Words on Old Pots

Poetry

Molly Uzzell and I are delighted to reveal the product of many long hours of research: an entirely new Ode from the great Romantic poet, John Keats.

After much analytical study, Ms. Uzzell and I were able to determine that Keats’s oft-recited “Ode on a Grecian Urn” in fact merely comprises a series of notes on the structure and syntax of a much greater later work.

That is the work we present here today. Although it had to be re-assembled from fragments of Keats’s complete written works – a word found in a letter here, in a notebook there, and often merely inferred from the aforementioned notes and the context of the whole – as editors, Ms. Uzzell and I have attempted to carefully keep the balance between reconstruction and authorship.

We present it here, freely, in the hopes that it may edify and enlighten readers as to the true extent of Keats’s poetical talent, which it is now clear extends beyond the Romantic era into anticipatory plagiary of Perec, Bok, et al. Ms. Uzzell and I will be continuing our researches, and believe we may yet discover at least two further such texts, entitled Ballad at a Dark Lark and Verses when Trees’ Green Fell.

The whole poem can be read below, but, given the vagaries of poetry in HTML, for full enjoyment we recommend downloading this .pdf: Words on Old Pots

Words on Old Pots by Harry Giles and Molly Uzzell is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

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Words on Old Pots
of John K.

O! gloss-smooth, spot-shorn, soft-shod groom,
   O! stop-glot lost son of slow Chronos,
Wood-born prof of old know-how, who told
   Rococo bonbon words to top poor songs:
Do frond-worn long lost scrolls spook pot-molds,
   Told of gods or world-folk, or of both,
      Of Volos or of hollows of Stolos?
   How look folk or gods? Or trollops loth?
Or moon-shook sport? Or showdowns to bolt
             coops?
      Or horns or gongs? Or loon-thrown loco
            whoops?

Songs, shown off, concord, tho’ non-shown songs
   Do top-notch; so lo! soft horns, go on;
Not to phonofolds—for lots of coos,
   Blow toot-toot to ghost songs of no oomph:
Good son, on wood’s bog-bottom, won’t go
   From songs, nor do shoots drop from logs;
      Bold Coxcomb won’t hold or smooch no dolls
Tho’ hot on gold—no gloom, now, don’t boohoo;
      Doll won’t grow poor or swoon, tho’ strong
            Don John
   Got no sport; woo tomorrow, woo for good.

O good, good wood-rods! who won’t doff fronds
   nor blow ‘so long’s of sorrow to month of
            growth;
O good croon-pro, who won’t to torpor droop,
   Who toots top songs on loop, so now, so cool;
Most good bosom-bloom! most good, good
            bloom!
   Who grows not cold, nor romps, to go on fond,
      Who prolongs snorts, who grows not old;
Loft-flown mondo mojo flows nonstop,
   So crowds go forth, bod-clocks dolor-chock
      Or gross, brows grown hot, gobs scorch-torn
            too.

Who looks on to Gods’ blood-honor show?
   For whom to moss-shod blocks do odd monks
            tow
Cows who low to world’s oxford roof,
   Bows of blooms on cotton-soft torsos?
Do folk flock from no-bronco town on brook
   Or world-pond’s port, or from cool-blood
            stronghold
      Of Omplos’ snowstorm rock, on godhood’s
            morns?
O jot of town, rows of condos forsook
   For good; no solo ghost, who knows or owns
      For whom town’s so forlorn, to stroll on
            down.

Oropos’ form! Good mood! of cross-cord
   Dolorock corps of bros’n’dolls
Too bold, of wood’s top logs, of foot-trod shoots;
   O stop-glot pot! dost dog folk not to brood,
So doth non-stop Chronos: Cold Photo-mold!
   Cohorts grow old, grow shopworn, rot,
      Tho’ pots go on, on ‘mongst tomorrow’s sobs
   Or howls, consorts to folk, to whom pots vow,
“Good looks conform to Logos, Logos to looks,”—
      So, don’t long, folks. Cosmos: toto known.

Storytelling and Games

Poetry, Rambles, Theatre

0.

Yesterday I ran a new storytelling game of my design as part of Book Week Scotland’s “CallooCallay” scavenger hunt. It was a game-within-a-game: at my station, teams had to co-operate (and compete!) to tell a fairytale-type story together, which they could then relate to the event judges for points. This is a wee reflection on games and storytelling as a result.

Caveat: I am not a game-design expert. I am more like a very well-read amateur – I’ve been following games (LARP, tabletop and computer) for many years now as an avid reader and player, and occasionally designed them. But that means that I could easily have missed important texts, debates, progressions in the discourse, &c.

1.

My game (download here) was heavily inspired by Victor Gijsbers’s “Stalin’s Story“. Both games take as their root a deck of cards based on Vladimir Propp’s “Morphology of the Folktale”, a seminal work of  structuralist folklorism. It claims that Russian fairytales can be broken down into 31 distinct narrative moments, which (whether inverted or negated or otherwise distorted) are present in all Russian fairytales. The idea of the game is thus that a deck of cards based on these archetypes can generate an infinity of possible fairytale-type stories: the basic structure of events remains the same, but the protagonists change.

So yesterday, a Parisian sewer-rat adventured through Paris to find and eliminate a wicked Damien Hirst; a young girl from a southern trailer-park travelled to Las Vegas to earn her fortune and ended up taking out casino boss and cashing in on the insurance; and a milkman named Joey journeyed through a magical door and encountered a series of dangerous giant insects, all from the same series of cards.

Both Gijsbers’s and my game have two elements: co-operation between players to tell a story, and competition between players for a goal outside of the story. In my game, storytellers are trying to accumulate points, as the person with the most points at the end will win a prize; in his, storytellers are trying to curry the favour of a Stalin-type figure who holds the balance of their life and death. The result, of course, is two very different games.

2.

In “Stalin’s Story”, the telling of a Propp-propped folktale is secondary to the real action. The game actually consists of a series of back-stabbings, realignments, toadyings and vicious manoeuvrings of courtiers in Stalin’s court. That is to say, there are two stories: the story the players are telling, and the story the players are enacting. Having played “Stalin’s Story” a few times, I can reliably say that the story players enact is far, far more satisfying than the story they tell. Because the game puts more at stake in the enacted story, its dynamics consistently interfere with the told story – the competition between authors tears the told story apart. But that competition is thrilling!

In my game, the point-scoring and competition between players is very light indeed, in fact almost arbitrary. Players have a modicum more control than they do in Snakes & Ladders, but only a little. The competitive element – the extra-diegetic narrative – is not satisfying. But the point-scoring and randomness does lead to very satisfying folktales: it makes what happens next feel unexpected, and supports the tellers in relating an interesting and enjoyable story. In other words, the type of narrative which the game produces is the exact inverse of Stalin’s story. In my game, the folktale is the focus; in Gijsbers’s game, the telling of the story is the real story.

There is no doubt which is the better-designed game! “Stalin’s Story” is rich, multi-dimensional, original and scary fun; my game is more of a parlour game, a diversion – a way of generating interesting stories, rather than an interesting way of telling them.

3.

It’s worth explaining why I chose to include a fairly arbitrary point-scoring mechanic. My game had to be suitable for all ages – the people playing it would be a mix of parents, students, teenagers, children, and anyone else who might come along. That meant that the different mechanics had to entertain internally diverse teams.

My expectation, which was confirmed in the playing of it, was that younger children might struggle to maintain their focus if the game were just a series of story-telling cards. They wouldn’t necessarily see “the point” of playing a card to advance the next stage of the story. By attaching a simple point-scoring dynamic, I gave them an extra-diegetic reason for telling the story.

However, if the arbitrary element were too strong, adults might find it annoying. I don’t know any adults who enjoy playing Snakes & Ladders. Adults who aren’t hardcore (or even softcore) gamers were unlikely to be interested in complex dynamics like those of “Stalin’s Story” either. What they were most likely to enjoy was the storytelling itself. “Stalin’s Story” is a game for people who are comfortable with gaming; mine is a game for complete amateurs. Part of my purpose was thus to establish a structure in which adults who felt inhibited in telling stories were freed to be inventive – and this aspect was definitely a success. And, indeed, when playing with teams of only adults, they would often forget to take points or use the “special powers” each card conferred, so wrapped up in the story were they.

I making a few generalisations here. Obviously, some children get bored with arbitrary games quickly, and not all adults enjoy storytelling. But I do think there’s a broad a division which can be made — or, rather, a moment of change in our lives, where subjecting ourselves to chance is no longer satisfying. Could it be that children, whose lives are governed by rules imposed from outside, relish the opportunity to submit themselves to the whims of chance (which can reverse their parents’ fortunes as much as their own), whereas adults, who have been forced to come to terms with the essentially arbitrary nature of existence, enjoy rule-based games which re-establish an understandable and manipulatable order for an hour or two?

4.

I’m a gamer. Dealing with the world is tough. Life’s rule-set is incomprehensibly massive – literally incomprehensibly – and it keeps changing, it’s like Nomic, the players are rewriting the rules all the time and you don’t always know when or why or how. Lots of us gamers – let’s be honest – are pretty socially awkward. I ran this game in Edinburgh GamesHub, a new business providing a café, space and games to groups of players, and it’s clear that it’s being used as a refuge by people who don’t necessarily feel comfortable elsewhere. (Aside: many cafés have this function, the Forest not the least among them, it’s just that what the social group is and why it might feel uncomfortable changes from café to café.) I love games for the stories, for the intellectual richness of good game dynamics, for their metaphoric weight, but I also love spending a few hours in a world where I can just about grasp the rules and where, if I fail, I can at least understand why.

The chief interest of my game, though, was as a way to generate interesting stories. And so I might be pushing the chaos/order analysis too far, because, as I’ve said, part of the purpose of the game was to release creativity, to disinhibit performance. The game dynamics provided a safe, simple structure which supported good storytelling. And there is definite resistance in all games to too much order or too much chaos. Think, for example, of the child who perceives the violation of justice in even the most arbitrary game and shouts “That’s not fair!” Or the Game-Master who puts down a rulebook-consulting pedant of a player with “Stop spoiling the fun.”

5.

I don’t think my game was as well-designed as Gijsbers’s, although they were working to different functions. The dynamics were not well-balanced, and it required GM-intervention a few times to prevent it breaking. But I would like to refine it. I’d like to design a fairytale storytelling game which:

  • is simple and accessible
  • supports creative storytelling in most players
  • has a satisfying point-scoring dynamic to hold interest
  • and allows for many inversions and diversions from the classic plot

The closest I know of is The Extraordinary Adventures of Baron Münchhausen. It’s a brilliant game, with clever dynamics, and it generated excellent stories — the balance between the story told and the story enacted is struck very well. It is, however, a game for people who feel comfortable performing: it won’t release the storyteller in a recluse. No game can be for everyone, but I’d like to get as close as I can.

Two Games

Events, Poetry, Politics, Theatre

I’ve been commissioned for two performance-story-game things in the next couple of weeks. They’re both very different, but it’s fun to be thinking more deeply about how performance games work with different kinds of audience. The first is part of a city-wide scavenger hunt in Book Week Scotland, and needed to be suitable for any age and experience of person who might turn up. The second is an adaptation of one of the games in Class Act, and is designed for an arty party atmosphere; I specifically pitched it as a game for the people who like playing with lego in the corner of parties.

A Game of Many Stories
Calloo Callay Scavenger Hunt, Edinburgh
1st December, 1 – 5pm
http://www.scottishbooktrust.com/a-poetry-calloocallay-for-book-week-scotland

Welcome to the palace of the storytellers! You have come here on a quest, but to get your reward you tell the story of a whole new quest.

You will work together (and compete) to tell a new, magical fairytale. A story about a country threatened by a terrible dragon, and a plucky young adventurer’s quest. You will be dealt cards by the Master Storyteller. Each of these cards tells of one thing that happens in the story, and most of them also have a special power. When you play a card, you must tell the next part of the tale. You earn a point for every card you play, and the person with the most points wins a reward – and you may all continue your quest!

Players: 3 or more players, of all ages (though younger storytellers can ask for help if they want).
Time: 10-15 minutes, once we’ve begun.
Equipment: 30 story cards, based on Propp’s “Mythology of the Folktale

Surplus Value @ Hatch: MASS
Spanky Van Dyke’s, Nottingham
12th December, 7 til late
http://www.hatchnottingham.org.uk/?p=2391

One player is recruited to be the boss. They are seated in an impressive-looking chair, and told that they are going to set up a widget factory. They start with bundle of money and pile of lego. An initial workforce of 3-4 workers is recruited. In a series of rounds, the boss pays the workers to build widgets, and sells those widgets on the open market, attempting to make a profit. As the price of raw materials, living costs, and widgets fluctuates (engineered by the host), the boss and the workers begin to clash over wages. Anything can happen: sometimes the workers will strike for better pay, sometimes the boss will recruit supervisors to keep the workers in line, sometimes the workers attempt a co-operative buy-out, sometimes something else happens. The game illustrates simply how the bosses are forced to drive productivity up and labour costs down, while workers are trying to achieve the opposite.

Participants: At any time, 1-2 hosts, or, “the free market”, 1 boss, 3-5 workers
Time: 3-4 hours, or until the market crashes, whichever is sooner.
Equipment: Large pile of lego bricks, Bundle of fake money, “FTSE Index”: a projection or large sheet of paper tracking in-game prices, At least 10 square feet of playing space