path is not always an easy one to walk. Camp hopefully helps to prepare you for the difficulties you’ll find as you push forward, but just keeping in mind that you are worth it and have to keep pushing forward is something Tigre stressed heavily and wanted to make sure was in view with his story. He moved out to Oakland from Philadelphia six years ago. “I was teaching, and I was working as a barista, and I was in Philly kind of doing art, being creative but not really finding a flow and kind of stumbling through stuff. Then I moved out to California, and big part of moving was ‘I want to focus my life around making art, and I want to really do this and I don’t know how it’s going to go.’” After a number of years of struggle, having “different hustles” ranging from selling jewelry on the side of the street to working in cafés, Tigre has been able to find some success as a sculptor creating installations for festivals all over the world (enough success that he’s been able to leave behind the other hustles). “It was like this seems to be happening, and when I was doing other stuff it felt like I was wasting my time. When I was in the café washing dishes I was like ‘what am I doing, like I was just on the other side of the world making this huge art piece and seeing people respond to it really powerfully’, and eventually I was like ‘I’m just going to make art and live off that and see what happens and the first year was really tenuous and hard.’”

tigre 2None of this is intended to frighten any aspiring artists or to lessen Tigre’s successes (like constructing one of the main stages for the Envision festival four times now!) but as previously stated, he wanted to make sure it was included in the image we presented of him. That he has gotten to a place through a mix of talent, hard work, and a willingness to give his life over to his craft. “We create stories, right? That’s what human beings do. We take the complicated messiness of the world, and we shape it into a story with whatever we want to talk about. We simplify it in however we are focusing in that moment. So it’s common to have this mythology that if you have a lot of talent and passion eventually you’ll just get it, and actually it’s really hard, it’s really scary, and it involves a lot of trust.” The work that Tigre has put in really shows through. He’s always been an incredibly talented artist. We were lucky enough to have him in our sets and props and costuming departments (and workshop; anyone who ever got to be in a workshop run by Tigre was in for a treat) and some of the things he created are still marveled at today. Maybe even looked at with a little bit of jealousy or envy, something natural when encountering talent in your own field. “For myself that’s something I really struggle with. I see somebody else, and they’re so successful and so talented, and I’m like ‘if I can’t get there that must be a flaw of my own.’ The system is so set up against us to succeed in any really soulful, meaningful way. It’s possible, but it’s hard, and I think it’s helpful to know that everybody goes through that stuff. It’s a long, treacherous adventure, you know?”

Currently Tigre is working on an installation for Burning Man called the Solacii. “Conceptually it’s somewhere between ghosts, like ancestral ghosts, aliens, and angels. They are the other, but there’s also this connection. They are of us, but they are not of us. For whatever reasons they have watched us, observed us, and are deeply empathetic to our condition so they feel all of it. The entire breadth of human experience is something they connect to.” The idea of this kind of other comes from Tigre’s personal mythology, having an approach to spirituality that he partially credits to the ability to explore the ideas of religion and mythology in adventure games. The installation will be a 21’ tall being “jutting out of a barren landscape.” The goals are twofold. First to give people a feeling of hope and perspective contained in the idea that there is something out there watching all of us and staying with us no matter how dark things get. Second to hold space for people to feel all of the insanity of the world. The being itself will contain a space which people can enter into and have a moment out of the desert. The project is currently being funded through a crowdfunding campaign on hatchfund, a link to which can be found below. The project requires donations that go past financial, if that’s not something people are currently able to provide. The being will be wrapped in a garment that Tigre is making out of donated clothing. “Everything is witness to our stories, the shirt that you wear, the spaces that contain us. The objects that surround us or we surround ourselves with, they carry those stories. So for me to have this garment made of all these garments of other humans is like carrying those stories. By the nature of it bearing witness it is a holder of all those stories, so it’s wrapping itself in that and welcoming you.” The information on where to send items of clothing can be found on the hatchfund page as well.

Tigre 3The work that Tigre is doing now has me as much in awe as the work I watched him do when I was a child. He freely admits that it is all closely related, “I used to build sets in the woods out of fabric and sticks, and now I build sets in the woods out of fabric and sticks.” While that may describe the work itself, Tigre is fully aware of what he is really doing in both instances, and that’s creating worlds for people to explore and escape into. “When you have these moments where everyone has agreed to share these imaginary constructs, and you have moments where that becomes real, where we really are teleporting elves that are stopping demons, that is a transcendental experience. We have transcended the normal shared imaginary construct to go into this other shared imaginary construct, and that is in essence the goal of what I do now.”

Tigre, thank you so much for everything you did for Wayfinder as a whole, and for me while I was growing up. Good luck with the Solacii project, and whatever you decide to do next. Whenever you find a time when you are able to come back to camp, know that you’ll be more than welcome.

Closing Remarks:

“I wouldn’t say it was the only thing but camp was a significant component in saving my life. I was a suicidal teenager and the community that I developed there- even it’s impact in the first summer. I went to two camps, two sessions my first summer. One was in the beginning, and then I couldn’t go because I had summer school, and then I went to an advanced camp at the end of the summer, but the way that changed my life and my perspective on what I could be absolutely saved my life. It has left an indelible mark on my life.”Tigre 4

Written by Judson Easton Packard

Publish 5/13/2017

New blog post: What’s the Word?

What’s the Word?: Using Verbs to Make Better Flow Points

Written by Milo Duclayan 5/2024

Imagine you’ve just written your first adventure game. The world is awesome, the characters are unique, the lists are gorgeous, and the flow is… well, the flow is written, to some extent. You know what you want the story to look like and some major plot points, sure, but there’s a problem: the gameplay is just not engaging

Gameplay and story are two very different things. The story is like a bird’s eye view of the entire game: it covers the themes and the aesthetic and the mission statement, as well as the plot at large. The gameplay is on the ground: the things that the players are actually experiencing and doing from moment to moment – the individual flow points. If the story is like looking at a forest, the gameplay is looking at each tree and seeing how it aligns with the rest.

So, your story is good, but your gameplay is struggling. You have your flow structure (see “Flows for Algernon” elsewhere on the blog for more details), but you’re struggling to make the flow points themselves interesting enough. My solution? Verbs.

This article is going to cover two things: what verbs are (in game design) and why they’re a useful framing device for your flow points, and a quick exercise that you can use to practice with verbs and get more creative with your flow.

First, what the heck is a Verb?

The verb of a flow point is the main action that player characters will be engaging with. Every flow point needs a verb, and most flow points already have them, even if you haven’t noticed it. 

Here’s a quick example flow point: The PCs battle through a horde of angry skeletons.

The verb here is actually already in the sentence: “Battle”. “Battle”, “Fight”, and “Kill” (and other verbs along those lines) are some of the most common verbs in adventure games. Other common verbs are things like “Fetch/Collect/Retrieve/Get” or “Talk/Listen/Learn”.

Now, there’s nothing inherently wrong with those verbs. They’re common for a reason. But because they’re so common, it’s very easy to end up with a game full of them, and a game full of the same verbs gets repetitive fast.

The Exercise – Verbing your Flow

Here’s the exercise. This won’t give you a perfect flow point, but it’ll really help you kickstart your brain into thinking differently about how they tick in a helpful way. 

Head to google and find yourself a Random Verb Generator. Try not to have any story in mind when you start this exercise, just be open to all possibilities. When you’re ready, roll yourself a random verb.

Now, take no more than 10 minutes, and make a flow point that uses that verb as its core action. I’ll do one alongside you so you can have some reference. Here’s the verb I’ve rolled: “Heat”.

When you roll for random verbs, you will get some very weird ones. At first it might be hard for you to imagine how you could make them into a flow point, but that’s why we’re doing this. The more you find ways to fit weird verbs into flow points in practice, the more unique and engaging your real flows will start to become. The easiest way I’ve found to start building a flow point is to define some or all of its five W’s (and H): Who, What, When, Where, Why (and How).

So, I need to make a flow point around the verb “Heat”. I can start by thinking about what they might be heating – let’s go with a furnace for an engine. Next I need to decide how they go about doing that action – maybe they have to take turns pumping a set of bellows. Lastly, the consequence – why the players are doing this flow point – if they don’t keep heating this engine, their friends inside the building will freeze. I’m missing the Who, When, and Where, but I think this is enough to give myself a solid idea of the flow point.

Done! Alright. Is this a good flow point for a game? Probably not. But it doesn’t have to be. The goal of this exercise isn’t to make perfect flow points – it’s to get you comfortable with using unusual actions, and finding more creative ways for your players to play your game (and also teach you some new verbs! You never know when a verb might come in handy). You can translate this skill into your real games, too.

Making verbs work for your game – Foundations

The reason this is an exercise and not something you can use for every adventure game is that some verbs just aren’t good fits. We write games for our players, so when we come up with the verbs that we’re actually going to use for our game, there are a few extra things we need to consider. These can be broken down into three main categories: empowerment, diversity, and mission. The first two are more foundational so we’ll do those first, and we’ll get to mission a bit later.

Empowerment is something that we often talk about in a vague way, but using verbs to define our flow points can make things much clearer. Empowerment is all about choosing engaging verbs, things that will give our players strong, active emotions. Active is an important word here, because verbs that let the players be active participants will almost always make for stronger flow points than passive verbs. Listen is a much less engaging verb than Talk. This is often the make-or-break for beginning game writers, and it’s one of the first things we look for when picking games to run for the summer. If your game is full of inactive verbs, you are relying on the players to make their own fun – and while they certainly can and will, it’s always better for them to have an engaging game to build on.

In addition to being active, your verbs should also be chosen with intent. While verbs like “Fight” and “Talk” are useful, they’re often used as a backup for when a writer isn’t sure what they want out of a flow point. When you decide what verbs you’re going to use for a scene, try to keep in mind the actual goals of that scene, not just in terms of the story and plot, but in terms of what emotions and challenges you want the players to experience. If that happens to be a fight, great – but choose all of your verbs with intent, and the players will feel it. 

Diversity of verbs is another key thing you need to consider when you’re making the verbs for your game. Diverse games have two main things: wide ranges of verbs across the entire experience, and original verbs to create unique experiences. A diverse game will feel completely different to the players than any other game they’ve played, and will keep them engaged all the way through. 

When considering the diversity of verbs in a game, the top priority is to make sure that your game as a whole has a wide range of verbs. This is another one of those key issues for early writers, but the reasoning is pretty simple: having flow points with different types of verbs available at the same time during your game will give everyone a chance to do something that they’ll enjoy. A game shouldn’t be all fight and fight-related verbs, because some players just don’t like fighting. A lack of diversity of flow points can often be hard to recognize when you’re writing a game without guidance, but being able to condense the experience of each flow point down to a verb makes it much easier to recognize and resolve.

After you’ve built a diverse foundation of verbs across the entire game, there’s the more advanced problem of common verbs. Your PCs have likely played tons of games filled with verbs like “fight”, “get”, or “talk”. It’s fine to have some of these verbs, and it’s often necessary to have some or all of them in some parts of your flow. Once you’ve learned the foundations, though, being able to find creative and unique verbs for your flow points can really help elevate your game to a whole new level. These flow points tend to be the most memorable, the things that people think about long after the game is over. That being said, creativity of verbs can’t come before the player experience. It won’t matter how unique your flow is if your players aren’t feeling empowered and engaged.

Making verbs work for your game – Putting it into Practice

In a game I ran back in 2022 called Tales of Anywhere, I had a series of flow points where the PCs needed to retrieve powerful relics from the gods of the world. While I could’ve just used the verb “Get” for all of those flow points, that would’ve meant having players do a really similar thing three times in a row. Instead, the verbs I used for those scenes were “Trick”, “Sneak”, and “Die”. These are all methods of achieving the same thing, but the core action is entirely different and way more engaging. In the “Trick” scene, the PCs went to a powerful god to get the artifact from them directly. This could have easily just used the verb “talk”, but remember, it’s always better to use active, intentional verbs when possible. Instead of just having a conversation and then giving the players the object, the players needed to actively trick the god into giving it to them, making it a much more empowering scene. Also notice that while the end goal is the same, each of these verbs is very different: “sneak” is more combat-oriented, “trick” is a social challenge, and “die” is a roleplay-heavy scene. Because of this, players have plenty of variety in the experiences they can choose from.

Here’s another one: in Jay Dragon’s 2016 game The Horned King, there were a series of boss battles – it would be really easy to call these “fights”, but again, that would be exhausting to do over and over again. Instead, each boss battle had a different verb that made them feel really unique – Chase, Defend, Survive, Deceive, etc. This made the entire game feel incredibly dynamic, while still getting to keep the ‘boss rush’ style of flow.

The Mission Statement is something that Jay talked about in their article Drawn with Courage, which you can find earlier on the Story Board blog. At its core, the mission statements are like the overarching verbs of the entire game. In that article, referencing The Horned King, Jay uses the mission statements “Participating in the Ritual, Preparing Tactics and Executing Them, Feeling Unsure and Betrayed, and Fearing the Horned King” to describe the game’s core actions. Each of the verbs you choose for your flow points should support one (or better, multiple) of your mission statements. If your game is about glorious combat, choose verbs for your flow points that are powerful and combative. If your game is about dying in the darkness, choose verbs about running, hiding, and sacrificing. This won’t be the thing that makes a game unable to run, but making sure all of your verbs align with your mission can really help push the cohesion of the game to a new level

Connecting verbs to your mission statement is also a great time to make use of unique game systems and mechanics. If you have a verb you plan to use often in your flow but you don’t think there’s a way to do it with the standard Wayfinder magic system, you can make one of your own. In Tales of Anywhere, I wanted “forgetting” to be a core verb of the game. There’s no memory mechanic in the Wayfinder magic system, so I made my own – for each second a certain monster was touching you, you’d forget a year of your life. Then I tied this mechanic into a bunch of my flow points where I wanted “forgetting” to be the verb. Just remember not to make too many new mechanics or you risk diluting your theme, or worse, ending up with a bunch of confused players.

Here’s a little bonus trick to wrap things up: you can do this exercise in reverse, too! Take any set of flow points that you’ve already written, and take a minute to try and break down what the core verbs of those flow points are. This can help you get a better idea of what your own game will actually look and feel like from the ground. It can also help you see where you’re starting to fall into the traps I mentioned above, like if you have a bunch of “fight” flow points in a row, or too few unique verbs, or your verbs just aren’t active enough.

If you look at a flow point and you can’t actually find any core verb for the PCs, that’s something to fix too – chances are you accidentally focused too hard on what’s happening with the SPCs or overall plot, and the actual actions of the players slipped away.

Conclusion

Verbs are an incredibly useful tool to have in your toolbox, and they’re big all over the world of game design for a very good reason. Even if you never end up using the exercise or breaking down your previous flow points, understanding that the core of your game is player action can help you hone in on what will make your game genuinely fun to play. The point of verbs is to remember that the game, at its core, is all about what the players are doing – you can make the most beautiful sets and the best story ever, but at the end of the day, the players will experience what they do above all else. 

For me, there are two key takeaways from these exercises with verbs. First, you need to make sure that your verb foundations are solid before you start getting fancy with it – lock down your active verbs and make sure your game has a wide range of action types before you start messing with anything else. Second, when you are ready to start getting funky with your verbs, have fun with it! Trust your instincts, and let your creativity flow. Believe me, your game will thank you for it. 

 

Written by Milo Duclayan 5/2024

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Wayfinder’s Blog

The Wayfinder Experience Blog

The blog is divided up into different series in which we share and discuss specific facets of our camp and community.
Pick any of the series that interest you and start reading!
The series we currently have running are as follows:

Where Are They Now: This series puts the spotlight on former staff and participants showing what some of our alumni (and beloved community members) have been up to in the world, and how they think Wayfinder helped them get there. The series was made in 2017, so you bet these wonder folks have only gotten up to more fun and creative things since!

A Day In The Life: Here we turn the focus to our day to day at camp and try to give our readers an idea of what we have going on each week throughout the summer. This series features stories from summer 2017.

Wayfinder Wisdom: In this series each post focuses on a specific aspect of our summer camp. It is our attempt to share some of the knowledge we have accumulated in more than a two decades of LARPing. Though many posts are written in 2018, they all still hold true.

Wayfinder Story Board: In this series you will find posts on how to write a great Adventure Game as well as shared examples of great Games. We also have a great number of posts from many great Game writer’s sharing their thoughts and ideas about LARP.

Want to contribute to the blog. We are always looking for more Wayfinder and greater LARP community voices to be heard (or read) on our blog, if you have a story to share please email us: Info@wayfinderexperience.com

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Where are They Now

Where Are They Now?

This series puts the spotlight on former staff and participants showing what some of our alumni (and beloved community members) have been up to in the world, and how they think Wayfinder helped them get there.

Kyle Perler

Seeing the World with Kyle Perler

Kyle 1This week’s entry into the Where Are They Now series is centered on Kyle Perler. While Kyle is another creative type who came through Wayfinder, he works in a field where the connection to the work we do may seem a little less direct. Kyle runs his own photography business. While his introduction to the world of photography came through his family, Kyle still credits Wayfinder (or Adventure Game Theatre where Kyle, much like Wayfinder, started his experience with LARP) with a lot of skills he uses on a day to day basis. “I have a career where I am often standing in front of dozens of strangers who want to be doing other things, and I have to make them do what I tell them to by loudly, clearly, and confidently asserting myself. That is something that I never would have been able to do had I not been given the preparation and courage, and also the ability to focus on the role I’m in. I wouldn’t have been able to do that without Wayfinder.” The career Kyle is talking about is the photography business he runs where he works for the city of Boston, the state of Massachusetts, and fortune 500 companies. He has also published two books. As has been clear in every one of these features, Wayfinder gives people the confidence they need to succeed in their respective fields. It can provide more than confidence though.

In his time working at Wayfinder Kyle only worked in production departments. “I just really enjoyed that sort of spatial layout and giving people a thing to work with while they were in these different worlds and universes.” This work is integral to what we do at camp. We couldn’t have our adventures without our production departments. Much like Kyle said, they provide us with the immersion that is required to allow us to create that other world and space we play in. You certainly can roleplay without that kind of backdrop but doing so on such a large scale requires adding some degree of uniformity to the experience. Kyle has found another use for that skill. “I will walk into situations, and I have to find the best backdrop, the best this, or the best that, and it’s about bringing items together, and creating scenes in just a minute or two. Doing all of the scene work, all of the sets and props stuff at Wayfinder really helped me.” Often the work we do at Wayfinder can seem a little disconnected from the rest of our lives. Kyle was really able to highlight the ways in which we directly impact the lives of our staff members going forward professionally as well as personally.

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That is not to say that Kyle wasn’t impacted personally or tried to claim that he wasn’t. Quite the contrary. Kyle started coming to camp at 15 because his dad was living on the property Adventure Game Theatre was running camps on. “I was introduced to AGT as being a theatre camp where you stood on stage all day and did improv stuff in front of a lot of people and there was a guy named Shaggy, and I was told I had to go. So being a very, very shy 15 year old I did everything possible to get out of it. My mom told me that I didn’t have a choice. She had to shoot 50 weddings that summer, and I had to go to theatre camp. I immediately realized that it was explained to me in the worst possible way and I fell in love with all of it.” As evidenced here Wayfinder can be hard to describe to people who haven’t seen it or its effects firsthand. I have heard us described as a theatre camp, a theatre gaming camp, live action Dungeons and Dragons, and (my personal favorite) dressing up like a fairy and running around in the woods. And much like with Kyle, our staff often were reluctant to attend something explained in that fashion, but never disappointed by their experience at camp. Past his introduction to camp, Kyle had nothing short of incredible things to say about Wayfinder. He said the following in comparing his other summer camp experiences with his experiences at LARP camp. “The other camp was fun and sort of like a very pretty, serene spot that had everything from horseback riding to crafts, but it did not have any impact or take away, whereas I couldn’t imagine the person I would be without Wayfinder. I would probably not be in the same career. I would not be living in the city or the state or the town that I’m living in. I would not know the people I know. The impact level is really just night and day as to which helped mold me.” Thanks, Kyle. We’re honored to have been a part of that process and look forward to whatever projects are coming next for you. Also we’d love to have you “running around as a wizard” if you can find the time to get away.

Closing Remarks:

kyle 4The Wayfinder/AGT experience was just totally life changing. It really has not only crafted me into the adult I am today as far as how I know the world, how confident I am, how willing I am to approach new situations and say yes to things even if I’m afraid to do it, or even if it’s not going to go the way I want it to. Being ready to approach a new situation is something that is ingrained in who I am, and it is that way because of this camp. Not only that, but I am still so close to the community because of the bond that it builds with people. I have one friend from that previous camp, and I wouldn’t have reconnected with her if we hadn’t gone to the same school together. So far this year I have interacted with, spent time with, and seen about ten people that I went to AGT with because it really is a community. Because of the bonds that are created, and the environment that it’s in, and the people that it attracts, they really are people that stick with you and become part of your life, and they don’t just fade out when summer ends.

Written by Judson Easton Packard from an interview with Kyle in 2016

Published 6/27/17

Nick Marini

Living Through Stories with Nick Marini

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For this week’s Where Are They Now we had the chance to sit down with Wayfinder alumnus Nick Marini who is now living in Los Angeles and working as actor (and a tutor “in order to survive”). Nick has been in a number of independent films, some plays, and was featured on the NBC show Chicago Med. The connection between acting and roleplaying is a fairly clear in a lot of regards, “the obvious one, we did a lot of improv exercises, a lot of status exercises which are literally exercises I’ve done in acting classes that we are just doing as part of our fun LARP camp.” He also found some connections between the work that went a little bit deeper. “The best thing that Wayfinder gave me is the confidence to be another character. I think one of the problems that many actors have is that they’re trying to act. They’re trying to pretend to be someone else, and when we played a Game I wasn’t Nick Marini pretending to be Jace the warlock. I was Jace the warlock, and I believed it, and I got to explore characters in far more totality than you do when you’re acting because then you’re only playing them in their most dynamic moments, but what’s so fun about Wayfinder is the times when you’re still Jace the warlock but you’re just waiting for someone in the woods.” Having that ability to take on a person completely is a pretty clear advantage in the world of acting.

Wayfinder-Nick 4While Nick talked a lot about the ways in which Wayfinder has helped him in regards to playing characters he has been cast as, he also went into the ways it has helped him in landing those roles. “There’s an absolute silliness in like running around being a merman. I had an audition where I had to play someone who was glitching, and I wasn’t afraid to do something that seemed silly or seemed totally random.” That kind of playful spirit is something that Wayfinder encourages (and something that Nick has always embodied with ease). The intersection between play and work (particularly work in a creative field) is something that we think about a lot at Wayfinder, and it’s something that Nick clearly picked up on. “What I learned about at Wayfinder was just that it’s ok, there’s no shame in playing, and there’s no shame in getting to explore a character as fully as you can, and also because you’re playing all these Games you get really good at improv, you also get an understanding of story. We played a lot of kind of archetypal Games and so I feel like having been parts of stories, it helps you tell them and see what really affects people.” The lessons that we teach (and learn) in Game and throughout the week are such a big part of the work that we do.

Really important to that work and the educational aspects of camp are the ways that it is always immersed in play. “There’s a beauty to learning things when you don’t think you’re being taught, and I learned so much at Wayfinder without ever feeling like I was being taught something. You’re learning great life lessons in the guise of just running around with foam swords, and I love that.” Almost every game we play at camp, from the Adventure Game to games we play in the morning as warm ups, has at least one lesson embedded in it. Nick has some experience on both sides of that coin as his entire tenure within the Wayfinder staff pool was as a play teacher (despite repeatedly applying to work in a production department). For the people who come to our camp they are given a kind of experience you can’t get anywhere else. For Nick, his big game moment came in a Game in Philadelphia. “The coolest thing to do is to be a knight fighting dragons, and then there’s a dragon across the field, and I was a knight. It was a childhood dream coming true in front of my eyes.” The fact that during that kind of wish fulfillment there were also lessons about how to build confidence, about how to interact, and about the way a story functions speaks to the kind of work that Wayfinder does.

Wayfinder-Nick 2

“I think the thing that unifies kind of everything I love is storytelling and to get to be part of the story, whether it’s a story about role-playing or fighting, was so thrilling to me, and then the community, I think it was really the community for me. Once I found this group of people I was like ‘Yes, these are my people.’” With the idea of being a part of the story you are telling it’s not hard to see how Nick made the move from Wayfinder and role-playing to acting. He brings a kind of play and hard work that we were lucky to have and dearly miss. Thanks so much, Nick, for being a part of our blog series.

Closing remarks:

“The most interesting thing about Wayfinder, to me at least, was the difference between kids in an out of Game because you’d have kids who out of Game are shy and don’t understand social constructs, not that all social constructs are great, but they’d just have trouble navigating social situations. In life you’re told to you listen to your teachers and you don’t talk back, there’s no real reason, you’re kind of just told to, but in an Adventure Game if you talk back to the king, you’re going to be killed. There’s just more defined things that are said out loud, so it’s interesting when you watch these kids who were kind of shy and didn’t know how to express themselves suddenly find this new power, and because they are not themselves and these situations are not situations they’re used to, suddenly this whole world opens up for them. You see them just being more confident, not shying away from certain things, and being more eloquent. It’s just amazing. It’s like a placebo. It was amazing to watch some of these kids grow in confidence and become comfortable with who they are, knowing that it’s enough. That’s what I love about Wayfinder, it was such a diverse community, and I appreciated that there was very little meanness, mostly support and that really allowed people to flourish.”

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Written by Judson Easton Packard from an interview with Nick in 2016.
Published 6/9/2017

Tigre Bailando

Transcending Reality with Tigre Bailando

Tigre 1The path from Wayfinder to the work our alumni do in their respective creative fields can often be an easy one to see. The connections between the work we do at camp and the work someone does writing, acting, or making art are all fairly clear. What is not always clear, but is incredibly important to remember, is that that path is not always an easy one to walk. Camp hopefully helps to prepare you for the difficulties you’ll find as you push forward, but just keeping in mind that you are worth it and have to keep pushing forward is something Tigre stressed heavily and wanted to make sure was in view with his story. He moved out to Oakland from Philadelphia six years ago. “I was teaching, and I was working as a barista, and I was in Philly kind of doing art, being creative but not really finding a flow and kind of stumbling through stuff. Then I moved out to California, and big part of moving was ‘I want to focus my life around making art, and I want to really do this and I don’t know how it’s going to go.’” After a number of years of struggle, having “different hustles” ranging from selling jewelry on the side of the street to working in cafés, Tigre has been able to find some success as a sculptor creating installations for festivals all over the world (enough success that he’s been able to leave behind the other hustles). “It was like this seems to be happening, and when I was doing other stuff it felt like I was wasting my time. When I was in the café washing dishes I was like ‘what am I doing, like I was just on the other side of the world making this huge art piece and seeing people respond to it really powerfully’, and eventually I was like ‘I’m just going to make art and live off that and see what happens and the first year was really tenuous and hard.’”

tigre 2None of this is intended to frighten any aspiring artists or to lessen Tigre’s successes (like constructing one of the main stages for the Envision festival four times now!) but as previously stated, he wanted to make sure it was included in the image we presented of him. That he has gotten to a place through a mix of talent, hard work, and a willingness to give his life over to his craft. “We create stories, right? That’s what human beings do. We take the complicated messiness of the world, and we shape it into a story with whatever we want to talk about. We simplify it in however we are focusing in that moment. So it’s common to have this mythology that if you have a lot of talent and passion eventually you’ll just get it, and actually it’s really hard, it’s really scary, and it involves a lot of trust.” The work that Tigre has put in really shows through. He’s always been an incredibly talented artist. We were lucky enough to have him in our sets and props and costuming departments (and workshop; anyone who ever got to be in a workshop run by Tigre was in for a treat) and some of the things he created are still marveled at today. Maybe even looked at with a little bit of jealousy or envy, something natural when encountering talent in your own field. “For myself that’s something I really struggle with. I see somebody else, and they’re so successful and so talented, and I’m like ‘if I can’t get there that must be a flaw of my own.’ The system is so set up against us to succeed in any really soulful, meaningful way. It’s possible, but it’s hard, and I think it’s helpful to know that everybody goes through that stuff. It’s a long, treacherous adventure, you know?”

Currently Tigre is working on an installation for Burning Man called the Solacii. “Conceptually it’s somewhere between ghosts, like ancestral ghosts, aliens, and angels. They are the other, but there’s also this connection. They are of us, but they are not of us. For whatever reasons they have watched us, observed us, and are deeply empathetic to our condition so they feel all of it. The entire breadth of human experience is something they connect to.” The idea of this kind of other comes from Tigre’s personal mythology, having an approach to spirituality that he partially credits to the ability to explore the ideas of religion and mythology in adventure games. The installation will be a 21’ tall being “jutting out of a barren landscape.” The goals are twofold. First to give people a feeling of hope and perspective contained in the idea that there is something out there watching all of us and staying with us no matter how dark things get. Second to hold space for people to feel all of the insanity of the world. The being itself will contain a space which people can enter into and have a moment out of the desert. The project is currently being funded through a crowdfunding campaign on hatchfund, a link to which can be found below. The project requires donations that go past financial, if that’s not something people are currently able to provide. The being will be wrapped in a garment that Tigre is making out of donated clothing. “Everything is witness to our stories, the shirt that you wear, the spaces that contain us. The objects that surround us or we surround ourselves with, they carry those stories. So for me to have this garment made of all these garments of other humans is like carrying those stories. By the nature of it bearing witness it is a holder of all those stories, so it’s wrapping itself in that and welcoming you.” The information on where to send items of clothing can be found on the hatchfund page as well.

Tigre 3The work that Tigre is doing now has me as much in awe as the work I watched him do when I was a child. He freely admits that it is all closely related, “I used to build sets in the woods out of fabric and sticks, and now I build sets in the woods out of fabric and sticks.” While that may describe the work itself, Tigre is fully aware of what he is really doing in both instances, and that’s creating worlds for people to explore and escape into. “When you have these moments where everyone has agreed to share these imaginary constructs, and you have moments where that becomes real, where we really are teleporting elves that are stopping demons, that is a transcendental experience. We have transcended the normal shared imaginary construct to go into this other shared imaginary construct, and that is in essence the goal of what I do now.”

Tigre, thank you so much for everything you did for Wayfinder as a whole, and for me while I was growing up. Good luck with the Solacii project, and whatever you decide to do next. Whenever you find a time when you are able to come back to camp, know that you’ll be more than welcome.

Closing Remarks:

“I wouldn’t say it was the only thing but camp was a significant component in saving my life. I was a suicidal teenager and the community that I developed there- even it’s impact in the first summer. I went to two camps, two sessions my first summer. One was in the beginning, and then I couldn’t go because I had summer school, and then I went to an advanced camp at the end of the summer, but the way that changed my life and my perspective on what I could be absolutely saved my life. It has left an indelible mark on my life.”Tigre 4

Written by Judson Easton Packard

Publish 5/13/2017

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A Day in the Life

A Day in the Life

Here we turn the focus to our day to day at camp and try to give our readers an idea of what we have going on each week throughout the summer.

August 21st-27th

A Day in the Life: Survival Camp August 21st-27th

CmcWFEWe ended our summer season with an exciting new program: Survival Camp. This camp featured a close knit group of participants who soaked up a good deal of knowledge about and appreciation for the outdoors. The camp focused on teaching a variety of survival skills with workshops in fire building, shelter construction, knife safety and carving, camouflage, stealth and more. It was amazing to see the focus and dedication our participants brought to these new skills.

Holmes is a beautiful land, and for many of our participants it is the first place they went to an overnight camp. For these participants the week was a homecoming, having spent the past two summers away from the land. Along with survival skills the camp featured some wilderness appreciation in the forms of hiking and nature inspired art.

Both of the Adventure Games had a survival theme as well. The first Adventure, The Year King by new staff member Devon Brinner, was the tale of a small Yorkshire town in the 1700s in the midst of a famine. At the yearly harvest festival, a group of fairies arrived in town and entreated the townsfolk to help them in their quest to bring back the health of the land, ending the blight. The townsfolk provided this help but the cost was great.

The second Adventure, Nevena Loop by the Sets & Props master Ruby Lavin, took place in a not so distant apocalyptic future, in which the survivors made new lives for themselves out of the rubble. With water being scarce, gangs formed and fought each other over control of the precious resource. Little did these groups of ruffians, scientists, and survivalists know that they would take the creation of this world into their own hands and end the existence of gods once and for all.

Even with two epic Adventures and time set aside for learning new survival skills we still managed to fit in a good deal of fun. Each morning the bunking groups would have a goofy team base survivor challenge pitting them against each other. From scavenger hunts to making wacky human obstacle courses to complete, these morning challenges were the highlight of my day. We also had time for some Wayfinder classics such as Mask Workshop, where we saw some amazing examples of “go with the flow,” and Ninja the Flag, where we used our new camouflage skills to make that game even more intense.

It was a great end to our summer of adventures.

August 14th-20th

A Day in the Life: Advanced Camp August 14th-20th

Ollie BirdAdvanced camp came and went with a flourish. We played three Adventure Games in six days, and while everyone was a little tired out, we had a great time doing it all. The games kept the camp living up to its name, with every game putting us into a unique world and new magic system. Mike Jones game, Faith and Fire, was first. The game imagined a fantasy world that had begun to pour its magic into technology and gave a fresh spin on a common fantasy conflict with elves facing off against humans in a WWIesque scenario. Humanity (with the help of your dear blog writer) prevailed. Next we played Silence Blooming by Jay Dragon and Jeremy Gleick. The game starts with the introduction of an interdimensional spore, which feeds on sound, into our world. All magic encountered by players is foreign and, to be frank, terrifying. Players worked their way through this eerily silent Adventure Game finding new ways to express character arcs and roleplay intrigue. Finally we played Aurora Rising by Jack Warren. This game featured robots pushing the boundaries of what it means to be alive (and starting a potentially staff sanctioned robot revolution). Players got to experience first hand some of the great questions which have plagued those who read or envision things within the realm of science fiction, in particular at what point does artificial consciousness demand freedom? (If you see any of our production staff be sure to thank and appreciate them as they did an amazing job bring these worlds to life.)Adv. Camp WFE

Outside of the Adventure Games camp was an all-around great time. We were able to get deep into the communal aspects of camp (something only aided by the experience of playing other personas) with three trust workshop blocks, and we managed to have a little old fashioned fun playing both Bloodrush and British Bulldog (classic Wayfinder camp activities). This camp managed to capture, for me, the real essence of what it was like when I was a participant, with everybody putting their all into every aspect of camp. Community experiences only really work with that level of engagement, and we had it top to bottom. We even managed to pull off some super late night shenanigans with a roaring Bardic Circle and a impromptu participant written Adventure Game (a sequel to the one written at Immersion, naturally). As an added personal bonus there was a friendly popularity contest featured at the camp. An SIT, who shall remain unnamed (Django Shizzard) challenged yours truly in an attempt to take the reins. All told the challenger was unsuccessful but as a consolation received some public outpourings of love from members of the community.

Thanks as always for making the community what it is, hope to see you all soon.

August 7th-13th

Day in the Life:

Immersion Camp and High Meadow 2 Aug 7th-13th

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The first week of overnights for the summer was a blast! An amazing, and immersive game and plenty of time together in community.
Legendary Mafia runner, Brennan Lee Mulligan, was back in action. Each round of Mafia takes place in a different town which has been plagued by mafia members. Participants in the game must decide based upon their suspicions on who to vote to eliminate (only learning the truth of their identities once they are out). Brennan set this round in Rome and telling beautiful stories for each round of this game. The citizen did win, but it was a close one! Camp also featured a community night which hosted a combo dance party/ninja the flag game that was a rousing success.

Settlers Keep, Immersion’s Adventure Game by Eliot O’Clair and Mike Phillips was epic! It started in the temple of Mona, one of this world’s gods whose heart was broken when she had to send her dog away. On this night in the temple, players attended the funeral of the greatest monster hunter of all time. Manvera, the second in command for the monster hunters gave a heart wrenching eulogy and lead everyone on a monster hunt in honor of the fallen. While the hunt was in full swing the other players realized there was a new wolf pack in town. Players ended the first night realizing that these wolves were not mere wolves, but werewolves.20747040_1905201539802529_1713754453_o (1)

The day game was an epic hunt for these wolf dens. However at the end of the game Manvera and her gang revealed that they were in fact werewolves and that everyone should join them. In the third and final installment the townspeople holed up in the woods as they retrieved all the silver in the town to make weapons that could slay the ferocious beasts. In the final stand everyone fell to the beasts except one, the person who Mona’s broken heart had fallen into.

One reason the game was so amazing for all the participants was the amount of world building that the campers got to do. Mike and Elliot gave participants the opportunity to create sections of the world that they were playing in such as the names of cities and towns, and the world’s creation myths making the game an openly collaborative experience.
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It was an epic week at our other camp as well, as it was the third and final installment of the War Gate trilogy. This was years in the making and the Swarm (the alien bug race) was out to take over the galaxy once again. This time our heroes (both the human and elven races) discovered a way to get rid of them once and for all, ring peace throughout the galaxy, and save existence as we know it! With such a combat heavy game our staff became curious as to how many times each of the participants died and went to RE (the location where you receive a new character after dying). They asked how many people went once, over half the circle raised their hands, two? Still almost half. Three? Three kids with hands up Four? Only 2 kids with hands up. Five? One kid. Six? Same kid. Seven?! Still one kid. Eight? She finally puts her hand down. An epic game and week indeed.

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