Take It Home With You
Closing 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.
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